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Messages - Miner_239

#46
Mods / Re: [Mod Request] Item-ized Power Storage
June 08, 2016, 09:59:20 PM
CCL has this:

New Buildings (xml)

    Automated Factory - This building class is similar to work table in that it has associated recipes and produces goods however, it will produce goods on it's own without a pawn to work it.

That xml tag means that it could be done without fancy coded library, right?
#47
Help / Re: RimWorld core art source
June 08, 2016, 03:13:38 AM
Um, update? Pretty please?
#48
Mods / Re: [Mod Request] Item-ized Power Storage
June 07, 2016, 11:59:28 PM
Quote from: hwfanatic on June 07, 2016, 10:20:09 AM
You need a building that would pump out these power cells without pawns having to work for it, because I'm not sure it would make much sense otherwise. If you are okay with pawns having to work for it, then I can compose a mod for you that adds power cell production, which are used in a fueled-generator type of building.
Ah, you're right. There should be a variant that automatically makes power cells (i appreciate if you can do this first, tho). But I think having a higher tier, more efficient power cells(something like 1000Wd apiece) that requires work from a pawn could work.

So, select from the alternatives:
No research: 2 steel + 300Wh(12.5Wd|6250J) = 1 10Wd cell | 50000W generator
Low research: 1 plasteel + 60Wd = 1 50Wd cell | 200kW generator
High Research: 4 plasteel + 220Wd = 1 200Wd cell | 1MW generator
Ultra Research:  2 gold + 6 plasteel + 1000 Wd = 1 1000Wd cell | 5MW generator

Or whatever you want it to be, you're the maker. My point is that it should be faster than a battery install.

A scenario popped in my head. It was about being an energy merchant, selling power to the traders.
#49
Mods / Re: [Mod Request] Item-ized Power Storage
June 04, 2016, 02:50:16 AM
Yes, but without the install-uninstall. Just a single building to press the energy out from the energy cells (term to distinguish from vanilla battery building), and a building to put it in. Moving energy from place to place without the power grid, stuff like that.

I might make some art...
#50
Mods / Re: [Mod Request] Item-ized Power Storage
June 03, 2016, 10:17:46 PM
Quote from: mew_the_pinkmin on June 03, 2016, 09:28:48 AM
?
If you uninstall a battery it keeps its charge. just reinstall the battery somewhere else to move the power.
Maybe you need an more expensive better battery that holds more power.
...

Oh? I genuinely did not know that.... I thought I saw a pawn move a charged battery one tile to the right and it lost its charge. Or maybe it wasn't charged...? Anyway, thanks for the tip.

EDIT: After some thoughts, vanilla battery don't really fit my vision, it takes too much empty space when installed and is slow to empty out.
#51
Mods / [Mod Request] Item-ized Power Storage
June 03, 2016, 06:25:57 AM
Hi!

After accomplishing the geothermal power research, I saw that all the vents are far away from my actual base. I don't want to risk more power lines blowing up, so I had this idea.

Basically, it would require CCL Tweaks installed, a new workbench, a new generator, and a new item, the Energy Cell.

The workbench would be used to draw power from the grid and produces an|some energy cell, using some steel|plasteel|uranium as container. The process would be instant so that workspeed modifiers won't affect the amount of power drawn.

The generator would take the cells as fuel and release the power and the container back.

Alternatively, another item, Empty Energy Cell, could be prefabricated and be used instead of raw materials.

An ideal situation would be a power farm with the workbench and the generator on your main base.

How do you guys think?