Skullywags Power Mods
Here are some power based mods:
Click the images to download from my github.
(http://i.imgur.com/ZbZBqnm.png) (https://github.com/Skullywag/BatteriesStuffed/releases/tag/BatteriesStuffed-1.5)
Batteries made from stuff, materials define capacity and efficiency, plasteel and uranium batteries do not explode. Beauty and hitpoints should be effected in the normal stuff based way.
(http://i.imgur.com/E66HNcP.png) (https://github.com/Skullywag/ConduitsStuffed/releases/tag/ConduitsStuffed1.4)
Conduits made from stuff, same as above, uranium is fireproof.
(http://i.imgur.com/547i0v0.png) (https://github.com/Skullywag/SmallSolarsStuffed/releases/tag/SmallSolarsStuffed-1.6)
Multisized solars made from stuff, same as above.
(http://i.imgur.com/Oab0jc7.png) (https://github.com/Skullywag/SolarsStuffed/releases/tag/SolarsStuffed-1.6)
Normal solars made from stuff, same as above.
(http://i.imgur.com/wimEdMl.png) (https://github.com/Skullywag/ThermalsStuffed/releases/tag/ThermalsStuffed-1.5)
Thermals made from stuff, same as above.
(http://i.imgur.com/oQzaoFY.png) (https://github.com/Skullywag/TurbinesStuffed/releases/tag/TurbinesStuffed-1.5)
Turbines made from stuff, same as above.
(http://i.imgur.com/viff6wS.png) (https://github.com/Skullywag/PowerCell/releases/tag/PowerCell1.5)
Adds a power cell dropped by the crash shipped part, can be used to build a power generation building that produces 2000 power at the cost of some heat.
Feedback on the numbers appreciated!
Thanks to Marnador for his awesome Rimworld font (https://ludeon.com/forums/index.php?topic=11022.0)
License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
I think you might be forgetting a certain something power-related, that you had in the OmniPack. Wind turbines.
They were annoying and didnt work perfectly, i need to revisit the code. theyll come just not in the first batch of mods. ;)
So what does this do? Just add smaller solar and the ability to change colors, or does it do more?
Allows you to make them out of the various metals in the game (and added by mods, except for the batteries). The different metals provide different beauty values, health, and flammability. In the case of the batteries, they're also made to provide different efficiencies and storage capacities.
as above the better materials make the buildings perform better as well.
I haven't tried yet, just read in the .xml files, but i got to say i love the way they seems balanced, each one slightly better than the last; but, to me, that doesn't look overpowered.
I like a lot the fireproof batteries ;)
Thx for those mods.
Also added in the A11 modlist (https://docs.google.com/spreadsheets/d/1GB5GAQ9VhH3fobgUwRextiJmmoW7k5XFu8weIoQFMpI/edit?usp=sharing) ;)
All updated, Fixes duplicate key bindings, A11b compatible.
Do any of the stuffed batteries make it so they don't short-circuit you?
Plasteel and uranium one's have code set up to not start electrical fire
Sold!
works with new up date?
No idea. Havent had chance to update. Anyone got time to let me know if they do or dont?
On my A11c colony all of the stuffed solars, conduits, batteries and even the mech thing seems to be working fine thus far.
I didn't use the mini solar but I am assuming that's fine as well.
No errors appear to be thrown either
I didnt see any mention of api changes so id guessed theyd be fine. Thanks BangUDie.
download?
Click the images. I really should put a note in the OP lol.
Skullywag what is the main difference between every geothermal generators? Do they produce more energy than normal? or it's the same amount?
Quote from: artik15 on August 06, 2015, 07:02:10 AM
Skullywag what is the main difference between every geothermal generators? Do they produce more energy than normal? or it's the same amount?
more energy.
Steel 3600
Silver 4200
Gold 5000
Plasteel 5200
Uranium 6000
Plus the normal hitpoint, flammable, beauty modifiers etc. i.e a uranium one will be flameproof, gold will have high beauty and a plasteel one will have tonnes of hitpoints.
Updated to A12
Updated power cell as wasnt working as crash ship part was renamed in core. Also added brief descriptions to OP.
one thing I've noticed when I used the mod with an old save: the default electric building(power conduits, solar, etc.) are somewhat glitchy, and to properly be removed, I have to reload the save. could you add some code so that when one loads an old save without the mod, it replaces all the vanilla electrics with steel ones?
maybe, ill take a look into it.
Awesome mods! Any chance to get a Wind Turbines Stuffed or did I just miss it somewhere?
Turbines are on my todo they were buggy in the last version so removed em butvhavent had chance to tidy em up. Ill get to em.
Quote from: skullywag on November 09, 2015, 03:24:09 AM
Turbines are on my todo they were buggy in the last version so removed em butvhavent had chance to tidy em up. Ill get to em.
Awesome! Glad to hear it. You do good work. :)
Hi Skullywag! Thanks for the great mods! :)
I don`t know if it was intended or not, but the Batteries Stuffed are not uninstallable (minifiable, as the vanilla ones are)! I compared their codes and in the stuffed version it seems to be lacking the line "<minifiedDef>MinifiedFurniture</minifiedDef>".
I know nothing about modding and all, so I do not know if all that needs to minify a building is that, but adding this line to each battery type worked for me so far.
Just wanted to add that and congratulate you for your awesome mods :)
Regards,
Dexter
Yeah its done on my local version just havent pushed a release in a while. Ive got a load of updates to my mods im gonna push soon.
OOoooooo been looking for a mods like this for ages, very very nice and a big big thank you from me <3
All updated to A13, wind turbines will be added shortly.
hmmmmmm what about the new wood fired generators?
on the list, maybe, seeing what i can do with them. Even if its just fuel capacity.
Quote from: skullywag on April 18, 2016, 05:12:43 PM
on the list, maybe, seeing what i can do with them. Even if its just fuel capacity.
make a hi-tech fueled furnace that burns steel. call it an arc reactor. :-)
Thanks for all your mods. (in this topic and others)
I'll be having some fun the coming time :)
The silver/gold/uranium battery costs aren't being multiplied by 20, they only cost 50 of those resources in game. Silver batteries are extremely cheap.
Also only the steel battery is being recognized as a battery by the warning system, so if you only have say silver batteries you get a constant "need batteries" warning.
that warning is extremly annoying....and i get it even when something breaks that is not a battery.....could be another mods doing but hey, would be nice to have ccl recognize the stuff batteris as bateries
im redoing the batteries anyway as I think with the new properties system i can finally make them the same battery, the mod will also detour (using ccl) the events and warnings if it needs to but if they are all in the same def it should work flawlessly.
Quote from: Dave-In-Texas on April 18, 2016, 05:41:19 PM
Quote from: skullywag on April 18, 2016, 05:12:43 PM
on the list, maybe, seeing what i can do with them. Even if its just fuel capacity.
make a hi-tech fueled furnace that burns steel. call it an arc reactor. :-)
Just make an Upgrades Version that burns old furniture, weapons, clothes and wool.
yoink
All this stuff looks good, but I gotta say that the new geothermal generators and the mechanoid power cells are the prettiest ones of all :D Is there a chance of some new wood-fired generators?
on it.
are these mods save-compatible?
would be neat if different power lines would not connect with each other.
and could stack ontop of each other. then you could make a power system and have switches for each line without it filling up your base/ground
Quote from: Killaim on May 03, 2016, 02:38:50 PM
would be neat if different power lines would not connect with each other.
and could stack ontop of each other. then you could make a power system and have switches for each line without it filling up your base/ground
i added a attachment to show how i think it should look. one color following one path (and always being above the two other colors
and so on.
[attachment deleted by admin - too old]
Love your mods, and love the mechanoid powercell, I usually get one with Prepare Carefully to have a easier start with power ;D
I wanted to say that I love your mods. Modular and specifically what i needed. Not just these, but also the defensive mods are such a nice bonus, and the misc mods. I even replaced someone else's embrasures with yours and didn't even have to replace them ingame. They were already there, with your much nicer texture. Thanks so much for your hard work on these fantastic editions. I personally think your stuffed power mods need to be in vanilla. ;D
Stuffed turrets?
What do you mean?
Vanilla turrets already stuffed. Steel one has 100 hp and plasteel one is 280 hp.
Quote from: Fregrant on May 29, 2016, 09:31:32 AM
What do you mean?
Vanilla turrets already stuffed. Steel one has 100 hp and plasteel one is 280 hp.
Vanilla turrets are not stuffed, only steel is available, so how about a mod that adds plasteel turrets
recipe from the core defs:
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>75</costStuffCount>
<costList>
<Steel>100</Steel>
<Components>3</Components>
</costList>
they are stuffed.
Conduits no longer give a beauty bonus based off their stuff? I tried placing some silver and plasteel conduits but the beauty reader says they are just as ugly as steel.
to do this I woud have to give conduits a positive beauty from the get go, this seems slightly wrong. its a flaw in the games stuff system where it cant go positive if its base is negative, sorry.
There could be a way, if define these conduits as differents buildings, each for different materials. But this will bring ugly clutter in buildings menu.
Or maybe workaround with .dll and possible conflicts...
So: no way.
Ah well thanks anyway, I only asked because I remember it used to work. Maybe it will work again in the future. What's strange about what you are saying though is that stuffed batteries do get the beauty modifier I noticed.
Quote from: Ashiver on July 14, 2016, 10:15:11 AM
Ah well thanks anyway, I only asked because I remember it used to work. Maybe it will work again in the future. What's strange about what you are saying though is that stuffed batteries do get the beauty modifier I noticed.
batteries arent truly stuffed, they are separate buildings so I had control over their individual beauty stats, Stuffing those is kind of impossible due to where the storage and efficiencies are stored (on the properties not the comp).
All updated to A14 and finally added Turbines back in.
Quote from: skullywag on July 17, 2016, 11:01:00 AM
All updated to A14 and finally added Turbines back in.
Thanks Skullywag! Love your mods
Small update cuz i typoed the power output for plasteel and uranium panels.
Hi skully,
I found a typo in your Mechanoid Battary Research :)
[attachment deleted by admin - too old]
Hey Skully, awesome job!
Found your mods looking for a power gen mod that was balanced into the game, and it is amazing!
Just one question: Do you think it's possible to make the power generators/cells with quality and that their quality also affect performance?
Any chance that this works or is in line for an A16 update?
its coming yes.
:)
OMG IS BEEN SO LONG!
IS BACK! *throws confetti*
yay! Skully stuffs!
Thanks for the update.
QuoteAdds a power cell dropped by the crash shipped part, can be used to build a power generation building that produces 2000 power at the cost of some heat.
What do you think that they don't generate heat, they absorb heat ?
Heat is a kind of energy too, the powercell absorb energy of the enviroment to produce power.
What? Its a gaming mechanic. I didnt want a passive power generator without the player have to manage it someway. Heat was the obvious choice.
You can made the cooling effect so strong that he don't want the generator inside. Mechanoid's don't care about the temp but humans.
Ofcouse instead an entropy generator it can be hyper/dimension/subspace generator and draw the energy from outerdim and still generate heat.
I just though all the generators generate heat, would be interesting when one use heat to generate power :-)
hmm the ship parts do actually produce that snow effect, that would kind of tie that up nicely.....hrmmmm
SOLD, expect an update.
BatteriesStuffed doesn't seem to be registering the batteries correctly. They are accessible before researching batteries and once you build one and have power the game complains you have no batteries.
Research tree:
http://i.imgur.com/nMd1j5F.png (http://i.imgur.com/nMd1j5F.png)
Architect/Power:
http://i.imgur.com/8J1SCGX.png
Tested with just Core, HugsLib and BatteriesStuffed :)
Yep the second part is a known issue. Id have to detour the incidents as in core they mebtion the battery (steel battery) by name not by what implements comp battery as it should do. I just havent got around to it. The 1st issue is my bad and ill fix it.
Little feedback about the Powercell.
The Mechanoid core are to rare as these to be useful.
- Either increase the output from 2k to 10k
- or made the reactor much smaller 1x1 or 2x1 and moveable.
- or add cells to the salvage from mechanoids, Centipeds need energy too.
But doesn't matter the Powercells will never be your main powersource, maybe in a very late game.
In a few years I can amass quite a few of them, ill be keeping the energy amounts the same. It suits how i play and this mod is used in my games, making it produce more would just mean power isnt an issue for me, which is no fun.
Will we be seeing these updated on the steam workshop in the near future? =3
thermal generators aren't getting increased power output from being made from better materials, always gives 3600w, ill try moving around my mod list to see if it helps
In the power tab, the different batteries in StuffedBatteries have their own texture... spot, instead of just one 'battery' spot and when you left-click on them you see Steel/Plasteel/Gold/Etc..
Thats a known thing, I had to do it that way as the battery comp is fiddly and was difficult to change on the fly like the other power comps, ill get to it one day.
Quote from: Qwynn on January 26, 2017, 11:19:37 AM
Will we be seeing these updated on the steam workshop in the near future? =3
Since there hasn't been an answer or a Steam Workshop update, I'd guess not. I had no idea these were even updated until now.
Necro'ing this post because the Mechanoid Power Cell mod is one of my favorite and I'm hoping it gets updated for new versions going forward (dunno why it wouldn't, but still...).
I cheer whenever a ship part event happens because of this mod.
everything will be updated, im still here, just REALLY busy IRL.
You can't be that busy when your post count increase that much ! :-)
You little Stalker you ..
Ever tried modding on a cellphone ?
Being in work and being able to browse forums is not the same as having time to mod. Also most of that post count was last year, ive slowed down A LOT (I was on over 20 posts a day at one point) in recent months.
question does the mechanoid power core replace the Ai core drops from ships i everyship of mine that has dropped gives me the powercore now
Poison ship drops only a power cell. Psychic ship drops both a power cell and AI core.
skullywag please we need you :))
Anyone tested A16 mods in A17 version ? Maybe they work
Pretty sure the Conduits and Thermals still (sort of) work in A17, tested in a godmode sandbox.
They throw up some minor errors but still function as far as I can tell.
The batteries, turbines, and solars do not work at all.
Damn this soo needs to be part of the game.. Pray every day for skullywag to update this to a17
Your prayers are being heard.....prepare for a code dump tonight probably. :D
The HYPE is real!!!!!
All versions updated on github to A17, for now grab master from there, ill roll proper releases and update the thread properly tomorrow:
https://github.com/Skullywag?tab=repositories
We ever going to see another update? Pretty please!?