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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on June 29, 2015, 12:58:51 PM

Title: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on June 29, 2015, 12:58:51 PM
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.
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: CyborgDragon on June 29, 2015, 01:12:22 PM
I think you might be forgetting a certain something power-related, that you had in the OmniPack. Wind turbines.
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on June 29, 2015, 01:45:29 PM
They were annoying and didnt work perfectly, i need to revisit the code. theyll come just not in the first batch of mods. ;)
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: mokonasakura on June 29, 2015, 02:44:16 PM
So what does this do? Just add smaller solar and the ability to change colors, or does it do more?
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: CyborgDragon on June 29, 2015, 02:55:06 PM
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.
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on June 29, 2015, 03:00:14 PM
as above the better materials make the buildings perform better as well.
Title: Re: [A11] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: kaptain_kavern on June 29, 2015, 03:41:05 PM
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) ;)
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 05, 2015, 04:24:59 AM
All updated, Fixes duplicate key bindings, A11b compatible.
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: TimTumm on July 06, 2015, 03:38:54 PM
Do any of the stuffed batteries make it so they don't short-circuit you?
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: kaptain_kavern on July 06, 2015, 04:23:46 PM
Plasteel and uranium one's have code set up to not start electrical fire
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: TimTumm on July 06, 2015, 10:50:18 PM
Sold!
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Mechanoid Hivemind on July 27, 2015, 10:16:24 AM
works with new up date?
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 27, 2015, 11:58:21 AM
No idea. Havent had chance to update. Anyone got time to let me know if they do or dont?
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: BangUDie on July 27, 2015, 12:16:13 PM
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
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 27, 2015, 12:22:41 PM
I didnt see any mention of api changes so id guessed theyd be fine. Thanks BangUDie.
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: rexlord on July 30, 2015, 11:19:37 AM
download?
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 30, 2015, 11:58:20 AM
Click the images. I really should put a note in the OP lol.
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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?
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on August 06, 2015, 08:36:35 AM
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.
Title: Re: [A11b] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on August 23, 2015, 02:24:17 AM
Updated to A12
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on September 02, 2015, 04:33:28 PM
Updated power cell as wasnt working as crash ship part was renamed in core. Also added brief descriptions to OP.
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: blub01 on September 03, 2015, 01:22:18 PM
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?
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on September 03, 2015, 03:44:38 PM
maybe, ill take a look into it.
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Zxypher on November 07, 2015, 05:12:57 PM
Awesome mods! Any chance to get a Wind Turbines Stuffed or did I just miss it somewhere?
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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.
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Zxypher on November 09, 2015, 11:38:23 PM
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. :)
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Dexter on January 14, 2016, 05:23:42 PM
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
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 15, 2016, 02:34:35 AM
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.
Title: Re: [A12] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Riamu on March 19, 2016, 05:23:49 PM
OOoooooo been looking for a mods like this for ages, very very nice and a big big thank you from me <3
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on April 06, 2016, 05:02:42 PM
All updated to A13, wind turbines will be added shortly.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: fenrin49 on April 18, 2016, 04:44:18 PM
hmmmmmm what about the new wood fired generators?
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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. :-)
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Ghizmo on April 20, 2016, 09:54:45 AM
Thanks for all your mods. (in this topic and others)
I'll be having some fun the coming time :)
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Astasia on April 21, 2016, 06:24:49 AM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Severik on April 21, 2016, 07:46:55 AM
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
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on April 21, 2016, 09:30:22 AM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Severik on April 21, 2016, 11:05:40 AM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Too-DAMN-Much on May 03, 2016, 04:45:00 AM
yoink
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: caekdaemon on May 03, 2016, 04:48:33 AM
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? 
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on May 03, 2016, 05:55:31 AM
on it.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: absolutist on May 03, 2016, 11:06:30 AM
are these mods save-compatible?
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Killaim on May 03, 2016, 08:30:40 PM
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]
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: «Temple» on May 21, 2016, 12:34:48 AM
Love your mods, and love the mechanoid powercell, I usually get one with Prepare Carefully to have a easier start with power  ;D
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Atomisk on May 25, 2016, 10:14:04 PM
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
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Justas love on May 29, 2016, 03:51:30 AM
Stuffed turrets?
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Justas love on May 29, 2016, 11:39:31 AM
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
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on May 31, 2016, 07:25:41 AM
recipe from the core defs:


<stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <costStuffCount>75</costStuffCount>
    <costList>
      <Steel>100</Steel>
      <Components>3</Components>
    </costList>


they are stuffed.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Ashiver on July 07, 2016, 12:25:31 PM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 07, 2016, 02:34:53 PM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Fregrant on July 07, 2016, 05:18:31 PM
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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: 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.
Title: Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 14, 2016, 10:18:48 AM
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).
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on July 17, 2016, 11:01:00 AM
All updated to A14 and finally added Turbines back in.
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: darkrage000 on July 21, 2016, 09:40:58 AM
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
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on August 12, 2016, 01:00:37 PM
Small update cuz i typoed the power output for plasteel and uranium panels.
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: SpaceDorf on August 19, 2016, 03:42:16 PM
Hi skully,

I found a typo in your Mechanoid Battary Research :)

[attachment deleted by admin - too old]
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: carpediembr on August 22, 2016, 03:25:39 PM
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?
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Facepunch on December 21, 2016, 08:57:52 PM
Any chance that this works or is in line for an A16 update?
Title: Re: [A14] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on December 21, 2016, 09:05:04 PM
its coming yes.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 12, 2017, 03:11:30 PM
:)
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: pktongrimworld on January 12, 2017, 03:27:43 PM
OMG IS BEEN SO LONG!

IS BACK! *throws confetti*
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Minnigin on January 12, 2017, 03:59:18 PM
yay! Skully stuffs!
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Canute on January 13, 2017, 03:05:40 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 13, 2017, 03:19:49 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Canute on January 13, 2017, 06:38:35 AM
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 :-)
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 13, 2017, 07:04:47 AM
hmm the ship parts do actually produce that snow effect, that would kind of tie that up nicely.....hrmmmm

SOLD, expect an update.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: HanFox on January 17, 2017, 10:28:09 PM
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 :)
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 18, 2017, 03:15:35 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Canute on January 21, 2017, 06:00:59 PM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on January 22, 2017, 03:01:53 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Qwynn on January 26, 2017, 11:19:37 AM
Will we be seeing these updated on the steam workshop in the near future? =3
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Minnigin on January 30, 2017, 12:00:53 PM
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
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Birdy on February 01, 2017, 03:45:27 AM
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..
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on February 01, 2017, 05:15:47 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Aatxe360 on March 10, 2017, 01:25:22 PM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: sigma1932 on April 20, 2017, 07:54:29 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on April 20, 2017, 09:02:10 AM
everything will be updated, im still here, just REALLY busy IRL.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Canute on April 20, 2017, 01:50:02 PM
You can't be that busy when your post count increase that much ! :-)
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: SpaceDorf on April 20, 2017, 03:29:23 PM
You little Stalker you ..
Ever tried modding on a cellphone ?
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on April 21, 2017, 09:02:49 AM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: HolotipNinja on May 12, 2017, 06:33:50 PM
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
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: sigma1932 on May 13, 2017, 12:56:23 AM
Poison ship drops only a power cell.  Psychic ship drops both a power cell and AI core.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: OrbitalSP3 on July 14, 2017, 10:57:48 AM
skullywag please we need you :))
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Defection on August 20, 2017, 08:22:44 AM
Anyone tested A16 mods in A17 version ? Maybe they work
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: shadowstitch on August 20, 2017, 11:15:54 PM
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.
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: jhonjhon on August 23, 2017, 10:02:13 AM
Damn this soo needs to be part of the game.. Pray every day for skullywag to update this to a17
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on August 23, 2017, 10:39:11 AM
Your prayers are being heard.....prepare for a code dump tonight probably. :D
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: Dellamorte on August 23, 2017, 06:47:41 PM
The HYPE is real!!!!!
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: skullywag on August 23, 2017, 07:00:28 PM
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
Title: Re: [A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
Post by: camk16 on July 13, 2018, 05:19:28 PM
We ever going to see another update? Pretty please!?