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RimWorld => Releases => Mods => Outdated => Topic started by: Architect on February 28, 2014, 07:36:51 PM

Title: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on February 28, 2014, 07:36:51 PM
(http://[email protected]/mods/Title.gif)

Description:
This mod adds in various new methods of producing power, storing power, and using power. All of which require various different levels of research totalling over 35000 points of in game research time on top of what is already in game. BetterPower+ also has an addition which can be used in conjunction with it: BetterPowerHard.

Features:

Some of the major features in BetterPower+ (including its two additions) are:
>> BetterPower+
>>> Conveyor belts
>>> New methods of power generation such as coal burning, lightning harvesting, and wind turbines
>>> New methods of mining such as drilling through steam geysers
>>> New incidents including space debris and plasma storms
>>> Wall lighting
>> BetterPowerHard
>>> Power loss inherent in all methods of power transmition
>>> More realistic power transmition capabilities early game

Mod Team:
>> Architect (http://ludeon.com/forums/index.php?action=profile;u=2665) - Project lead / XML manipulator / C# DLL creator
>> mrofa (http://ludeon.com/forums/index.php?action=profile;u=2507) - Texture artist

How to use:
>> Research the building or research paths you wish to unlock
>> Build researched stuff
>> Own raiders
>> Repeat for all new methods of power generation and usage

Downloads:
Alpha 5 - BetterPower+(V5.0.0):(http://i.imgur.com/KwibIVn.png) (http://adf.ly/qLP5B)   BetterPowerHard(V5.0.0):(http://i.imgur.com/KwibIVn.png) (http://adf.ly/qMiH6)
Alpha 4 - BetterPower+(V4.1.0):(http://i.imgur.com/KwibIVn.png) (http://adf.ly/pbbxE)   BetterPowerHard(V4.0.0):(http://i.imgur.com/KwibIVn.png) (http://adf.ly/pbc8G)
Previous versions can be gained by messaging me and asking for download links.

Also, this mod is featured here (http://www.modsaholic.com/forums/index.php/files/file/516-better-power/) for all those who wish to download. However, check the version number matches the one listed here, as it may not be up to date.
Downloads of BetterPower+ and its additions for previous versions of RimWorld that are not listed here can be found on the wikia.

Screenshots and Videos:
A quick video can be found by clicking the image below:
(http://www.adrury.co.uk/mods/Showcase.png) (https://www.youtube.com/watch?v=XczvxWz1xkk&feature=youtu.be)

How to install:
>> Unzip the contents and place them in your RimWorld/Mods folder.
>> Activate the BetterPower mod in the mod menu in game for default additions.
>> Activate the BetterPowerHard mod in the mod menu in game for changed wall additions.

Notes:
Please, feel free to post opinions, ideas, textures, and anything else in the comment section below.

Change Log:
"//" means that the feature is in progress, and not yet released.

//BetterPower+(V5.2.0)
>>// Changed lights built with nuclear waste to cause fear in colonists.
>>// Changed research techs into more of a tech tree with progression rather than all at once.
>>// Changed hoppers to now decide what storage they take based on what they are placed next to.
>>// Added better nuclear power generation through addition of component buildings.
>>// Added sorter for conveyor belts.
>>// Added bio-power generation methods.
>>// Added circuitry, only a cost component of advanced electrical buildings
>>// Added power cell items of varying quality.
>>// Added new mysterious object incidents. Some are less explodey, some are not.

//BetterPower+(V5.1.0)
>>// Changed coal burner to allow for wood burning too.
>>// Changed vanilla incidents to be affected by AA turret.
>>// Changed trader defs so that they are actually up to date with alpha 5.0
>>// Added exercise bike.
>>// Added frames similar to those which can be found in Minecraft's RedPower mod.
>>// Added frame motors.

BetterPowerHard(V5.0.0)
>> Removed buried power conduit.
>> Bought BetterPowerHard up to date with alpha 5.

BetterPower+(V5.0.0)
>> Bought BetterPower+ up to date with alpha 5.

BetterPower+(V4.1.0)
>> Fixed coal production getting stuck in walls surrounding it.
>> Fixed issue with laser drill time resetting upon a power failure.
>> Fixed various issues with data not being saved when games are saved.
>> Fixed confusion with hoppers not accepting food by default.
>> Fixed lightning rods all receiving strikes at the same time.
>> Fixed wall lights being OP.
>> Fixed framerate drops caused by having too many wall lights on a single map.
>> Fixed lightning rod failing to acknowledge different weathers.
>> Fixed wind turbine failing to acknowledge different weathers.
>> Fixed coal feeders accepting things that they shouldn't.
>> Changed lightning rods to be more balanced.
>> Changed steam vents to damage pawns standing on them when they vent.
>> Removed wire spools completely.
>> Removed Tinker's table.
>> Removed changes made to map generator for mod compatibility reasons.
>> Removed modifications to traders until a time where the modifications can be re-implemented properly.
>> Added method of destroying thick rock roofs.
>> Added lights built using nuclear waste.
>> Added AA turret to deal with falling raiders and general debris in its range. (Will only shoot mysterious objects on release, further upgrades to follow)
>> Added medical bay for injured colonists. They won't use it unless drafted to do so though.
>> Added power cell.
>> Added power cell draining station.
>> Added power cell charging station.
>> Added more research.

BetterPower+(V4.0.3)
>> Fixed coal miner creating coal where colonists cannot reach it.
>> Fixed barbed wire not damaging colonists when they pass through it.
>> Fixed laser drill drill time getting reset every time the game saves.
>> Fixed issue with nuclear control spawning waste randomly.

BetterPower+(V4.0.2)
>> Fixed charged wire not damaging pawns as they move through it.
>> Fixed laser drill failing to create steam geysers.
>> Fixed coal miner failing to produce coal.
>> Fixed broken mysterious part incidents.
>> Fixed nuclear waste failing to deplete.
>> Fixed conveyor belt loading and unloading over-textures being drawn at the same angle no matter what the rotation is.
>> Fixed conveyor belts offloading goods explosively.
>> Added power monitor texture.
>> Added generator part texture.

BetterPower+(V4.0.1)
>> Fixed outdated designation categories stopping buildings from being displayed in the Architect.

BetterPowerHard(V4.0.0)
>> Bought BetterPowerHard up to date with alpha 4 build.

BetterPower+(V4.0.0)
>> Changed nuclear waste so that it stopped randomly rotating when it had finished decaying.
>> Added detection belt.
>> Fixed crossing belt texture rotation.
>> Changed mod description.
>> Simplified conveyor belt usage. (Removed loader and unloader belt, conveyor belt can now be set to load and unload stuff).
>> Changed conveying method of conveyor belts to accept debris items such as nuclear waste.
>> Fixed depleted uranium trying to tick when it shouldn't.
>> Fixed over draw issue with conveyor belt textures, so now things can be seen underneath conveyor belt covers.
>> Fixed some coloured lights being immune to rain fall.
>> Increased power production capabilities of wind turbines significantly.
>> Changed wind turbine texture.
>> Added animation to wind turbine texture. (Experimental)
>> Added wall lights emergency mode.
>> Changed the texture and name of buried power conduits.
>> Changed items failing to stack when coming off of conveyor belts.
>> Stopped asteroid hit and engine part fall from occurring in unbuildable spaces around map edge.
>> Increased energy production rate of wind turbines.
>> Added power net monitor.
>> Added new mysterious object incident.
>> Removed coloured lights and their research.
>> Removed flood lights and its research.
>> Removed wire spool costs of all buildings.
>> Bought BetterPower+ up to date with Alpha 4 build.

BetterPower+(V2.4.1)
>> Reduced charged wire damage.
>> Increased the amount of wire gained from metal at tinker's table.
>> Fixed nuclear control glowing persisting after nuclear reactor has been destroyed.
>> Fixed pathing errors caused by nuclear waste and depleted nuclear waste.
>> Tidied up wind turbines code.
>> Reduced chance of asteroid hit and plasma storm occurring.
>> Changed steam vent back to the structure designation category.

BetterPower+(V2.4.0)
>> Completely overhauled lightning rods and how they worked.
>> Removed metal cost from buried power conduits, and increased wire cost.
>> Removed lighting from nuclear waste.
>> Increased decay time of nuclear waste to 14 in game days.
>> Changed laser drill to only hiss when powered.
>> Increased time taken to dig a steam geyser using the laser drill to 10 in game days.
>> Added message displayed when nuclear waste becomes depleted.
>> Added depleted nuclear waste debris.
>> Changed nuclear waste so that it becomes depleted nuclear waste when it has finished decaying.
>> Increased the amount of damage the nuclear reactor will take before it explodes.
>> Nuclear reactor will no longer explode when damaged if no uranium is in it.
>> Removed wall lights emergency mode until I can get them working more reliably.
>> Optimised all code so less calls are made every tick when it really isn't necessary.
>> Fixed compression error with nuclear waste at save time.
>> Reduced the number of wire resources spawning on colony start.
>> Changed steam vent to the floors designation category.
>> Added crossable conveyor belts.
>> Changed tinker's table texture.
>> Increased gain from deconstruction of fallen engine part.

BetterPower+(V2.3.4)
>> Changed the length of decay to be randomised for nuclear waste.
>> Fixed wall lights spawning wire every time they changed again.
>> Fixed engine part and wall lights being not being de-constructable.

BetterPower+(V2.3.3)
>> Fixed wall lights spawning wire every time they changed.
>> Fixed chance error with plasma storm incident.
>> Fixed coal feeder accepting wires.

BetterPower+(V2.3.2)
>> Added delay between complete construction and damage dealing on barbed and charged wire.
>> Removed wire cost on walls.`
>> Removed metal cost on conduits.

BetterPower+(V2.3.1)
>> Fixed issue with conveyor belts producing buggy items which colonists couldn't interact with properly.
>> Changed wall lights to flicker when damaged.
>> Reduced chance of asteroid hit occurring.
>> Changed where coal gets spawned to when mined by coal miner.

BetterPower+(V2.3.0)
>> Fixed sun lamp requiring research unnecessarily.
>> Fixed belt feed not accepting all items.
>> Added steam vent. Entirely aesthetic, but does blow cool steam.
>> Added wire spool item.
>> Changed map generation so that wire falls with you on colony start.
>> Added work bench for tinkering.
>> Fixed old trader kinds to bring them in-line with alpha three.
>> Changed anything capable of transmitting or receiving power to require wire during construction.
>> Changed coal miner to needing to be built upon a steam geyser.
>> Fixed more spelling and grammar mistakes.
>> Fixed sun lamps and flood lights never making an are brightly lit.
>> Fixed errors regarding no overLight categories in XML files.
>> Added nuclear waste item. It glows, decays, and inspires fear.
>> Changed nuclear reactors so that they produce nuclear waste.

BetterPower+(V2.2.1)
>> Fixed the bugs causing lights to make the game crash.
>> Added a message to display when the plasma storm begins.

BetterPower+(V2.2.0)
>> Added barbed wire.
>> Added charged wire.
>> Added charged wire research.
>> Added laser drill texture.
>> Removed ability to outright dig steam geysers.
>> Changed coloured light textures.
>> Spell checked all in game text (probably quite badly).


BetterPower+(V2.1.0)
>> Added falling space debris incident. Currently only causes plasma storms.
>> Added asteroid hit incident which opens up a steam geyser on impact.
>> Wind turbines now require two spaces in front of them and spaces behind to operate.
>> Wind turbines now output power based on a random integer in a range to simulate fluctuating wind speed
>> Wind turbines now change output range based on current weather.
>> Removed Wind farms.
>> Added coal power plant.
>> Added coal feeder.
>> Added coal miner.
>> Added steam geyser digging laser.
>> Added nuclear power plant.
>> Added coal resource.
>> Changed hopper default accepted resources.
>> Added conveyor belt.
>> Added loader belt.
>> Added belt feed.
>> Added unloader belt.
>> Added coloured lights.
>> Added emergency wall lighting.
>> Added outdoor light.
>> Added large battery.
>> Added small battery.
>> Added 29100 points worth of in game research.
>> Added buried power conduit, has considerable more health than a normal conduit.
>> Added lightning rod.
>> Removed efficient battery.
>> Removed pumping station.

BetterPowerHard(V2.1.0)
>> Added power cost to all methods of power transition.
>> Removed power transmition from default metal walls
>> Changed power conduit's rain resistance.

BetterPower+(V1.3.0)
>> Added BetterPowerHard contents
>> Changed all buildings bar wind farm to block light
>> Changed shadows on wind turbine and wind farms
>> Changed name of Efficient battery research to fit in GUI
>> Disabled electrical fires on Large battery
>> Fixed lava pumping stations being available before pumping was researched
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: JonoRig on February 28, 2014, 08:04:21 PM
ill try this tomo, as its 1am here :P, but looking at the description, i would suggest lowering the power output, as, although it is a researchable tech, it makes solar power redundant, rather than allowing the wind advantage (24 hour running) to complement it; but thats just my opinion, and you know what people say about them. Also, ur temp graphic is fine other then it makes my ocd scream...
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: FowlJ on February 28, 2014, 08:40:29 PM
Quote from: JonoRig on February 28, 2014, 08:04:21 PMi would suggest lowering the power output,

This. Frankly, if I were you, what I would do is lower the power output to less than half the solar panel - trading raw power output for consistency. The solar panel works only for half the day and not at all during an eclipse. The geothermal works 24/7 and during eclipse, but needs to be placed on a geothermal vent. Making a power source with neither of those drawbacks but giving it a drawback of it's own (low power rate) makes it something that fills a niche rather than being the obvious best choice.

Of course, geothermal is really, really good and so there perhaps isn't as much depth to the system as I suggest, but frankly I think I'm going to nerf it in my own game because wow, it's really good. (Though I generated a map today that doesn't have a vent on the surface, so that's a consideration)
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: The K on February 28, 2014, 08:46:40 PM
Quote from: FowlJ on February 28, 2014, 08:40:29 PM

This. Frankly, if I were you, what I would do is lower the power output to less than half the solar panel - trading raw power output for consistency.


I agree, anything equal to or greater than half of the power output of the solar panel becomes op.

Maybe do an optional version? One for people that want a new power generator to add to their power systems, and one for people that want to be rewarded for their research and dedication with a power generator that can defy the almighty Randy Random.
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: Entityofsin on February 28, 2014, 09:00:11 PM
The amount of ground the power source takes up is also something to consider. Also, on maps where solar generators get hit with the shadow of cliffs, buildings, etc. affect it's power output during the day and can cause a decrease in power early in the day. That can cause colonies with low energy storage to go energy starved very quickly.

I think one of the best power sources to consider building into a mod would be one that works underground, generates around 750 power, takes around 400 metal to make, and only takes up the same room as a battery.

I don't mind wind generators or anything but I really would rather have a power source that works underground and is expensive as heck to make. Cause I think one of the coolest things you could make is an underground base where raiders try and run down a corridor to break into the base but get gunned down by people behind a bunker wall (if you use the bunker mod that's on the forums).

Right now we only have solar and geo for energy and they both have their limitations. I have a save file where I have over 30 solar panels helping a single geo plant giving my colony power. Eclipse have been able to cause my colony to run out of its 95,000 stored energy on more than one instance and it has cost me to lose some of my guys from raiders (not anymore since I've been able to survive long enough to find out that raiders stop showing up at a certain point) cause my turrets stopped working.
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: NephilimNexus on March 01, 2014, 12:58:51 AM
Any way to turn the .png into a simple animated picture of a rotating fan?  That would be kinda neat.

Of course the catch is that to see the fan like that it would have to be facing straight up, which is... odd.

What would be easier to animate, and more practical anyway, would be the Asian style windmill, which from above, it would simply look like a rotating box on top of some machinery.

(http://images1.wikia.nocookie.net/__cb20120814112547/ageofempires/images/d/da/Mill_AoEII.png)

Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: The K on March 01, 2014, 01:37:15 AM
Quote from: NephilimNexus on March 01, 2014, 12:58:51 AM
Any way to turn the .png into a simple animated picture of a rotating fan?  That would be kinda neat.

Of course the catch is that to see the fan like that it would have to be facing straight up, which is... odd.

What would be easier to animate, and more practical anyway, would be the Asian style windmill, which from above, it would simply look like a rotating box on top of some machinery.

Rimworld's overall art style is... odd. Some buildings are at an angle while others are top down, and then you have a couple buildings, like lamps, that are seen from the side. Finally you have the pawns that just keep changing depending on their status. This is somewhat weird but it lets you use any style of art that you deem necessary.

I don't know if gifs/image cycles are supported yet but it would be simple for me to animate the turbine once it's supported.
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: The K on March 01, 2014, 04:03:58 AM
New turbine that may fit in with Rimworld a bit better. Bottom and color choice of the last were pretty bad :P



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: Architect on March 01, 2014, 06:00:14 AM
Thank you everyone for your feedback! :D I shall begin work on nerfing the wind farm in roughly 2 hours, and @The K I shall implement your texture and give you full credit for it at the same time, though I may remove the stand as I would rather like it to look top down?

As for other methods of power generation, I shall also work on them today. One very much like the one @Entityofsin suggested, and one of my own design. Again, both will have their own research projects to carry out just like the wind farm.
Title: Better texture perhaps?
Post by: TheEisbaer on March 01, 2014, 06:10:31 AM
I've made a texture (I'm not professional) it's top-down-view:
(http://i.imgur.com/drEvqsG.png)
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: Architect on March 01, 2014, 06:15:01 AM
@TheEisbaer Excellent! :D I'll make a really tiny singular standing wind turbine generator as well with very small output, and this can be the texture for that?
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: TimMartland on March 01, 2014, 06:16:50 AM
You might have to mess with shadows a lot to get it to cast that really tall, long shadow. But good luck, this will be awesome!
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: Architect on March 01, 2014, 06:28:10 AM
Oh shadow stuff, I completely forgot to change that on the wind farm, cheers @TimMartland. I reckon I know how to do it, but it's still gonna cast like a square unfortunately :/
Title: Re: [MOD] (Alpha 2) Wind Farms
Post by: TheEisbaer on March 01, 2014, 06:31:05 AM
@Architect Ofcourse you can use it :D
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 01, 2014, 10:54:56 AM
New update, check the original post to see new features. I will be adding more ways of storing power as a matter of course next, but for now, I think I could do with some different coloured lights in a mod ;)

edit:
Couldn't resist, two new methods of storing power and the research necessary to go with them are now in the mod :D The next step will be to make an exercise bike which the colonists can use to make power, and a nuclear reactor which uses uranium.
Title: Re: [MOD] (Alpha 2) Better Power
Post by: The K on March 01, 2014, 03:57:05 PM
Here's the turbine psd if you want to modify it to your liking.
http://dl.dropboxusercontent.com/s/6hq7kl8fctkzwnw/Rimworld%20Turbine%20Dev.psd
Title: Re: [MOD] (Alpha 2) Better Power
Post by: NephilimNexus on March 01, 2014, 09:02:06 PM
Looking good so far!

I'd like to suggest having some form of fusion power at the end a long tech tree.  Massive costs, massive research, but then massive power output if you can actually get it all together.
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 02, 2014, 02:13:20 AM
When you research digging, it also unlocks lava power facility.  Might want to tweak that so there is a reason to research pumping :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: DarkXess on March 02, 2014, 02:27:15 AM
Thanks for posting your release. Please update your release post with our download links too :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/516-better-power/)
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 04:52:48 AM
Quote from: Vas on March 02, 2014, 02:13:20 AM
When you research digging, it also unlocks lava power facility.  Might want to tweak that so there is a reason to research pumping :P
Really? Oops, I'll fix that asap, ive got another release coming which fixes the buildings not blocking light anyway, so I'll slip that in.

Edit:
Just looked into it, what you said doesn't seem to be the case? If you researched pumping, and then researched digging, that is why it would have suddenly become available to you. Next on the list is changing the walls for power storage to make things a little more sense.
Title: Re: [MOD] (Alpha 2) Better Power
Post by: madpluck on March 02, 2014, 08:56:20 AM
Architect, can you edit your original post to actually explain what each of the different power methods does? You say they each have benefits and drawbacks but don't say what they are :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 08:58:19 AM
Quote from: madpluck on March 02, 2014, 08:56:20 AM
Architect, can you edit your original post to actually explain what each of the different power methods does? You say they each have benefits and drawbacks but don't say what they are :P

Yes of course, sorry, just been in a rush to get all of my mods out there XD I'll add stats and what not in when I bring out the next update in a few hours. Screen shots too :D
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 02, 2014, 10:59:24 AM
Quote from: Architect on March 02, 2014, 04:52:48 AM
Quote from: Vas on March 02, 2014, 02:13:20 AM
When you research digging, it also unlocks lava power facility.  Might want to tweak that so there is a reason to research pumping :P
Really? Oops, I'll fix that asap, ive got another release coming which fixes the buildings not blocking light anyway, so I'll slip that in.

Edit:
Just looked into it, what you said doesn't seem to be the case? If you researched pumping, and then researched digging, that is why it would have suddenly become available to you. Next on the list is changing the walls for power storage to make things a little more sense.

I haven't researched pumping, I always do digging first.  You should make pumping appear only after someone has researched digging by the way.

Also you might want to rename battery efficiency.

Maybe a mod is interfering, I'm not sure.  I can get a screenshot if necessary though.  I did one better, a youtube video!
https://www.youtube.com/watch?v=7XiNOYotOuw

Active mods:
BetterPower
Blasting charges
Embrasures
Project Dig
Practise Target (which is mispelled)
Wood Economy
Title: Re: [MOD] (Alpha 2) Better Power
Post by: TimMartland on March 02, 2014, 11:24:40 AM
Any screens?
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 11:44:30 AM
@Vas The dodgy name has been fixed in the upcoming release which I'm prepping for at the moment, and the research issue I'm fixing right now. I think I know why it's an issue for some and not all, and that's to do with their play style. Never the less, all of the updates listed above are coming within the next hour :D

@TimMartland Screens have just been uploaded, you posted whilst I was putting them online XD
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 02, 2014, 12:53:09 PM
Quote from: Architect on March 02, 2014, 11:44:30 AM
@Vas The dodgy name has been fixed in the upcoming release which I'm prepping for at the moment, and the research issue I'm fixing right now. I think I know why it's an issue for some and not all, and that's to do with their play style. Never the less, all of the updates listed above are coming within the next hour :D

@TimMartland Screens have just been uploaded, you posted whilst I was putting them online XD

What about our play style is causing this issue? :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 12:58:04 PM
@Vas Nothing major, just the fact that I would always go 'oooh digging' over 'ooooh pumps' :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 02, 2014, 01:16:46 PM
Quote from: Architect on March 02, 2014, 12:58:04 PM
@Vas Nothing major, just the fact that I would always go 'oooh digging' over 'ooooh pumps' :P

No no that's exactly what I did.  :P  I always research digging before pumps.  Pumps are a bit useless if you don't dig first.  :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 01:35:26 PM
Oh? Well, it shouldn't matter now, as you need the digging research before you can make pumps, which has solved the issue on my end. Please do tell me if you find any more issues though, I really appreciate the feedback, critical or not :D
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 02, 2014, 01:43:40 PM
well, some non-critical feedback, is that I don't like the wind textures at all, either of them.  xD  They are way out of style for the game.  I have some in mind, but it's hard to picture and imagine in a way that would look good from a top down view really, and then you would need to figure out how to animate it.  If objects animate the same way they do in Starbound, then that wouldn't be to hard to do but I doubt they do.  (frame by frame PNG images :P  Where each frame is in the same image beside it's self)

Basically, I want to see something more like this; (only darker colored, more towards the colors of the game)
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRA1qplH3lhNnNW0jMjBFTi6awlMhYXSnPlfe7Bih6AkUyTwts2mg) but I'm not an artist, so I wouldn't be able to come up with an image myself.  I have some artist friends I might possibly be able to convince to help make a new wind turbine texture.  But it's doubtful.

Also, for the lesser wind turbine, it'd just be one of those standing up.  From the image.  But for the Wind Farm, the larger wind building, it'd be a small grid of these all set up in space saving methods, so one building would have like 10 inside of it, which would save more space if you had just tried placing 10 singles together.

I'm guessing your current wind turbine textures are currently just place holders though, right? :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 02, 2014, 01:59:58 PM
Quote from: Vas on March 02, 2014, 01:43:40 PM
I'm guessing your current wind turbine textures are currently just place holders though, right? :P

Everything I have is using what tools I have available to myself :P I'm no artist so all the textures I have are those of which i have either bodged together myself, or been provided by helpful members of the community. If you can provide me with textures I think are more in line with the game, then by all means go ahead :D It's not so much placeholder, as continued progression. Ass soon as I can animate, I shall. As soon as I can give more functionality, I will, and as soon as I can make them fit perfectly with the game, I will. Forever growing and improving :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Haplo on March 02, 2014, 02:25:44 PM
Quote from: Architect on March 02, 2014, 01:59:58 PM
... As soon as I can animate, I shall. As soon as I can give more functionality, I will, and as soon as I can make them fit perfectly with the game, I will. Forever growing and improving :P

Thats a healty work ethic if I have ever seen one! Go Architect, go! ;)
Title: Re: [MOD] (Alpha 2) Better Power
Post by: dd0029 on March 03, 2014, 03:27:50 PM
Tried this out. I like it, however the build times seem a bit odd. They're just tediously long. Is that a choice or a function of the resources required?

I get the comparatively low power output for the placeable steam vent. The cost seems a bit high. A little more than 1/4 of the power for a bit less than twice the price. But with the comparatively small footprint and and placeability, it's a wash.

Windmills, on the other hand are really underpowered. They offer 120 units of power for 100 metal. One mill can power a single lamp. I get that they aren't dependent on the sun like the solar panels and are placeable anywhere unlike the geothermal generator. Solar panels offer 1700 units of power for 80 metal. Even if you figure with nights and eclipses they only offer that power 1/4 of the time. A single turbine doesn't even offer the same energy in the whole day that the solar panel does in one hour. These things could easily offer in the 5-600 power range and still be a bit of a toss up when factoring in early research costs and the high initial outlay.
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 03, 2014, 06:15:45 PM
Quote from: dd0029 on March 03, 2014, 03:27:50 PM
Windmills, on the other hand are really underpowered. They offer 120 units of power for 100 metal. One mill can power a single lamp. I get that they aren't dependent on the sun like the solar panels and are placeable anywhere unlike the geothermal generator. Solar panels offer 1700 units of power for 80 metal. Even if you figure with nights and eclipses they only offer that power 1/4 of the time. A single turbine doesn't even offer the same energy in the whole day that the solar panel does in one hour. These things could easily offer in the 5-600 power range and still be a bit of a toss up when factoring in early research costs and the high initial outlay.

Or, Solar panels could be pretty over powered.  Remember, this is a rim world, not earth, so you are likely further from the sun, or maybe you're closer, who knows.  Either way, your solar panel will not produce as much as these seem to.  Solar panels can't really get more efficient, or it would be very hard to.  It's kind of why they tried to make RTGs (nuclear reactors for space ships) but turns out that's even less power than a solar panel.  xD  Anyhow, it is solar panels that may be over powered.

It is hard to balance stuff, but at least we know he's trying right? :P
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 03, 2014, 06:34:09 PM
I'm taking all feedback into constant consideration, so I'll take into account all of the outputs compared to sizes and see if I can come up with some better equilibriums. As for the work times, that's me being silly most likely, I tend to just keep increasing them each time, something I'll most certainly revisit.

On a plus note, should have some proper textures coming in the next few days, so look forward to it guys :D
Title: Re: [MOD] (Alpha 2) Better Power
Post by: DarkXess on March 04, 2014, 12:40:52 AM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/516-better-power/)
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 04, 2014, 11:38:32 AM
I keep getting this when I start my save file.
(https://dl.dropboxusercontent.com/u/30270697/tempimages/rimerrors.png)
Seems to take quite a while to start the save too and I really don't have -that- much.

Quote from: DarkXess on March 04, 2014, 12:40:52 AM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

You sound like a spam bot trying to advertise some download site.  What's wrong with downloading things here? >.>
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Architect on March 04, 2014, 01:15:37 PM
Quote from: Vas on March 04, 2014, 11:38:32 AM
I keep getting this when I start my save file.
(https://dl.dropboxusercontent.com/u/30270697/tempimages/rimerrors.png)
Seems to take quite a while to start the save too and I really don't have -that- much.

That is because I have had to butcher the XML files for geothermal generators to get this to work I'm afraid XD Basically in the core hard code, it does positional checks to make sure the generator is on a geyser. However, in the XML files I butchered out that necessity, but it's still trying to run the code. Hence when you start the game up and it runs through all the defs on launch, it realises there's no geyser, and has a hissy fit. For alpha three, I can 100% guarantee that I will be doing everything in my power to make proper DLL's for this mod, giving it infinitely more functionality, and sorting any errors such as this. :) Good spot though :P

Quote from: Vas on March 04, 2014, 11:38:32 AM
Quote from: DarkXess on March 04, 2014, 12:40:52 AM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

You sound like a spam bot trying to advertise some download site.  What's wrong with downloading things here? >.>
DarkXess has been in contact with me regarding this mod a lot, and it's actually the other link provided in the main thread :) I can personally vouch for the fact that he is no spam bot, just the representative for Modsaholic XD
Title: Re: [MOD] (Alpha 2) Better Power
Post by: DarkXess on March 04, 2014, 09:46:01 PM
Quote from: Vas on March 04, 2014, 11:38:32 AMYou sound like a spam bot trying to advertise some download site.  What's wrong with downloading things here? >.>

lol I am noooo spam bot, I assure you that I am 101% human, my girlfriend can vouch for that too ;)

Maybe you should have a look here (http://ludeon.com/forums/index.php?topic=1973.0) mate. Its better this way instead of spamming PM's to everyone about their mods being updated.

:)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: ps0705 on March 05, 2014, 07:11:52 AM
Great mod! Just tried it out yesterday and wanted to give my feedback. I find the balance is quite good on wind power, the small turbines yield low power as reflection on varying wind strength. It would be nice if you could implement power variations according to wind, but this works so far.

I was wondering what you have planned for nuclear power? A single building that drains uranium is kind of boring, imo, even if it is expensive and labour intensive. It would be far more interesting to make nuclear power require some kind of extra buildings around, like turbines and pumps. That way, faults in individual systems could cause meltdowns or other disasters depending on how well you maintain things. Just a thought.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 05, 2014, 07:21:55 AM
Quote from: ps0705 on March 05, 2014, 07:11:52 AM
Great mod! Just tried it out yesterday and wanted to give my feedback. I find the balance is quite good on wind power, the small turbines yield low power as reflection on varying wind strength. It would be nice if you could implement power variations according to wind, but this works so far.

I was wondering what you have planned for nuclear power? A single building that drains uranium is kind of boring, imo, even if it is expensive and labour intensive. It would be far more interesting to make nuclear power require some kind of extra buildings around, like turbines and pumps. That way, faults in individual systems could cause meltdowns or other disasters depending on how well you maintain things. Just a thought.

Love it! Aww man I hadn't thought of that, that's good :D Unfortunately something like that will take me a little while to throw out, so I reckon I will make a basic 'boring' uranium eater to begin with, but without a shadow of a doubt I will do as you suggested in the long term :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 05, 2014, 12:33:32 PM
Quote from: Architect on March 05, 2014, 07:21:55 AM
Love it! Aww man I hadn't thought of that, that's good :D Unfortunately something like that will take me a little while to throw out, so I reckon I will make a basic 'boring' uranium eater to begin with, but without a shadow of a doubt I will do as you suggested in the long term :P

Just a note, I mentioned in another topic on uranium already, you don't need to replace uranium in a reactor for a very very long time, longer than your colonists will live on that rock.    Way more than a year.  I'd say make it require 100 uranium to build that building and boom you're done.  But you'll need to wait for an update before you can give the power plant some actual drawbacks like radiation, super explosion, or any other draw backs we can think of.  There is already a nuclear reactor mod out there so someone already pretty much beat you to that reactor.  xP

Of course it would be nice to see one that requires a few other buildings around it, like turbines and stuff, but then you'd need to make the reactor small and just call it core containment and then make a few buildings around it that produce the power.  This would cause core containment to heat up more each building you place, so if you place 4 reactor buildings around the core containment, your core will explode and release radiation everywhere.  These reactors just produce the steam too from the heat of the core, so you need to then attach turbines to each of these reactors to produce the power, and each turbine takes a certain amount of steam from the reactor, once it's all gone, no more turbines will turn on, or they'll all run slower.  Meaning if you need more power, you either need to heat your core up more and add another reactor, or build a new core to keep your core below 75% (though in real life I believe our reactor 100 miles away is running on both 89% and 92% on average, it's got 2 reactors in it :P)

Obviously it'd need to be renamed a little.  Core would probably be reactor, and the reactors I've been saying would likely be Steam Building or Water Pool or something like that, the turbines would then go around those.  Each turbine can be connected to the steam building via pipe, like wires only grey and just for steam, with a loss of 3% steam per pipe they have to go through.  So if you travel through 10 pipes, you've lost 30% of the steam you were sending to the turbine so it produces 30% less power.

Just some ideas on how to make a good reactor system.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 05, 2014, 01:01:42 PM
OK then dude, I'll bare that all in mind XD Creating such a degree of realism isn't going to be easy, and I need to balance my time with this mod between all features as well as my school work. Never the less, I'll refer back to this when the time comes to grow it out a bit :D

On a side note for anyone who's interested, my work into creating DLL's is going swimmingly, and so things such as the wind turbine makes more sense in terms of what it needs to work :)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 06, 2014, 01:33:51 AM
Quote from: Architect on March 05, 2014, 01:01:42 PMOK then dude, I'll bare that all in mind XD Creating such a degree of realism isn't going to be easy

Hey, when you have such an epic amount of realism, the mod becomes epic and everyone will want it.

Except those people who want easy mode infinite god reactors.  Like those people on Space Engineers who think a 20cm^3 sized nuclear reactor will obviously produce 4 gigawatts without having a total meltdown, 60 years in the future, from 4 years ago.  Cause we'll totally have technology that advanced in 56 years, right?  a backpack sized nuclear reactor operating in space producing 4 times more than current earth reactors, and 1 billion times more than current space nuclear reactors?  Yea.  Right.  xD
Title: Re: [MOD] (Alpha 2) Better Power
Post by: shadowtajun on March 06, 2014, 06:40:36 AM
QuoteBasically, I want to see something more like this; (only darker colored, more towards the colors of the game)
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRA1qplH3lhNnNW0jMjBFTi6awlMhYXSnPlfe7Bih6AkUyTwts2mg) but I'm not an artist, so I wouldn't be able to come up with an image myself.  I have some artist friends I might possibly be able to convince to help make a new wind turbine texture.  But it's doubtful.

Hey Vas Something like this? or a different angle?

(http://s26.postimg.org/ds7pf62v9/Wind_Turbine.png) (http://postimage.org/)

(http://s26.postimg.org/xpi81vb45/Wind_Turbine_1.png) (http://postimage.org/)

I know the image is a little small. I'm unsure on the dimensions needed.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: hanbo on March 06, 2014, 12:29:32 PM
Just thought I'd add my two cents - been playing with lava generators for two days now, and I'm surprised no one has said anything about them being a tad overpowered (by comparison to the talk about the wind farms). I go straight to lava pumping and skip wind entirely - the benefits of that high output means even my larger colonies tend not to need more than 4 of them. Considering you can place them anywhere, I see no advantage to going with wind power at the moment... Except maybe cost to build? But even that evens out since you'll need to build more of the wind farms to equal the same output as several pumps.... Am I missing something?
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 06, 2014, 12:50:04 PM
Quote from: shadowtajun on March 06, 2014, 06:40:36 AM
QuoteBasically, I want to see something more like this; (only darker colored, more towards the colors of the game)
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRA1qplH3lhNnNW0jMjBFTi6awlMhYXSnPlfe7Bih6AkUyTwts2mg) but I'm not an artist, so I wouldn't be able to come up with an image myself.  I have some artist friends I might possibly be able to convince to help make a new wind turbine texture.  But it's doubtful.

Hey Vas Something like this? or a different angle?

(http://s26.postimg.org/ds7pf62v9/Wind_Turbine.png) (http://postimage.org/)

(http://s26.postimg.org/xpi81vb45/Wind_Turbine_1.png) (http://postimage.org/)

I know the image is a little small. I'm unsure on the dimensions needed.

The first one is perfect.  Though it's still flat, if you could adjust it's angle so it is as if you are looking down at it from an angle.  Lemme try with Gimp.  Well that went terribly.  xD  I hoped it'd let me change the perspective better but anyway.

Perspective 1: Looking at it from above,
(https://dl.dropboxusercontent.com/u/30270697/tempimages/Wind_Turbine3.png)
I know I kept the same size image.  This is just from looking down at your design from maybe an 80 degree angle?
(http://www5a.wolframalpha.com/Calculate/MSP/MSP12331hagg5884324bgg2000042bif9ag79i1gcd7?MSPStoreType=image/gif&s=61&w=65.&h=65.&cdf=Resizeable) (the flat line is the ground of course)

Perspective 2: same top downish view, but turbine turned to face a diagonal direction,
(https://dl.dropboxusercontent.com/u/30270697/tempimages/Wind_Turbine2.png)
I know, looks horrible.  xD I used the perspective tool.

I love the color you chose though, the image is great.  If we can't do the angle I was trying to get, then we could just stick with this image, even though it still looks like the turbine is just laying there on the ground with the blades facing the sky.

And as for the final image, that still looks like a gaint white fan pointed at the sky.  I thought it'd be better if you had the image you made for the single turbine, put in a grid.  If you can make it like one of the 2 above that I horribly tried to make to show an example of what I was talking about, then great.  But anyway, a grid of wind turbines, off set a little each one so there'd be like 33 of them, or something like that.
(https://dl.dropboxusercontent.com/u/30270697/tempimages/turbinegrid.png) each dot would be the base of one of the wind turbines.  If they are all facing diagonal like SE, SW, NE, NW, then it would be easier to see them all, but of course it'll still all be one single building.  It's just a "compact wind farm" where you've put a bunch in a single area efficiently rather than building a bunch individually.  That's what Wind Farm sounds like after all, a collection of wind mills together.

As for the textures, it looks like it uses 128x128 per block, and the wind mill would be 1x2 or 2x1 (It would take 2 squares in one direction) and the wind farm would be 4x4 (take 4 squares) but that image is 512x512, the one he used for the wind farm.  I'm not sure on the size requirements really.  I know his 2 block wide one is 256x128 and the 4x4 one is 512x512, his battery which is 2x2 blocks is 128x128 pixels though, so maybe you can choose a texture size so long as it is 8, 16, 32, 64, 128, 256, 512, 1024, you know, somewhere in that range of pixels (so if you made yours 2 blocks high you could have it 64x128 or something).

But I do love the golden wind mill texture, it does fit with the colors of the game a lot better than a big white object.  I only wish I could have it set at an angle though so you are looking at it as if looking down from the sky at an 80 degree angle.  The wind farm version ones can all be diagonally facing by the way, while the solo ones can just be facing E, W, S, N (up down left right), which you can make it take the center of 2 blocks in that case, instead of being 2 blocks tall so buildings can go behind it and stuff.

I hope I explained well enough what I was looking to see.  Did you really draw those specifically cause it's what I was looking for? xP  I figured if someone was going to draw new textures, they'd be talking to the mod's author rather than a random person in the topic.  :P

Quote from: hanbo on March 06, 2014, 12:29:32 PM
Just thought I'd add my two cents - been playing with lava generators for two days now, and I'm surprised no one has said anything about them being a tad overpowered (by comparison to the talk about the wind farms). I go straight to lava pumping and skip wind entirely - the benefits of that high output means even my larger colonies tend not to need more than 4 of them. Considering you can place them anywhere, I see no advantage to going with wind power at the moment... Except maybe cost to build? But even that evens out since you'll need to build more of the wind farms to equal the same output as several pumps.... Am I missing something?

I believe it's because we've been trying to get a better graphic for wind turbines and wind farms.  I do think a good way to balance lava generator though, is to require it to be on a steam vent, like the original buildings that require steam vents.  The smaller steam vent buildings can still use random placed, but the lava building should have a steam vent requirement.  This'd make it harder to mass produce really.  Might also be a little more logical because digging that far down to get lava would be intense, so instead, you build a drill around a steam vent and drop it down, cracking open the ground to find the lava pocket underneath that has been heating up the water, and you use sophisticated gear to use this lava as a new geothermal heat source that is more powerful than your original geothermal building.  You can't pump lava, it's not possible.

The building could just be renamed to Geothermal Generator Mk2, instead of Pumping Station.  Possibly rename Steam Generator, the smaller one, to Geothermal Mini Generator, with the same description it has, so people know it is a manually dug hole and such.  But then, that doesn't quite work out either with logic, because you'd have to know where a heated water source is to build a new steam generator unless you just take in cold water, and heat it up inside that building which would take a power source, so again hard to make logical.  :P  I can think it over though and come up with a few ideas for re-working the descriptions and names of these 2 buildings if people would like me to try and make them more logical though.  I've got to do some research on RTGs and Nuclear Generators for space ships now for a different game.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 06, 2014, 01:05:26 PM
@Vas That's quite a lot you have written down there XD Firstly, @shadowtajun, loving those textures, they're truly excellent and I'll definitely be implementing them as soon as I have the C# code for the wind turbines polished up a little better. As for what Vas said, I completely agree with you, but I have a limited amount of time available to myself, and a demand to add in content during that time. My basic stance is this: I will be updating this mod for alpha three to have a lot more functionality. As soon as I am finished, I will begin making it make more sense, changing things round and generally balancing it all. However, until I have a solid alpha three release, I can't really put my time into logic, as much as it pains me to say that :P If there is time to sort out the logic as well as add in all the features for alpha three that I went to, then rest assured that is what will be available.

This is the first thing I've ever done that's received any kind of recognition, is the first time I've ever created a mod, and the first time I've ever dealt with C#. I'm trying to understand a language I've never used before in the style of a developer I've never met before understanding terms and software I've never heard of before. Frankly, I'm pretty pleased with how I'm doing XD Just expect some bumps at the beginning, I'll iron it all out though, persistence and time management is my specialty ;)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: hanbo on March 06, 2014, 01:09:20 PM
I wonder if the code allows this - If you required the lava pump to be placed on top of a steam generator (suggesting that you have to dig the hole first, then upgrade the hole, as you mentioned above). This would result in a higher build cost and build time, which would go a long way in balancing the easy of placement.

Alternatively, you could add the steam geyser as a buildable object once you've researched digging (texture is already in the game!) which would allow you to then dig a hole for X metal/time, then add a steam (small output/small size/small cost), geothermal (med output/medium size/med cost), or lava (Large/large/large) generator as you see fit. This would also balance out things, and let you be more flexible to your colony's power needs vs available space and resources
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 06, 2014, 01:48:39 PM
Quote from: hanbo on March 06, 2014, 01:09:20 PM
Alternatively, you could add the steam geyser as a buildable object once you've researched digging (texture is already in the game!) which would allow you to then dig a hole for X metal/time, then add a steam (small output/small size/small cost), geothermal (med output/medium size/med cost), or lava (Large/large/large) generator as you see fit. This would also balance out things, and let you be more flexible to your colony's power needs vs available space and resources

Shhh... you're giving away my planned features ;)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 06, 2014, 04:26:38 PM
The problem with digging a hole, is that you have to know where a magma pocket is and then have water above it that is being heated to create the steam.  Otherwise, you're just creating a hot pocket, or a really deep useless hole.

I understand that you can't do much right now and your time is limited.  I'm throwing things out there for consideration on balancing and realism.  It's ideas to take under consideration while you plan out your next move.

Returning to the subject at hand.  If you decide you want buildable geysers, one would need a double layover map on randomly generating each map.  So it basically adds a new layer to the game, one you'll never see but it will generate an image while planning your geyser location (when you have the build geyser tool selected), it will show a transparent red image for magma pockets, and transparent blue for water pockets, and purple for both, those would be where a geyser is compatible.  This, would likely be the most complex part of making geysers logical.  Alternatively, you can just leave geysers to the map gen.  :P

For Geothermal Generators and their upgrades.
Steam Generator, would be Mini Geothermal Generator.  This would take hmm.  Hard to make realistic.  xD  I guess this would take being placed within 10 blocks of a geyser, or possibly require being connected to a normal Geothermal Generator, as an extension onto the building.  I'll come back to this one.

There is the normal Geothermal generator which must be placed on steam geysers.  That's good.

Geothermal Generator mk2 would take longer to build, more metal, and maybe one uranium to create a depleted uranium containment down near the magma pocket.  Stronger hull and such.  This would have more efficiency with power, as you would then be very close to the magma, converting not only thermal energy to electrical energy but steam turning turbines as well, and some slight radioactive energy from the depleted uranium.  So it might be 1.5x or 2x more powerful than geothermal generator mk1?

Wind power, you have a single wind turbine (http://en.wikipedia.org/wiki/Wind_turbine) that produces a steady amount.  A very small amount, enough to turn on maybe 1 sun lamp.  Yes, that's a very small amount.  It's too bad we can't program in winds huh?
Maybe you can make it have 1.5x power output during rain, and 2x output during thunder storms, 1.6x output during dry thunderstorms, 0.5x output during fog (fog is usually still).

Wind farm, is a compact version with 20-30 solo turbines put into a 4x4 rid area, diagonally beside each other spaced out just enough to not hit each other.  Same effects as above, only #x more powerful (depends on number of turbines in the image).

Lightning rod (http://en.wikipedia.org/wiki/Lightning_rod) (more info (http://en.wikipedia.org/wiki/Harvesting_lightning_energy)).  This would just be a metal rod that tries to attract lightning.  It takes no damage from lightning, and is not flammable in any way.  This would convert 1% of the lightning's power into power, immediately sending it to batteries.  It sends a negative static charge during thunderstorms of any kind to attract positive lightning strikes, protecting not only your base but keeping any fires from happening and producing some power from the bolt of lightning.  This building would be 3x3 in size, the pole in the very center.  There would likely be some transformers and wires and stuff in the surrounding squares of it to signify it's ability to convert the current into something you can store in your batteries.  You'd need to be able to change the way lightning strikes in game, so any lightning that tries to strike within say 15 blocks of this pole, will instead strike the pole.

Nuclear Reactors (http://en.wikipedia.org/wiki/Nuclear_power).
Well, there are many ways to do a nuclear reactor.  The obvious cheap way is fission (http://en.wikipedia.org/wiki/Nuclear_fission).  So we would have a Fission Reactor as a power plant, the first nuclear reactor you unlock in research.  This reactor would produce about as much as 10 fully charged solar arrays, only constant.  It would take 3x4 squares, the 3x3 of it would be the reactor and the 1x3 at the end would be control buildings and such where staff would technically be working in.  This would have around 500 hitpoints, and take 50 HP damage every 24 game hours.

Fission Reactor mk2 would then be the next research unlock, in which you have a power plant with 3 of those reactor squares so 27 squares of this would be reactor and another 9 squares would be buildings as well as a small battery to store some energy as well.  (so your building would then be 6x6 in size on the game)  This would have 750 HP and take 80 HP damage every 20 game hours.

You would then have Fusion (http://en.wikipedia.org/wiki/Nuclear_fusion) reactor, which would take 9x9 squares, and produce the same amount of energy as the Mk2 Fission reactor, only more expensive, and safer.  It would have 1200 HP, and take 50HP damage every 6 game hours, or maybe 200HP damage every 24 game hours.  But instead of releasing deadly radiation and killing everyone when destroyed, it would just no longer be functional.  When it drops to less than 300 hitpoints, it will shut down and stop producing any power, and would no longer take damage unless shot at or something.

There is also the possibility of using RTGs for power (Radioisotope Thermoelectric Generator (http://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator)), 1x1 block sized mini reactors, that covnert thermal energy to electrical energy, these would take one uranium to build and produce the same as a single wind turbine.  A wind turbine taking 2 squares, and needing to be outside, well I guess this is an improvement after all.  :P  It can be built in doors, and require no maintenance so you can easily stack them beside each other without being able to access the ones in the center anymore.  Explosion would be very small, it would just destroy objects directly next to it, and maybe cause mild radiation sickness (if you code that in) for anyone within 10 blocks of where it used to be for the next 30 game days.

Another, slightly more expensive RTG would be MMRTG, Multi-Mission Radioisotope Thermoelectric Generator (http://en.wikipedia.org/wiki/Multi-Mission_Radioisotope_Thermoelectric_Generator), which would also take 1x1 location for build space.  It would produce double what the RTG does with same drawbacks, and take 2 uranium to build.

These are all of my ideas on all possible power sources we could have in this game, or even in this mod.  Things for consideration.  Let me know what you think.

This has been a long detailed post of science, energy, math, balancing, by Vas Vadum!  Enjoy!
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 06, 2014, 04:54:53 PM
Quote from: Vas on March 06, 2014, 04:26:38 PM
Wind power, you have a single wind turbine (http://en.wikipedia.org/wiki/Wind_turbine) that produces a steady amount.  A very small amount, enough to turn on maybe 1 sun lamp.  Yes, that's a very small amount.  It's too bad we can't program in winds huh?
Maybe you can make it have 1.5x power output during rain, and 2x output during thunder storms, 1.6x output during dry thunderstorms, 0.5x output during fog (fog is usually still).

Were you looking at my screen when you wrote this???? XD
Dude, I appreicate the feedback, I really do, but what you are suggesting is a little ahead of what I can currently do XD It took me over an hour just to locate the right classes regarding the weather and convert it into something my wind turbines can use, one step at a time :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 06, 2014, 04:57:00 PM
Quote from: Architect on March 06, 2014, 04:54:53 PMWere you looking at my screen when you wrote this???? XD

What do you think of the rest as a possible part of this mod in the future updates?  I spent a lot of time looking up things and researching.  :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 06, 2014, 05:00:11 PM
Quote from: Vas on March 06, 2014, 04:57:00 PM
Quote from: Architect on March 06, 2014, 04:54:53 PMWere you looking at my screen when you wrote this???? XD

What do you think of the rest as a possible part of this mod in the future updates?  I spent a lot of time looking up things and researching.  :P

I will do my very best to make the mod as realistic as possible, but I need to make sure it is balanced to be fun and works in relation to pre-existing mechanics. A reactor may be a sure fire end game power generator IRL, but I need to make it so that the game play can go on and on at the moment, so I need to balance that in too. :P I'm a novice with a lot of ideas and not a lot of experience. The only promise I can give you is that the project will definitely move forward. What direction that is in, I don't know, and I might even end up doing some loops and S bends on the way, we'll just see how it all goes XD Never the less, i am grateful for your research, and I will be referring back to what you have posted.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Wayfaerer on March 06, 2014, 06:24:30 PM
Loving this mod and noted the steam generator error on loading as well, didn't pay it much mind as I could dismiss it. But while my colony grew I began to notice intermittent pauses during gameplay that I'd never seen before even with colonies four times the size.

Pauses became longer and longer, each averaging about 2 seconds each every 5 seconds. Enough to get annoying.

Long story short sold all my steam generators and the problem resolved. Rebuilt them and the problem resurfaced. Seems that searching for geysers is occurring each 'turn' and it's freaking out a little bit over it.

I know the dev is working on fixing this for the next build, but I just wanted to put it up in case anyone else is getting the issue and unsure as to why.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 06, 2014, 06:47:46 PM
Quote from: Architect on March 06, 2014, 05:00:11 PM
Quote from: Vas on March 06, 2014, 04:57:00 PM
Quote from: Architect on March 06, 2014, 04:54:53 PMWere you looking at my screen when you wrote this???? XD

What do you think of the rest as a possible part of this mod in the future updates?  I spent a lot of time looking up things and researching.  :P

I will do my very best to make the mod as realistic as possible, but I need to make sure it is balanced to be fun and works in relation to pre-existing mechanics. A reactor may be a sure fire end game power generator IRL, but I need to make it so that the game play can go on and on at the moment, so I need to balance that in too. :P I'm a novice with a lot of ideas and not a lot of experience. The only promise I can give you is that the project will definitely move forward. What direction that is in, I don't know, and I might even end up doing some loops and S bends on the way, we'll just see how it all goes XD Never the less, i am grateful for your research, and I will be referring back to what you have posted.

Reactors are always going to be an end game product, unless someone makes a mod that adds a device that takes a LOT of power.  Which I am hoping to achieve at some point so it'd put those reactors to good use.  It would be rather expensive to build a nuclear reactor though.  I also have an idea on what I can do to make building a nuclear reactor in your mod better, I was thinking of making a crafting bench for taking uranium, and turning it into something else, then your mod would use that something else, to create the reactor.  :P  I just have to plan it all out and stuff though.  My base takes a lot of power, it takes 3 nuclear reactors from that nuclear reactor mod someone else has posted right now, and I'm still running a little low on power.  xD  It's because of a mod I'm about to post here in under an hour.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Spiffy on March 06, 2014, 07:05:42 PM
Hey man cool mod, are you going to go into any depth in terms of power distribution? I myself work in the distribution industry and I think it would be great if you implemented more components such as fuses and switches to safeguard the conduits from faults, as well as more advanced systems such as single and 3 phase power, power factors and energy substations for a more efficient energy system.
I also have a limited knowledge on power generation and electrical engineering (motors and generators) so I'd be happy to give you a hand if you had any questions!
Title: Re: [MOD] (Alpha 2) Better Power
Post by: shadowtajun on March 06, 2014, 08:35:17 PM
Quote from: Vas on March 06, 2014, 12:50:04 PM
I love the color you chose though, the image is great.  If we can't do the angle I was trying to get, then we could just stick with this image, even though it still looks like the turbine is just laying there on the ground with the blades facing the sky.
Thanks :) I chose the colours from the original art. I'll see what I can do.
Quote from: Vas on March 06, 2014, 12:50:04 PM
As for the textures, it looks like it uses 128x128 per block, and the wind mill would be 1x2 or 2x1 (It would take 2 squares in one direction) and the wind farm would be 4x4 (take 4 squares) but that image is 512x512, the one he used for the wind farm.  I'm not sure on the size requirements really.  I know his 2 block wide one is 256x128 and the 4x4 one is 512x512, his battery which is 2x2 blocks is 128x128 pixels though, so maybe you can choose a texture size so long as it is 8, 16, 32, 64, 128, 256, 512, 1024, you know, somewhere in that range of pixels (so if you made yours 2 blocks high you could have it 64x128 or something).
Yea I've been using the original art and it's alright but I've got no sense of size unless I stick it in the scene (which I can't figure out yet). I'll keep looking into it though.
Quote from: Vas on March 06, 2014, 12:50:04 PM
I hope I explained well enough what I was looking to see.  Did you really draw those specifically cause it's what I was looking for? xP  I figured if someone was going to draw new textures, they'd be talking to the mod's author rather than a random person in the topic.  :P
Yes of course :) if someone has a good idea it's best to take that idea, mold it into something that both the player and the main mod man like. Most of the time if the public enjoy it, then the main mod man will too.
I'll see what I can do with the angle, I can see where you're going (to some degree). Give me a day or so and I'll see if I can give you another quick sketch. Nothing fancy mind you.

Actually I'm really looking forward to making animated gifs or pngs for these, I can see them now :) looking awesome in my head :p
Title: Re: [MOD] (Alpha 2) Better Power
Post by: Vas on March 06, 2014, 10:46:37 PM
Quote from: shadowtajun on March 06, 2014, 08:35:17 PMActually I'm really looking forward to making animated gifs or pngs for these, I can see them now :) looking awesome in my head :p

In Starbound, animated images are PNG images side by side,  I'll show you one from my Matter Manipulator Upgrade Station mod.

(https://dl.dropboxusercontent.com/u/30270697/tempimages/vas_mmstation.png)
As you can see, each frame is beside each other.  Then a script file tells it where to cut each off;
http://pastebin.com/pbmvX3xW
The end result, looks like this in game;
(https://dl.dropboxusercontent.com/u/30270697/tempimages/mmstationa.png) (Warning, this is an apng, Chrome users can not see these - Yes, this PNG file is animated!)
If you need a GIF version, let me know. xD  I just like apng better, MNG too but Firefox removed support for that.

Anyway, my point is, I am wondering if this game does animated images the same way.  Frame beside frame images like that.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: shadowtajun on March 06, 2014, 11:28:32 PM
Yea, that's called a sprite sheet. Sometimes games don't need the sprite-sheet though. They can use animated gifs or apngs or something. But the sprite-sheet is the most common.

The program I was using might do the sprite sheets automatically. I'll have to look into it.

I wonder if what it'll be like in the next alpha.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 07, 2014, 04:17:45 AM
Quote from: Wayfaerer on March 06, 2014, 06:24:30 PM
Loving this mod and noted the steam generator error on loading as well, didn't pay it much mind as I could dismiss it. But while my colony grew I began to notice intermittent pauses during gameplay that I'd never seen before even with colonies four times the size.

Pauses became longer and longer, each averaging about 2 seconds each every 5 seconds. Enough to get annoying.

Long story short sold all my steam generators and the problem resolved. Rebuilt them and the problem resurfaced. Seems that searching for geysers is occurring each 'turn' and it's freaking out a little bit over it.

I know the dev is working on fixing this for the next build, but I just wanted to put it up in case anyone else is getting the issue and unsure as to why.

I was not aware that it caused that much of an issue in the long run! That's why I need people to test it XD I'd have never seen that as I only play for 5 minutes at a time testing each feature I implement. Rest assured, each of the generators will be using it's own definitions I have manually written, not butchered from the geothermal code XD Therefore, this issue won't be present in the next update.

Has anyone got any feedback on the BetterPowerHard part of the mod? No one has got back to me regarding it as of yet, so I was just wondering.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 07, 2014, 04:22:21 AM
Quote from: Spiffy on March 06, 2014, 07:05:42 PM
Hey man cool mod, are you going to go into any depth in terms of power distribution? I myself work in the distribution industry and I think it would be great if you implemented more components such as fuses and switches to safeguard the conduits from faults, as well as more advanced systems such as single and 3 phase power, power factors and energy substations for a more efficient energy system.
I also have a limited knowledge on power generation and electrical engineering (motors and generators) so I'd be happy to give you a hand if you had any questions!

I would love to add more depth to power distribution, but I need to focus on the basics right now, and some of the stuff you have suggested would require me to mess with the core game. Currently, I don't possess the skill or confidence to mess with what Tynan has written, so I'm not going to until I have the basics for the mod setup. Never the less, give it a month or two when my understanding of the core code base has increased and I have a little more free time, you can bet your bottom dollar I'll be expanding it out in the ways you describe :D However, I don't even know what some of the things you mentioned are, so I may very well be getting in contact with you in the future regarding them XD
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ramsis on March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 07, 2014, 01:31:44 PM
Quote from: Ramsis on March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)

Are you referring to me? :P  I mentioned wall lights.
http://ludeon.com/forums/index.php?topic=2414.0
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ramsis on March 07, 2014, 02:21:18 PM
Quote from: Vas on March 07, 2014, 01:31:44 PM
Quote from: Ramsis on March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)

Are you referring to me? :P  I mentioned wall lights.
http://ludeon.com/forums/index.php?topic=2414.0

http://ludeon.com/forums/index.php?topic=2324.0
Nope not you Vas :)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 07, 2014, 02:29:13 PM
Quote from: Ramsis on March 07, 2014, 02:21:18 PM
http://ludeon.com/forums/index.php?topic=2324.0
Nope not you Vas :)

Well my wall is exactly what he asked for.  :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ramsis on March 07, 2014, 02:46:38 PM
Quote from: Vas on March 07, 2014, 02:29:13 PM
Quote from: Ramsis on March 07, 2014, 02:21:18 PM
http://ludeon.com/forums/index.php?topic=2324.0
Nope not you Vas :)

Well my wall is exactly what he asked for.  :P

I want to see everyone's light wall before making my decision on which to download!
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 07, 2014, 03:32:53 PM
Quote from: Ramsis on March 07, 2014, 02:46:38 PM
I want to see everyone's light wall before making my decision on which to download!

No one is going to make a mod exactly like mine just to have 2 different versions out there.  If a mod is made, it is highly unlikely someone else will re-make it.  If someone has a texture suggestion, they can feel free to tell me and I'll consider it.  For now, mine is the only one that has lights built right into the walls and it's already got some users too.

http://ludeon.com/forums/index.php?topic=2287.0 is the lights Architect was talking about on that page you linked.  His aren't wall lights, they are colored lights.  Maybe he had plans for wall lights, but I already made them.  :P  I can also make them in a variety of colors if I wanted, if someone asked for them that is.

Anyway, this topic is about Power, not lights.  You should be talking about this either on his colored lights topic, or my wall lights topic.  :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ramsis on March 07, 2014, 04:39:53 PM
Quote from: Vas on March 07, 2014, 03:32:53 PM
Quote from: Ramsis on March 07, 2014, 02:46:38 PM
I want to see everyone's light wall before making my decision on which to download!

No one is going to make a mod exactly like mine just to have 2 different versions out there.  If a mod is made, it is highly unlikely someone else will re-make it.  If someone has a texture suggestion, they can feel free to tell me and I'll consider it.  For now, mine is the only one that has lights built right into the walls and it's already got some users too.

http://ludeon.com/forums/index.php?topic=2287.0 is the lights Architect was talking about on that page you linked.  His aren't wall lights, they are colored lights.  Maybe he had plans for wall lights, but I already made them.  :P  I can also make them in a variety of colors if I wanted, if someone asked for them that is.

Anyway, this topic is about Power, not lights.  You should be talking about this either on his colored lights topic, or my wall lights topic.  :P

I'll be the judge of where to talk about it good sir! He said he'd be merging the lights mod into Better Power I believe.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 07, 2014, 05:09:52 PM
Aye, sorry Vas, the stuffs already done for it and has been since a while now. I just decided I was going to merge everything in to one for the next update so it would be easier for me to keep track of it all. Never the less, I do like your mod, and I'll see what I can do to make mine different so that the two at least appeal to different audiences.

For those that are wondering, here is what it confirmed to be in alpha 3 from my mod that I currently have working already:

But thats only what's been done so far. Theres a little while between now and alpha three. I plan to get new batteries, windfarms, and a lightning conductor all done over the weekend, or at the very least by Tuesday. You may have noticed I now have a texture artist helping me out, and I have a friend who is going to be writing out C# for new items to use up power, it is he who is sorting the railgun now, and I think working on a fridge currently? Point still stands, alpha 3 is gonna be ace :D
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ramsis on March 08, 2014, 12:36:45 AM
Quote from: Vas on March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P

*COUGH COUGH MAKE A MODDING TEAM COUGH COUGH*
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 08, 2014, 01:16:03 AM
I just noticed that when I research digging, I unlock the pumping station, but not the steam building.  You got those reversed I think.  :P  I started a new save to find this out.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: The K on March 08, 2014, 01:23:07 PM
Quote from: Vas on March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P
This would work nicely with objects but it would be a very bad idea to use it for carpets. Think about if every floor tile was selectable. Yeah...
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 08, 2014, 01:25:58 PM
Ahhh, getting into UI stuff is a little bit beyond me at the moment. Whilst this is a long term goal, it isn't high on the priority list as currently, I simply don't even now where to start. I'll sit down one afternoon in the future and just revise the entire UI code base, but until then I'm going to work around it in every way I can :P

Edit:
I'd just like to point out it's not often I work around something like this, I would normally tackle it head on. However I'm already in way over my head with all of this, I cannot afford to take on things I have literally not understanding of until I know that this mod is going to hold solid against any challenges from other mod makers it may receive. When I have the time to slow development down a bit, I may, but until then that's not going to be viable.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Cj_mav on March 09, 2014, 04:31:56 AM
On the main Post, you have a "Planned Feature" for Coal and Gas Plants that produce energy.

For Gas Plants, an idea that I just had would be to make the Gas Plants have a good amount of Energy Production, but they "emit" fumes, and trash the surrounding environment, at least by a bit, to make it so Crops can't grow as well.

For Coal, however...Do you think it's possible to mimic the Geyser generation sequence, but have coal being generated as well as/in place of the Geysers? And a Coal factory would go on top, much like Geysers and Geothermal pumps. I think it would have similar effects as the Gas Plants would on the environment.

Just my 2 cents.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 12, 2014, 10:56:15 AM
Quote from: Cj_mav on March 09, 2014, 04:31:56 AM
On the main Post, you have a "Planned Feature" for Coal and Gas Plants that produce energy.

For Gas Plants, an idea that I just had would be to make the Gas Plants have a good amount of Energy Production, but they "emit" fumes, and trash the surrounding environment, at least by a bit, to make it so Crops can't grow as well.

For Coal, however...Do you think it's possible to mimic the Geyser generation sequence, but have coal being generated as well as/in place of the Geysers? And a Coal factory would go on top, much like Geysers and Geothermal pumps. I think it would have similar effects as the Gas Plants would on the environment.

Just my 2 cents.

I don't see why not :D Coal plants are actually the next thing I'm working on, and whilst I think I'll refrain from adding in methods of generating coal other than traders to begin with, I see no reason at all why I can't do it in the long run. Maybe even before alpha 3 too, who knows.

The mod currently has six features cemented and confirmed for alpha 3 in case anyone was wondering, though one of them you'll never actually notice ;) As I said coal plants are the next step, followed by moving all of coloured lights back in, followed by battery exchanges. After that, I'll be going onto exercise bikes which you can task colonists to use to generate power, and then finally the big gun: Nuclear power with as many sub systems as I can think of. If anyone has any comments on any of this stuff, feel free to list them here :)
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Spiffy on March 12, 2014, 11:34:59 PM
What about biofuels? You could make them run on decomposing waste (ie corpses) and could be a good way to control your dumping stockpiles.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 12, 2014, 11:48:16 PM
Quote from: Spiffy on March 12, 2014, 11:34:59 PM
What about biofuels? You could make them run on decomposing waste (ie corpses) and could be a good way to control your dumping stockpiles.

Bio-fuels could be a possibility.  I can do some research to figure out some good values for it.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 13, 2014, 04:10:08 AM
Quote from: Vas on March 12, 2014, 11:48:16 PM
Quote from: Spiffy on March 12, 2014, 11:34:59 PM
What about biofuels? You could make them run on decomposing waste (ie corpses) and could be a good way to control your dumping stockpiles.

Bio-fuels could be a possibility.  I can do some research to figure out some good values for it.

Slow down XD I've got a train of stuff to do at the moment, biofuel is a possibility, but not one that I'm going to be exploring just yet, I have a plan and I need to get those basics done first.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 13, 2014, 06:45:21 AM
Quote from: Architect on March 13, 2014, 04:10:08 AM
Quote from: Vas on March 12, 2014, 11:48:16 PM
Quote from: Spiffy on March 12, 2014, 11:34:59 PM
What about biofuels? You could make them run on decomposing waste (ie corpses) and could be a good way to control your dumping stockpiles.

Bio-fuels could be a possibility.  I can do some research to figure out some good values for it.

Slow down XD I've got a train of stuff to do at the moment, biofuel is a possibility, but not one that I'm going to be exploring just yet, I have a plan and I need to get those basics done first.

I just said I'd get some good values for it :P Not that it was going to be in for sure.  :P  Besides, if Alpha 3 comes out and I can figure out how to use your DLL and make XML files, I can help in the creation of new power plants and balancing them.  So a biofuel shouldn't be too hard to do.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 15, 2014, 05:45:16 PM
So I may or may not have got a coal plant using up coal as a resource working :D Feeds off of hoppers filled with coal next to it like the nutrient dispenser, or for those times when you want a little more bang for your buck, you could always research the coal feeder. Acts just like a hopper, but will allow the plant to produce 1.5 times the amount of power it normally would per coal intake ;) Currently coal can only be purchased through the use of traders, but take a guess at what I'm currently working on now if you will XD
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: bigwolf2101 on March 15, 2014, 10:41:12 PM
could u make a new battery that can be rained on and not go BOOM!!!?
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Vas on March 16, 2014, 12:52:09 AM
Quote from: bigwolf2101 on March 15, 2014, 10:41:12 PM
could u make a new battery that can be rained on and not go BOOM!!!?

Since when have humans invented a battery that can be rained on? :P  Batteries store electricity, it's very dangerous to leave them out in the rain.  Water conducts electricity, you're letting it rain all over an electricity storage unit.  I don't think the 2 mix very well together.  :P  It's really simple making an indoor battery though.

I might have an idea for an outdoor battery though if Architect wants to get my input on it.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: bigwolf2101 on March 16, 2014, 01:16:56 AM
Quote from: Vas on March 16, 2014, 12:52:09 AM
Quote from: bigwolf2101 on March 15, 2014, 10:41:12 PM
could u make a new battery that can be rained on and not go BOOM!!!?

Since when have humans invented a battery that can be rained on? :P  Batteries store electricity, it's very dangerous to leave them out in the rain.  Water conducts electricity, you're letting it rain all over an electricity storage unit.  I don't think the 2 mix very well together.  :P  It's really simple making an indoor battery though.

I might have an idea for an outdoor battery though if Architect wants to get my input on it.

I meant mainly 1 that did not go boom
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Architect on March 16, 2014, 08:25:53 AM
The large battery in the current download should be boom proof in the rain? If it isn't, rest assured it is in the alpha three version. I'm also soon to begin work on research stuff to generally improve functionality of pre-existing stuff, but that's after I get these conveyor belts working right...
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 17, 2014, 07:37:21 PM
My quest has been completed. This mod now had an alpha three ready version which I will be continuing to make additions to before the release of alpha three so that there is one all around uber package, however I still need your help. I need some big textures for things such as wind farms and coal mining facilities. Things like conveyor belts (Yes I have functional conveyor belts :D) and nuclear station components. I need your ideas and I need your artistic talent so, if anyone is willing to help me with this, drop me a line here, or send me a private message :P I'm counting on you guys!
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Cala13er on March 17, 2014, 08:04:01 PM
"Functional Conveyor Belts"

Congratulations sir, you accomplished something I failed to. I could not get mine working what so ever. Will be interesting to see how exactly you managed it. Because I was clueless as to where I was going wrong.

Any chance I could get the Alpha 3 ready version? I'm a tester and have the alpha 3 pre-releases.

P.S. Is it odd that your coal idea irritates me because it's an exact replica idea of what I've added to my mod.
Title: Re: [MOD] (Alpha 2) Better Power (v.1.3)
Post by: Ender on March 17, 2014, 10:47:30 PM
Quote from: Vas on March 16, 2014, 12:52:09 AM
Quote from: bigwolf2101 on March 15, 2014, 10:41:12 PM
could u make a new battery that can be rained on and not go BOOM!!!?

Since when have humans invented a battery that can be rained on? :P  Batteries store electricity, it's very dangerous to leave them out in the rain.  Water conducts electricity, you're letting it rain all over an electricity storage unit.  I don't think the 2 mix very well together.  :P  It's really simple making an indoor battery though.

I might have an idea for an outdoor battery though if Architect wants to get my input on it.
for a while now, I living and working on a farm, deal with a battery that gets rained on all the time, that battery being a solar electric fence charger. Thus, outdoor batteries that don't go boom.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: ousire on March 17, 2014, 11:34:41 PM
You actually have functioning conveyor belts? Does that mean colonists will be able to drop things off at one end and they'll automatically get shuttled off to the other end? :O That would make hauling so much easier!
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Cala13er on March 18, 2014, 05:24:21 AM
Somehow I doubt they would work like that, you can't edit AI behaviour at the moment. At least I think it's currently impossible
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 18, 2014, 06:34:10 AM
Balls! Sorry Cala13er, I totally forgot to get back to you on the message you sent me. Christ I'm genuinely really sorry about that, I'll send you a detailed message and some of my source code as soon as I can.

As for the conveyor belts, you shouldn't doubt me Cala ;) Colonists will put whatever you tell them they can on a conveyor belt, though I'm struggling to get them to take it off wherever they want until it reaches the end.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Steffmeistro on March 18, 2014, 06:44:23 AM
Hello.
First of, I want to say I really like this mod. Now we just need more stuff to build to use all that power...;)

I have spotted a few things playing this mod you may want to fix for Alpha 3, if you haven't already.
* For some reason, the powered walls and wall exchange have an insane 3000 HP. Make this 280 HP like regular walls?
* The research text for powered walls says it will not affect existing "Batteries".
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 18, 2014, 07:17:58 AM
Quote from: Steffmeistro on March 18, 2014, 06:44:23 AM
Hello.
First of, I want to say I really like this mod. Now we just need more stuff to build to use all that power...;)

I have spotted a few things playing this mod you may want to fix for Alpha 3, if you haven't already.
* For some reason, the powered walls and wall exchange have an insane 3000 HP. Make this 280 HP like regular walls?
* The research text for powered walls says it will not affect existing "Batteries".

Ah, yes, you are quite right that those issues should be addressed, though as it currently stands, I was going to remove the change to the walls altogether, as from what I could tell, no one really used it. I literally never got any feedback from anyone regarding it, you're the first XD

Also, in terms of adding uses for your power, you won't be disapointed with what I have in store with alpha three! :D Equally, Cala13er has a truly marvelous looking mod which you could always turn to as well if you feel you have more power than you need :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Steffmeistro on March 18, 2014, 07:40:27 AM
Please keep the change to the walls! I very much like this as I think vanilla is way too simple with the power transmission.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 18, 2014, 07:43:43 AM
Quote from: Steffmeistro on March 18, 2014, 07:40:27 AM
Please keep the change to the walls! I very much like this as I think vanilla is way too simple with the power transmission.

Well, I could always have it setup as it is now where you can turn on the 'harder' version as it were. Is there any other feedback you could give me on the harder version? I'd love to know what people think would make it better.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Steffmeistro on March 18, 2014, 07:53:30 AM
Except for the walls being near indestructible, I don't have any more feedback right now. Maybe if one could upgrade existing walls to conduct power but I don't think the game supports such functionality right now. Otherwise, I think it is fine as it is.

I also just tried to combine this with the ToughRock mod (and made a little change myself, making powered walls cost conduit segments too) which would have made for a good combination, except it crashed:p

That is, my change crashed it, but it worked fine to combine otherwise.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 18, 2014, 08:08:51 AM
Quote from: Steffmeistro on March 18, 2014, 07:53:30 AM
Except for the walls being near indestructible, I don't have any more feedback right now. Maybe if one could upgrade existing walls to conduct power but I don't think the game supports such functionality right now. Otherwise, I think it is fine as it is.

I also just tried to combine this with the ToughRock mod (and made a little change myself, making powered walls cost conduit segments too) which would have made for a good combination, except it crashed:p

That is, my change crashed it, but it worked fine to combine otherwise.

Its because conduits aren't an item is that it crashed :P You say it doesn't support changing of all walls, but I'm beginning to do the thing where I get a plan ;) It's not a priority, so you may need to wait a while, but I'll get back to you one way or another?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Steffmeistro on March 18, 2014, 08:23:00 AM
Quote from: Architect on March 18, 2014, 08:08:51 AM
Quote from: Steffmeistro on March 18, 2014, 07:53:30 AM
Except for the walls being near indestructible, I don't have any more feedback right now. Maybe if one could upgrade existing walls to conduct power but I don't think the game supports such functionality right now. Otherwise, I think it is fine as it is.

I also just tried to combine this with the ToughRock mod (and made a little change myself, making powered walls cost conduit segments too) which would have made for a good combination, except it crashed:p

That is, my change crashed it, but it worked fine to combine otherwise.

Its because conduits aren't an item is that it crashed :P You say it doesn't support changing of all walls, but I'm beginning to do the thing where I get a plan ;) It's not a priority, so you may need to wait a while, but I'll get back to you one way or another?

Eh it is not that important. I am more interested in the other changes you have in Alpha 3.
I managed to merge the two by moving the transmission stuff into ToughRock. Going to try this out now.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Steffmeistro on March 18, 2014, 08:58:37 AM
Just built this.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Cala13er on March 19, 2014, 08:32:05 AM
Quote from: Architect on March 18, 2014, 06:34:10 AM
Balls! Sorry Cala13er, I totally forgot to get back to you on the message you sent me. Christ I'm genuinely really sorry about that, I'll send you a detailed message and some of my source code as soon as I can.

As for the conveyor belts, you shouldn't doubt me Cala ;) Colonists will put whatever you tell them they can on a conveyor belt, though I'm struggling to get them to take it off wherever they want until it reaches the end.

Oh I know how to do that bit. I was having the same problem!

They place it wherever they want on the conveyor so that could be beginning, middle or end. And then they take it of wherever they want. beginning, middle or end. I meant I don't think you can edit the AI to do that part.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 19, 2014, 09:09:41 AM
You'll see how I handled it soon. I still need to fix it up a little bit, as the conveyor belts have started conveying each other, which is less than ideal. May take a little longer than I expected to finish it up too as I accidently deleted a whole segment of code for the conveyor which I need to put back more efficiently. Tomorrow or Friday I will have it all operational again (I hope) and I'll let you take a look then.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Cala13er on March 19, 2014, 01:57:57 PM
Quote from: Architect on March 19, 2014, 09:09:41 AM
You'll see how I handled it soon. I still need to fix it up a little bit, as the conveyor belts have started conveying each other, which is less than ideal. May take a little longer than I expected to finish it up too as I accidently deleted a whole segment of code for the conveyor which I need to put back more efficiently. Tomorrow or Friday I will have it all operational again (I hope) and I'll let you take a look then.

Thank you! Really looking forward to it :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: greenfrogs on March 19, 2014, 03:19:31 PM
Great Mod, Keep going!
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: letharion on March 19, 2014, 04:23:41 PM
Based on this idea I liked for buried conduits: http://ludeon.com/forums/index.php?topic=2609.0 , I put together a really simple (my first) mod: https://github.com/letharion/RimWorldMods
It doesn't make much sense on it's own, would you be interested in including it in BetterPower?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 19, 2014, 05:57:27 PM
Quote from: letharion on March 19, 2014, 04:23:41 PM
Based on this idea I liked for buried conduits: http://ludeon.com/forums/index.php?topic=2609.0 , I put together a really simple (my first) mod: https://github.com/letharion/RimWorldMods
It doesn't make much sense on it's own, would you be interested in including it in BetterPower?

My plans for the BetterPower+(Hard) will include that power conduits in the rain can catch fire, so having ones that can be buried would be incredibly useful and rain proof XD :) However as Cal said, his mod includes something similar, and the both of us are trying to work in ways so that we dont offer the same thing as the other of us. That being said, I may try and do it in an entirely different way with different effects, so you would still have use for both our mods :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 22, 2014, 06:54:38 AM
Main thread updated with current alpha 3 info.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: TimMartland on March 22, 2014, 03:12:11 PM
Good mod, but some of the models are quite derpy. The reactor is a blatant retexture of the geo-generator and both wind farm models are a little off. The turbine doesn't really fit with RimWorld and the farm is a little wired-looking
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 22, 2014, 05:25:08 PM
Quote from: TimMartland on March 22, 2014, 03:12:11 PM
Good mod, but some of the models are quite derpy. The reactor is a blatant retexture of the geo-generator and both wind farm models are a little off. The turbine doesn't really fit with RimWorld and the farm is a little wired-looking

I did the best with what I had XD Trust me, the textures shadowtajun have been working on for me are truly marvellous, hopefully everything will have a texture done by her in time for alpha 3, but if not, the main features most certainly will :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: shadowtajun on March 22, 2014, 07:05:52 PM
Quote from: TimMartland on March 22, 2014, 03:12:11 PM
Good mod, but some of the models are quite derpy. The reactor is a blatant retexture of the geo-generator and both wind farm models are a little off. The turbine doesn't really fit with RimWorld and the farm is a little wired-looking
Quote from: Architect on March 22, 2014, 05:25:08 PM
I did the best with what I had XD Trust me, the textures shadowtajun have been working on for me are truly marvellous, hopefully everything will have a texture done by her in time for alpha 3, but if not, the main features most certainly will :)

Hey guys,

Sorry about the (lack of) art, I'm working full time, studying full time and I'm working on my own projects as well as these art mods. The art (I hope) will be ready, like Architect said, in time for alpha 3, but if not, the main features most certainly will. I know that the art I do for these mods doesn't take up too much of my time but finding the lulls in between projects, work or study are minimal and difficult. This isn't to say that I'm not enjoying the art, far from it - I'm actually extremely excited. Sadly though these art assets are currently taking a backseat and Architect (who has similar commitments) has kindly backed me up on this.

If you guys have suggestions for art let me know here or IM me I'm always looking for feedback on art and sometimes I don't know where to begin. A second set of eyes really helps. If Architect wouldn't mind perhaps I can post up drafts of what I'm doing so you guys can have a say on art direction. I'm actually having a tough time with designing the wind farm, it's probably one of the most difficult things so far. So please if you guys have suggestions I want to hear them!

Also thank you Architect for the compliment, means a lot :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 23, 2014, 06:43:08 AM
Quote from: shadowtajun on March 22, 2014, 07:05:52 PM
Hey guys,

Sorry about the (lack of) art, I'm working full time, studying full time and I'm working on my own projects as well as these art mods. The art (I hope) will be ready, like Architect said, in time for alpha 3, but if not, the main features most certainly will. I know that the art I do for these mods doesn't take up too much of my time but finding the lulls in between projects, work or study are minimal and difficult. This isn't to say that I'm not enjoying the art, far from it - I'm actually extremely excited. Sadly though these art assets are currently taking a backseat and Architect (who has similar commitments) has kindly backed me up on this.

If you guys have suggestions for art let me know here or IM me I'm always looking for feedback on art and sometimes I don't know where to begin. A second set of eyes really helps. If Architect wouldn't mind perhaps I can post up drafts of what I'm doing so you guys can have a say on art direction. I'm actually having a tough time with designing the wind farm, it's probably one of the most difficult things so far. So please if you guys have suggestions I want to hear them!

Also thank you Architect for the compliment, means a lot :)

Don't mention it XD Feel free to post your drafts up here, this thread is as much your playground as it is mine :P I'm more than happy for anyone to post whatever they want here whether it be an idea, a texture, feedback, or anything else you can imagine :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 23, 2014, 12:06:17 PM
Are you still looking for artists?

I'm hunting for some voluntary game art work to start filling out a portfolio, and I'm a huge fan of rimworld. Just getting into mods and yours is the first I've come across, it sounds good. :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 23, 2014, 12:28:59 PM
Quote from: Hancake on March 23, 2014, 12:06:17 PM
Are you still looking for artists?

I'm hunting for some voluntary game art work to start filling out a portfolio, and I'm a huge fan of rimworld. Just getting into mods and yours is the first I've come across, it sounds good. :)

Sure, could you post some art for an item or building you would like to see in the game in the current RimWorld theme? Just so I can see what you're capable of and what not :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 23, 2014, 01:00:27 PM
Sure thing, I'll have a bash! I was just having a go at retexturing some of the foods, which you can find just here: http://sta.sh/21sjzpt65rxd?edit=1

I've been wanted to see a shooting range target style thing, so I'll have a go at that :)


Edit: the shooting target is now in the same link as the retextured foods
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 23, 2014, 06:50:49 PM
Quote from: Hancake on March 23, 2014, 01:00:27 PM
Sure thing, I'll have a bash! I was just having a go at retexturing some of the foods, which you can find just here: http://sta.sh/21sjzpt65rxd?edit=1

I've been wanted to see a shooting range target style thing, so I'll have a go at that :)

Edit: the shooting target is now in the same link as the retextured foods

Very nice :) Ok then, do you think you could rustle up something that looks like a battered old ship thruster? Something 2*1 in size, in a powered down state, and having sustained incredibly heavy damage?

On a related note, space junk always has been remarkable. Adding secret stories to the situation it lands in, rewarding those who brave it, and destroying those who can't ;) (Check the main post alpha three features if you don't understand what I'm getting at :P)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 23, 2014, 07:02:40 PM
I shall certainly have a go! By ship thruster, do you mean engine? And 2*1 meaning 2 horizontal 1 vertical, just to clarify?

I'll have a go at it tomorrow for you. Exciting! :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 24, 2014, 03:50:21 AM
Quote from: Hancake on March 23, 2014, 07:02:40 PM
I shall certainly have a go! By ship thruster, do you mean engine? And 2*1 meaning 2 horizontal 1 vertical, just to clarify?

I'll have a go at it tomorrow for you. Exciting! :)

Engine, thruster, space propellor, burning thing at the back, whatever its called :P And yeah, 2 horizontal, 1 vertical :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Ender on March 24, 2014, 04:59:53 AM
Quote from: Architect on March 24, 2014, 03:50:21 AM
Quote from: Hancake on March 23, 2014, 07:02:40 PM
I shall certainly have a go! By ship thruster, do you mean engine? And 2*1 meaning 2 horizontal 1 vertical, just to clarify?

I'll have a go at it tomorrow for you. Exciting! :)

Engine, thruster, space propellor, burning thing at the back, whatever its called :P And yeah, 2 horizontal, 1 vertical :)

sooo, example being a thruster from "Space Engineers"?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 24, 2014, 06:21:41 AM
Quote from: Ender on March 24, 2014, 04:59:53 AM
Quote from: Architect on March 24, 2014, 03:50:21 AM
Quote from: Hancake on March 23, 2014, 07:02:40 PM
I shall certainly have a go! By ship thruster, do you mean engine? And 2*1 meaning 2 horizontal 1 vertical, just to clarify?

I'll have a go at it tomorrow for you. Exciting! :)

Engine, thruster, space propellor, burning thing at the back, whatever its called :P And yeah, 2 horizontal, 1 vertical :)

sooo, example being a thruster from "Space Engineers"?

Yeah XD
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 24, 2014, 07:10:36 AM


Very nice :) Ok then, do you think you could rustle up something that looks like a battered old ship thruster? Something 2*1 in size, in a powered down state, and having sustained incredibly heavy damage?

On a related note, space junk always has been remarkable. Adding secret stories to the situation it lands in, rewarding those who brave it, and destroying those who can't ;) (Check the main post alpha three features if you don't understand what I'm getting at :P)
[/quote]

Unfortunately I've sat and pondered over this a little while and I still have no idea what this incredibly cryptic message is supposed to mean haha! Where is the main post alpha 3 features? *shrug* :')
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 24, 2014, 07:16:59 AM
Quote from: Hancake on March 24, 2014, 07:10:36 AM
Unfortunately I've sat and pondered over this a little while and I still have no idea what this incredibly cryptic message is supposed to mean haha! Where is the main post alpha 3 features? *shrug* :')

I mean the main post for this thread that I started at the beginning :P I'm taking note of what made COD nazi zombies so good in its use of easter egg like story line, and adding a similar idea like a mod to this mod (I'm gonna mod my own mod XD) Though by default, the space junk will just cause events to happen which can be manipulated to be good or bad. I've started with a space thruster which incidents can make land on the surface, and will eventually overload, causing a plasma storm. Videos coming soon ;)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 24, 2014, 07:37:04 AM
I see! Okay, well, here's your thruster! http://sta.sh/0t2dqm5epob
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: shadowtajun on March 24, 2014, 06:59:40 PM
amazeballs!
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 04:57:45 PM
Quote from: Hancake on March 24, 2014, 07:37:04 AM
I see! Okay, well, here's your thruster! http://sta.sh/0t2dqm5epob

i am getting blind or are there burnt corpses holding a gun on the left side ?


Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 04:59:06 PM
Quote from: mrofa on March 25, 2014, 04:57:45 PM
Quote from: Hancake on March 24, 2014, 07:37:04 AM
I see! Okay, well, here's your thruster! http://sta.sh/0t2dqm5epob

i am getting blind or are there burnt corpses holding a gun on the left side ?

Uhhh, you been takin' your meds Mrofa...? XD
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Ender on March 25, 2014, 05:10:59 PM
Quote from: mrofa on March 25, 2014, 04:57:45 PM
Quote from: Hancake on March 24, 2014, 07:37:04 AM
I see! Okay, well, here's your thruster! http://sta.sh/0t2dqm5epob

i am getting blind or are there burnt corpses holding a gun on the left side ?

Last time i was hallucinating that bad i took a fairly large amount somethings that i couldn't pronounce the name of... :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 05:14:20 PM
(http://s24.postimg.org/ugopp7pwh/Untitled_1.png)
Red burned half a guy
Yellow gun
Thers soo much details that i just wanna barrow his brain :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 05:17:45 PM
Quote from: mrofa on March 25, 2014, 05:14:20 PM
(http://s24.postimg.org/ugopp7pwh/Untitled_1.png)
Red burned half a guy
Yellow gun
Thers soo much details that i just wanna barrow his brain :D

Actually, I can see it now XD You have a very heightened sense of pareidolia :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 25, 2014, 05:20:10 PM
Haha wow what an interpretation! I never see these things until they're too late heh :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 05:22:22 PM
Well i do love it so i did observer it closly :D
Now we know why they did blow up ^^
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 05:24:01 PM
What's the general opinion on beaten up space debris falling around your colonists occasionally? Should I add more do people think?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 05:28:14 PM
Its to often alredy, in some cases you can feed your colony only on drops, unless that drops have a runined engine that makes a big explosive and spam flamambe fuel and sparks everyware ( mostly on your colony) then no dont add more :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 05:34:02 PM
Quote from: mrofa on March 25, 2014, 05:28:14 PM
Its to often alredy, in some cases you can feed your colony only on drops, unless that drops have a runined engine that makes a big explosive and spam flamambe fuel and sparks everyware ( mostly on your colony) then no dont add more :D

Are you looking at my screen right now???? XD I'm not talking drop pods of resource, I'm talking incidents from nuclear reactor drops out of the sky and explodes on you to rainbows explode from a crashed ship (Exaggeration both ways, you get what I mean :P )
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 05:42:57 PM
Pareidolia  wiki says its lack of coffie :D

Not sure its a generaly nice idea, but it will make ppl want to build in mountains even more but this is kinda balance thingy, and again if by some odd power thers a chance that in mountain while digging tunnels they can find some old nuclear engine that migh just blow up, or even worst elfs!! they might reconsider :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 05:48:13 PM
Quote from: mrofa on March 25, 2014, 05:42:57 PM
Pareidolia  wiki says its lack of coffie :D

Not sure its a generaly nice idea, but it will make ppl want to build in mountains even more but this is kinda balance thingy, and again if by some odd power thers a chance that in mountain while digging tunnels they can find some old nuclear engine that migh just blow up, or even worst elfs!! they might reconsider :D

I was joking, not everything will try and kill you XD I just like the idea of having reasons to go out and collect or destroy space junk, I was hoping others might agree.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 05:58:59 PM
Damn and i was hoping for unicors with steel jaws :D

Why collecting stuff make it alteast more challenging, it might be that this object is not movable and colonist need to deconstruct it pice by pice, object ofc is big higly flammable and with low health and big blow radius, or with high healt but on a timer :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 06:06:19 PM
Quote from: mrofa on March 25, 2014, 05:58:59 PM
Damn and i was hoping for unicors with steel jaws :D

Why collecting stuff make it alteast more challenging, it might be that this object is not movable and colonist need to deconstruct it pice by pice, object ofc is big higly flammable and with low health and big blow radius, or with high healt but on a timer :D

With what I have so far, time is both your greatest ally and your worst enemy, depending on how quick off the mark you are XD Heaven help those that don't look at the letters which pop up on the side. :/
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 06:09:07 PM
Just added two new methods of steam geyser creation. Research and building which takes an incredibly long time, or and incident where an asteroid will hit and open one up.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 06:27:34 PM
Thats still for alpha 2 ?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 06:31:16 PM
Quote from: mrofa on March 25, 2014, 06:27:34 PM
Thats still for alpha 2 ?

I havent done anything for alpha 2 in a very long time XD I could update it now with the ability to build they geysers now if people wanted? It's just XML stuff, I didn't even need to program anything :P The asteroid hit requires alpha three to work though, so I can't patch that in.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 06:43:18 PM
Hmm if you know how to make them buildable maybe you know how to add that steam animation to other objects?
Wanted to make a floor vent with it, since my plan to use turret head for fan rotation fail :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 06:45:38 PM
Quote from: mrofa on March 25, 2014, 06:43:18 PM
Hmm if you know how to make them buildable maybe you know how to add that steam animation to other objects?
Wanted to make a floor vent with it, since my plan to use turret head for fan rotation fail :D

Thats hardcoded, but I think I could pull out the right code and stick it in. However, you couldn't have it like the current floor tiles, they would have to be lots of mini buildings so that it could tick to actually give off the steam.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 06:50:47 PM
This would be a normal object like a table or a lamp, but i dont wanna mess the .dll so its fine.
Gonna go invent some more furniture :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 25, 2014, 06:58:56 PM
Quote from: mrofa on March 25, 2014, 06:50:47 PM
This would be a normal object like a table or a lamp, but i dont wanna mess the .dll so its fine.
Gonna go invent some more furniture :D

Send me the XML when you've finished it, I'll write a quick DLL for the test builds of alpha three to make your thing blow smoke, and send you it all back so you can have it working for alpha three. How does that sound?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 25, 2014, 07:10:33 PM
Sounds fantastic, will send you when its done thanks :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Darker on March 26, 2014, 09:53:15 AM
How does the lightning rod work?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 26, 2014, 12:49:42 PM
Quote from: Darker on March 26, 2014, 09:53:15 AM
How does the lightning rod work?

during rainy or dry storms, the rod will occasionally get struck by non damaging lightning, and its output will leap incredibly high. It will then lose output until it becomes zero again. Depending on how long the storm is can mean just a few strikes, or a great many. I intend to add a way of influencing the number of lightning strikes in a given are, buy that comes later,probably mid alpha 3
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Vas on March 26, 2014, 05:47:28 PM
I intended lightning rods to draw lightning away from your buildings and give a very tiny amount of power when struck, not give massive amounts of energy for a short duration.  :P  Not even in the future would you be able to hardness that much raw power all at once.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 26, 2014, 06:39:46 PM
Quote from: Vas on March 26, 2014, 05:47:28 PM
I intended lightning rods to draw lightning away from your buildings and give a very tiny amount of power when struck, not give massive amounts of energy for a short duration.  :P  Not even in the future would you be able to hardness that much raw power all at once.

Nah man, thats no fun :P It doesn't have to be super realistic, its sci fi. As long as the features are roughly believable, well implemented, and above all are fun to play with, I'll add almost anything in XD If I thought robot unicorns would make the game more fun, and I could think up a believable excuse for them, I'd try and put 'em in :P To me, gaming is about having fun. If I wanted to realistically do flips and fire guns, I'd just go to a forest and do paint balling, and do flips whilst doing it, but real life gets dull.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 26, 2014, 07:20:37 PM
Just one thing I have to say here- building steam geysers? Do you know what steam geysers are?  ???

I think it'd be a little ridiculous to be able to build them yourself, okay so you've said you don't mind if it's a bit unrealistic, but that unrealistic? Idk. Building a geyser is like building a fountain in your backyard and calling it a geyser :')
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Ender on March 26, 2014, 07:47:15 PM
Quote from: Hancake on March 26, 2014, 07:20:37 PM
Just one thing I have to say here- building steam geysers? Do you know what steam geysers are?  ???

I think it'd be a little ridiculous to be able to build them yourself, okay so you've said you don't mind if it's a bit unrealistic, but that unrealistic? Idk. Building a geyser is like building a fountain in your backyard and calling it a geyser :')

A way i would explain it if i were asked is, with a powerful enough laser, and a hell of a lot of power (duh?) it COULD work, that or explode...
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 27, 2014, 05:03:17 AM
Quote from: Ender on March 26, 2014, 07:47:15 PM
Quote from: Hancake on March 26, 2014, 07:20:37 PM
Just one thing I have to say here- building steam geysers? Do you know what steam geysers are?  ???

I think it'd be a little ridiculous to be able to build them yourself, okay so you've said you don't mind if it's a bit unrealistic, but that unrealistic? Idk. Building a geyser is like building a fountain in your backyard and calling it a geyser :')

A way i would explain it if i were asked is, with a powerful enough laser, and a hell of a lot of power (duh?) it COULD work, that or explode...

Fair enough, I'll remove it for now and look into another way of creating them :P Maybe some kind of massive laser drill building which can be removed once it is complete, but takes ages to be complete?
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Hancake on March 27, 2014, 06:28:43 AM
Well the rimworld colony is clearly set in a volcanic area, so there's no reason you couldn't concievably set up some kind of deep drill that is able to glean power from the heat below the surface of the ground. It could be like a water convection system where it heats water in pipes that then powers something above ground, a bit like steam power but with magma instead of coal burning :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Cala13er on March 27, 2014, 07:53:33 AM
Quote from: Hancake on March 27, 2014, 06:28:43 AM
Well the rimworld colony is clearly set in a volcanic area, so there's no reason you couldn't concievably set up some kind of deep drill that is able to glean power from the heat below the surface of the ground. It could be like a water convection system where it heats water in pipes that then powers something above ground, a bit like steam power but with magma instead of coal burning :)

My mod contains something with the same principle :P I LIKE IT!
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Ender on March 27, 2014, 05:20:50 PM
Any way it's done almost certainly will need to take a pretty long time, and take power (if that's possible in building stage in Alpha 3) and don't be to deterred to much by people architect, i do support doing what YOU want, after all it is YOUR work.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 27, 2014, 06:34:22 PM
This is all getting a bit on top of me at the moment to be honest. I'll remove the geyser construction tomorrow, and add a drilly building thing, but I need textures for all this stuff, and I've got an incredibly amount else to do too. So yeah, feature freeze till alpha three tomorrow, I need to actually do some school work and get back to training :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Monkfish on March 27, 2014, 08:43:28 PM
How real-world geothermal plants work...

(http://www.earthlyissues.com/images/geother.JPG)

I would suggest...

- A researchable device to scan for a suitable geothermal plant location.
- A researchable geothermal plant (not like the vanilla ones that run on steam geysers)
- The plant can be built anywhere, but who's efficiency is based on the volcanic activity in the area (determined with the scanner)

Fin. Obviously it would need suitable balancing, so perhaps long research projects and very resource intensive, but the benefit of that is a shittonne more power than you'd get from a normal geothermal plant.

Or something.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: mrofa on March 27, 2014, 11:26:40 PM
If ya need textures just tell me what type of object and how big :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 28, 2014, 04:09:15 AM
Quote from: Monkfish on March 27, 2014, 08:43:28 PM
How real-world geothermal plants work...

(http://www.earthlyissues.com/images/geother.JPG)

I would suggest...

- A researchable device to scan for a suitable geothermal plant location.
- A researchable geothermal plant (not like the vanilla ones that run on steam geysers)
- The plant can be built anywhere, but who's efficiency is based on the volcanic activity in the area (determined with the scanner)

Fin. Obviously it would need suitable balancing, so perhaps long research projects and very resource intensive, but the benefit of that is a shittonne more power than you'd get from a normal geothermal plant.

Or something.

The problem is that I would need to heavilly change the way that map generation works, which is in the main assembly. If I wanted to do that, it would mean a ton more instances ticking over on the terrain, as well as needing you to download half the game. In fact, I'm not sure I can even legally distribute the assembly, let alone modify it :/ So, I'll look into it, but it is not something likely to come about before mod alpha three at the earliest

As for mrofa, I'll PM you :)
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 29, 2014, 11:13:36 AM
Textures are all coming together, kinks and balances are being made, and the mod is being split up into easy to read segments so that people can learn the different aspects by looking at it. Video and small wikia to come in the next week, along with potentially a walk through guide of the mod.

The story line is not going to make the initial alpha three release, however it will be implemented over the the next two weeks, and will come mid alpha three.

The next release will be v2.0.0, though I will likely release a v2.0.1 with more balances after I get some feedback from the tester forums, and again with v2.0.2 when I get feedback from all you guys playing it after alpha three :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 29, 2014, 01:36:55 PM
Oh, and BetterPowerHard for alpha three is now complete, with no more edits necessary :D
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: iame6162013 on March 30, 2014, 02:46:24 PM
Quote from: Architect on March 29, 2014, 01:36:55 PM
Oh, and BetterPowerHard for alpha three is now complete, with no more edits necessary :D

Oh can't wait for alpha 3
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 30, 2014, 05:50:43 PM
Main topic has been redone to contain everything you may need to know, including the downloads for alpha 3, so you can get right on with playing as soon as alpha 3 is released ;) Wikia is still under production, I'm working on it though :P

Please note that downloading 2.1.0 is currently pointless, as it will not run on alpha 2. If you want to download it ready, then go ahead, but there are still some texture changes to be made as well as balance changes, so you will likely have to re-download upon the release of alpha 3 :P
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: iame6162013 on March 31, 2014, 11:35:58 AM
Quote from: Architect on March 30, 2014, 05:50:43 PM
Main topic has been redone to contain everything you may need to know, including the downloads for alpha 3, so you can get right on with playing as soon as alpha 3 is released ;) Wikia is still under production, I'm working on it though :P

Please note that downloading 2.1.0 is currently pointless, as it will not run on alpha 2. If you want to download it ready, then go ahead, but there are still some texture changes to be made as well as balance changes, so you will likely have to re-download upon the release of alpha 3 :P

alpha 3 here i come and Damn now having to wait :/ for a few day's or hours pls be the last one :p
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Architect on March 31, 2014, 12:29:25 PM
The invincible colonist, capable of living long after death...
This occurred when testing the new barbed wire XD Work needed me thinks...
Note: Barbed wire will not look like that, that's just another texture already in the mod being used for testing purposes :P

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: iame6162013 on March 31, 2014, 01:28:00 PM
Quote from: Architect on March 31, 2014, 12:29:25 PM
The invincible colonist, capable of living long after death...
This occurred when testing the new barbed wire XD Work needed me thinks...
Note: Barbed wire will not look like that, that's just another texture already in the mod being used for testing purposes :P

Yea i got one like that to bur i got something like -65000000 (+ to :p)(64bit i think?) :p
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: biosehnsucht on April 03, 2014, 10:23:09 PM
Quote from: Vas on March 26, 2014, 05:47:28 PM
I intended lightning rods to draw lightning away from your buildings and give a very tiny amount of power when struck, not give massive amounts of energy for a short duration.  :P  Not even in the future would you be able to hardness that much raw power all at once.

Just need a DeLorean mod.
Title: Re: [MOD] (Alpha 2, Alpha 3 ready) BetterPower+ (v.1.3.0)
Post by: Ender on April 04, 2014, 07:19:02 AM
Quote from: biosehnsucht on April 03, 2014, 10:23:09 PM
Quote from: Vas on March 26, 2014, 05:47:28 PM
I intended lightning rods to draw lightning away from your buildings and give a very tiny amount of power when struck, not give massive amounts of energy for a short duration.  :P  Not even in the future would you be able to hardness that much raw power all at once.

Just need a DeLorean mod.

WHAT YEAR IS IT??!!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: Celthric Aysen on April 04, 2014, 09:10:17 AM
Quote from: Ender on April 04, 2014, 07:19:02 AM
Quote from: biosehnsucht on April 03, 2014, 10:23:09 PM
Quote from: Vas on March 26, 2014, 05:47:28 PM
I intended lightning rods to draw lightning away from your buildings and give a very tiny amount of power when struck, not give massive amounts of energy for a short duration.  :P  Not even in the future would you be able to hardness that much raw power all at once.

Just need a DeLorean mod.

WHAT YEAR IS IT??!!
GREAT SCOTT!
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: jamieg on April 04, 2014, 11:08:06 AM
hi ARCHITECT having a couple of issue with conveyor belts, as an item moves on them its seems to bug out and the image jumps about?
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: Architect on April 04, 2014, 11:21:22 AM
Quote from: jamieg on April 04, 2014, 11:08:06 AM
hi ARCHITECT having a couple of issue with conveyor belts, as an item moves on them its seems to bug out and the image jumps about?

Really? Can you post me an image with an exact explanation of what is happening? I thought I'd squashed these kinds of bugs.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: jamieg on April 04, 2014, 11:23:48 AM
ill do it now for you
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: jamieg on April 04, 2014, 12:23:36 PM
hmm cant seem to recreate that bug at the moment, but now it has come to my attention I will keep an eye out for it. I have also noticed one other bug to do with the AI an hauling items, but I have the feeling that is to do with the core game, I will have to further testing to find out more behind this, I would of got a screen shot but I feel a video would of explained it better, the items would jump about erratically (on and off the belt) and never reach its destination. If the item is clicked to re-obey hauling (as it is set to forbidden on the belt) the item stops jumping about, as for the character being able to pick it up I did not test to see.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: mrofa on April 04, 2014, 12:24:53 PM
Try to move camera and zoom in and out.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: Architect on April 07, 2014, 03:42:21 AM
After a few days beak to play titan fall and get my school stuff together, I'm coming back to add some more stuff in and actually finish the wikia XD If anyone has any features they would like to see in my mid alpha release, feel free to post them. I only have an idea for two or three more buildings, then it's just incidents all the way till someone gives me an idea XD
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: Architect on April 10, 2014, 01:24:09 PM
I have made one monumental cock up, this mod is not currently alpha three, but give me an hour and it will all be working :P

hot fix, downloads now wont crash on start up, however major fix comes in a few hours will bring everything back to full operation again. Bare with me folks.

just realised barbed wire textures are currently totally bodged, another thing ill be fixing tonight.
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: PhenomTaker on April 10, 2014, 03:43:07 PM
Just asking:
"Change Log:
Version 2.2.0"
Are those things that will come in the next update? Because only version 2.1 is downloadable.

Either way I will try it out, sounds nice :)
Title: Re: [MOD] (Alpha 2, Alpha 3 Ready) BetterPower+ (v.1.3.0)
Post by: Architect on April 10, 2014, 03:47:34 PM
Quote from: PhenomTaker on April 10, 2014, 03:43:07 PM
Just asking:
"Change Log:
Version 2.2.0"
Are those things that will come in the next update? Because only version 2.1 is downloadable.

Either way I will try it out, sounds nice :)

I'm a bit of a mess my end right now, the version you guys have is more like version 2.2.-3. I just got home though, so from now until its done I'm going to be sitting at my desktop making sure each feature promised works as I promised. Wish me luck guys, its gonna be a loooooong night here in England.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 10, 2014, 06:40:29 PM
BetterPower+ and BetterPowerHard updated to V2.2.1
Title: AdFly is BUll
Post by: WithWingsAsEagles on April 10, 2014, 09:23:27 PM
You need to get away from AdFly, it just infected my computer and now I have to get rid of the virus that it gave me.  Good thing I have an Malwarebytes because it found over 100 objects that were potential threats after I accidentally clicked on the First Download image that shows always in the Adfly crap site.

Now that I recognize the threat I am avoiding clicking immediately upon an image that says "DOWNLOAD" till I look up to see if it is just an ad.
Thanks for the uploads though, will be trying them out now that I have them downloaded.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: mrofa on April 10, 2014, 09:48:42 PM
Delete your anty-virus and malware, and add a plugin to your browser that blocks adds and/or scripts, since if your malware and anty virus dont have such thing they are just power/process wasters.
Did just test each download link and they work fine, didnt get anything else than the download, not even odd package request from the site.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Flarestarchild on April 11, 2014, 01:38:04 AM
I downloaded this and Alpha 3 fresh and this mod makes the Sun Lamps disappear from the game completely. Just thought that should be brought up.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 11, 2014, 03:14:02 AM
They shouldn't disappear, but the texture should change. However, I will look into it as soon as I get home from work just to make sure :P Thanks for bringing it to my attention.

As for the AdFly links, I don't actually use them for gaining money as many people might normally. With only about 20 downloads today, I make about $0.04 a day XD I quite like seeing statistical information, and AdFly allows me to see what links get the most downloads, what countries the downloads come from, how much each individual click is worth, and makes nice graphs for me :D

If enough people take issue with AdFly, then I will go without it, but I have already gone to the trouble of setting up stuff on my own fathers website to avoid any ads other than those of AdFly, and I really do like my statistics :P If it helps, I'll add a little download guide so that people know only to click the skip add button at the top right hand corner of the screen when they can.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: pokemonfirer on April 11, 2014, 03:58:52 AM
would it be possible for using the belts for hauling rocks (debris) and slag as thats kinda one thing i hoped to use it for
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 11, 2014, 04:03:07 AM
Quote from: pokemonfirer on April 11, 2014, 03:58:52 AM
would it be possible for using the belts for hauling rocks (debris) and slag as thats kinda one thing i hoped to use it for

Possibly, I will definitely look into it, but I cannot remember if they are classed as items or not. I'm sure I'll figure something out XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: pokemonfirer on April 11, 2014, 04:11:14 AM
if not is it possible to make belts for them then? because it would be alot more useful for moving alot of rocks back to the base for crafting :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 11, 2014, 05:15:16 AM
I'll most certainly see what i can do for you :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: iame6162013 on April 11, 2014, 11:55:31 AM
That's a nice mod u have there ... it's So nice
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: PunisheR007 on April 12, 2014, 12:11:00 AM
Quote from: Flarestarchild on April 11, 2014, 01:38:04 AM
I downloaded this and Alpha 3 fresh and this mod makes the Sun Lamps disappear from the game completely. Just thought that should be brought up.

Thats what i have found, i researched outdoor lights and the flood lamp is basically the sun lamp, but it doesn't provide enough light for the hydroponics to grow.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Ribas on April 12, 2014, 03:00:54 AM
Trying for download and...

Bandwidth Limit Exceeded
The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: wzncx on April 12, 2014, 03:13:25 AM
same issue as above please help
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 12, 2014, 04:57:40 AM
My fault entirely in afraid, forgot to ask for better broadband privileges. Ill put up a download from my dropbox in the mean time until the main one comes back up later today. Sorry guys
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 12, 2014, 05:43:08 AM
OK, should all be working now. As for those having an issue with sun lamps, I have a fix for them already. I'm just adding in more features currently so that an update is actually worth it. Do people feel that an update is necessary right away, or would some of you guys mind waiting until later today or possibly even tomorrow?

Oh, and for the guy who wanted to be able to move more stuff with his conveyor belts, now literally everything your colonists can pick up, the belts will move :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: madpluck on April 12, 2014, 09:00:11 AM
Quote from: Architect on April 12, 2014, 05:43:08 AM
Do people feel that an update is necessary right away, or would some of you guys mind waiting until later today or possibly even tomorrow?

Well I can wait but I'm currently playing without the mod because I need those sunlamps for my indoor farms! Or are they accidentally locked with one of the added research-lines?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Sheenariel on April 12, 2014, 09:10:50 AM
Quote from: madpluck on April 12, 2014, 09:00:11 AM
Quote from: Architect on April 12, 2014, 05:43:08 AM
Do people feel that an update is necessary right away, or would some of you guys mind waiting until later today or possibly even tomorrow?

Well I can wait but I'm currently playing without the mod because I need those sunlamps for my indoor farms! Or are they accidentally locked with one of the added research-lines?

You cna unlock them through a research, but even wit hthe newest version, nothing is brightly lit with any lamp, at least in my game :(
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: iame6162013 on April 12, 2014, 10:30:50 AM
Quote from: Sheenariel on April 12, 2014, 09:10:50 AM
Quote from: madpluck on April 12, 2014, 09:00:11 AM
Quote from: Architect on April 12, 2014, 05:43:08 AM
Do people feel that an update is necessary right away, or would some of you guys mind waiting until later today or possibly even tomorrow?

Well I can wait but I'm currently playing without the mod because I need those sunlamps for my indoor farms! Or are they accidentally locked with one of the added research-lines?

You cna unlock them through a research, but even wit hthe newest version, nothing is brightly lit with any lamp, at least in my game :(

that ain't true! a normal lamp will do that. :/
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 12, 2014, 11:29:47 AM
I think i know why, and if that is the case then an urgent fix is needed. I'm at a party right now, so you guys better appreciate how incredibly unsociable I'm about to look getting my laptop out and making the fix work properly :P

Look back here in a few hours though, because progress is gonna be slow...
Or not, infinitely easier to fix than I expected, try again in about an hour :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: iame6162013 on April 12, 2014, 01:40:25 PM
Quote from: Architect on April 12, 2014, 11:29:47 AM
I think i know why, and if that is the case then an urgent fix is needed. I'm at a party right now, so you guys better appreciate how incredibly unsociable I'm about to look getting my laptop out and making the fix work properly :P

Look back here in a few hours though, because progress is gonna be slow...
Or not, infinitely easier to fix than I expected, try again in about an hour :P

Woot ;p
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Sheenariel on April 12, 2014, 02:04:53 PM
Well, there is a quick and dirty fix... I simply unroofed the room... not as efficient as 24h lamp indoors but still produced more than enough food and was safe from any danger :) ... okay, until I had a fire and nobody did care as I forgot to homezone a part of it :(
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: alfacom on April 12, 2014, 09:06:14 PM
Hi. I found a way to regain the ability of solar lamp to be suitable for hydroponics. You need a Lighting.xml file that lay in Mods\BetterPower+\Defs\ThingDefs folder. Just change the line <canOverLight>true</canOverLight> on <overlightRadius>7.1</overlightRadius> in the end of the file.
With love, Russian hacker :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: OmegaConstruct on April 13, 2014, 02:21:13 AM
Is it just me, or do the "sun lamps" not put out enough light to grow plants inside? No matter how many sun lamps I use, it only ever says that the area is "lit" and not "brightly lit".
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: wzncx on April 13, 2014, 03:48:44 AM
Quote from: alfacom on April 12, 2014, 09:06:14 PM
Hi. I found a way to regain the ability of solar lamp to be suitable for hydroponics. You need a Lighting.xml file that lay in Mods\BetterPower+\Defs\ThingDefs folder. Just change the line <canOverLight>true</canOverLight> on <overlightRadius>7.1</overlightRadius> in the end of the file.
With love, Russian hacker :)
I have fixed the issue, great thanks.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: Architect on April 13, 2014, 07:18:50 AM
Yeah, alfacom has the right answer. The way lighting was handled got changed both hardcoded and in XML in one of the last releases of alpha 3 test builds, and I never got a chance to track down all of the issues. Sorry about not putting out the update yesterday, I'd almost finished it and I managed to get involved in a very strange chess drinking game :/ I'm just making the finishing changes now and uploading it all with the fixes and a few new features later today. 8 am forum time or there abouts.

I'm incredibly unhappy about how long it took me to fix this, as I've discovered some rather serious bugs which need urgently addressing. However, I'm uploading a fix for the latest issues plus a few extra features which you can see in the change log. For all those having an issue with conveyor belts, I apologise greatly, and fixing the issue where colonists chase the items around the map is now my highest priority.

Again, I apologise for the lateness of this update.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: TimMartland on April 13, 2014, 02:26:47 PM
The wire is both really overpowered and really underpowered. How? Well, when you set them up the idiot AI stands in the wire as it builds it sometimes. The wire does such insane damage it outright kills the colonist 70% of the time. Once its set up though all the enemies just path around it, making it kinda useless.

Its alright for putting distance between your embrasures and the swarms of rock-throwers though. Also, BoomRats seem magically drawn to them, resulting in some 'explosive' incidents.

Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: iame6162013 on April 13, 2014, 02:34:44 PM
Quote from: TimMartland on April 13, 2014, 02:26:47 PM
The wire is both really overpowered and really underpowered. How? Well, when you set them up the idiot AI stands in the wire as it builds it sometimes. The wire does such insane damage it outright kills the colonist 70% of the time. Once its set up though all the enemies just path around it, making it kinda useless.

Its alright for putting distance between your embrasures and the swarms of rock-throwers though. Also, BoomRats seem magically drawn to them, resulting in some 'explosive' incidents.



of course the AI says don't walk there why woud u think they woud do that?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: Architect on April 13, 2014, 03:20:28 PM
If I put a delay on the barbed wire so that it can only cause damage to a colonist a little while after it has been created, will that solve the issues you have been having? It would be a save compatible fix too.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: Ender on April 13, 2014, 04:01:26 PM
Quote from: Architect on April 13, 2014, 03:20:28 PM
If I put a delay on the barbed wire so that it can only cause damage to a colonist a little while after it has been created, will that solve the issues you have been having? It would be a save compatible fix too.

whilst i haven't had this issue, mainly because i haven't used the barbed wire yet, that would make sense, as it almost symbolizes the barbed wire powering up, and or simply the fact that your colonist isn't a complete idiot in that you don't kill yourself with your own barbed wire.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: Architect on April 13, 2014, 04:25:39 PM
In that case I'll do that, but unless there are any more glaring issues, I'm not gonna do another release after it until I have some solidly awesome features to throw in, which is gonna take some time :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: lazerlogic on April 13, 2014, 04:38:34 PM
The only issue i have is that they dont build the solar panel !
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.1)
Post by: Architect on April 13, 2014, 04:40:54 PM
Quote from: lazerlogic on April 13, 2014, 04:38:34 PM
The only issue i have is that they dont build the solar panel !

What do you mean specifically may I ask? Just tested now and my colonists build solar panels A OK, and my mod doesnt actually change solar panels in anyway. Could the problem be to do with another mod?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.2)
Post by: Architect on April 13, 2014, 06:40:40 PM
I've put out another release with the last of the bug fixes. For future reference, the version number displayed as (Vx.x.x) does stand for something. All you guys need to know is that increments in the last number should not break save compatibility :P Unless anyone has some major flaws to point out to me, that is the last of the updates I shall be making for the next week or so whilst I work on medbays, power cells, bikes, incidents, and the wikia :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.2)
Post by: Rex705 on April 14, 2014, 12:07:37 AM
I downloaded the mod today for alpha 3 and it has a bug that spawns endless wire coils around the light walls. My colony is now flooded with wires :(
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.2)
Post by: PunisheR007 on April 14, 2014, 12:45:06 AM
What is the extra resource for the powered doors and power conduit?, can't build them yet and i need them lol.
I figured it out, you need wire for powered doors, power conduit and sun lamps so far.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.2)
Post by: Architect on April 14, 2014, 07:44:53 AM
Quote from: PunisheR007 on April 14, 2014, 12:45:06 AM
What is the extra resource for the powered doors and power conduit?, can't build them yet and i need them lol.
I figured it out, you need wire for powered doors, power conduit and sun lamps so far.

Wire can be made at a tinkering table rather easily :) Though I removed wire cost from conduits and walls in the latest update so that colonists wouldn't spend such a long time building the beginning colony.

Quote from: Rex705 on April 14, 2014, 12:07:37 AM
I downloaded the mod today for alpha 3 and it has a bug that spawns endless wire coils around the light walls. My colony is now flooded with wires :(

Yes, I just found that one this morning. It was fixed a little while ago, but apparently my latest update broke it. Rest assured a fix will be out later today.
Fixed.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Architect on April 14, 2014, 02:35:34 PM
Quote from: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!

And I was so badly hoping I had finished bug fixing for long enough to get on with my school work... XD Cheers dudes, I'll get on with a fix ASAP :/
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Ender on April 14, 2014, 05:25:37 PM
Quote from: Architect on April 14, 2014, 02:35:34 PM
Quote from: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!

And I was so badly hoping I had finished bug fixing for long enough to get on with my school work... XD Cheers dudes, I'll get on with a fix ASAP :/
poor overworked Architect :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: iame6162013 on April 14, 2014, 05:28:08 PM
Quote from: Ender on April 14, 2014, 05:25:37 PM
Quote from: Architect on April 14, 2014, 02:35:34 PM
Quote from: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!

And I was so badly hoping I had finished bug fixing for long enough to get on with my school work... XD Cheers dudes, I'll get on with a fix ASAP :/
poor overworked Architect :P

what no, work u Architect work u only have one of the best mods  :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Architect on April 14, 2014, 06:07:30 PM
Quote from: iame6162013 on April 14, 2014, 05:28:08 PM
Quote from: Ender on April 14, 2014, 05:25:37 PM
Quote from: Architect on April 14, 2014, 02:35:34 PM
Quote from: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!

And I was so badly hoping I had finished bug fixing for long enough to get on with my school work... XD Cheers dudes, I'll get on with a fix ASAP :/
poor overworked Architect :P

what no, work u Architect work u only have one of the best mods  :P

I can't tell if you two are being sarcastic or not... But if you're not, thanks guys, it means a lot to hear that my efforts are appreciated :D As for fixing the issues, I just updated the OP for 2.3.4, so go download for your fixes :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Rex705 on April 14, 2014, 08:04:21 PM
Oh ya and the other bug I forgot to say was.....Nah that's it.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.3)
Post by: Aenir on April 15, 2014, 01:58:12 AM
Why does an engine falling from space and going critical summon Thor to cleanse the planet in divine fire?  Seriously, why does it spam lightning all over the map?  The entire map is raging firestorms afterwards, it's lagging the game to hell.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 15, 2014, 06:42:36 AM
Quote from: Aenir on April 15, 2014, 01:58:12 AM
Why does an engine falling from space and going critical summon Thor to cleanse the planet in divine fire?  Seriously, why does it spam lightning all over the map?  The entire map is raging firestorms afterwards, it's lagging the game to hell.

Largely because I'm a horrible person :P It occurs so often because it is a slightly incomplete feature, in the sense that there is going to be lots that fall from space, some of which will be one end of the nice spectrum, and some of which will be the exact opposite end of said spectrum. However I realised it was a bit OP atm, which is why it is a building which can currently be deconstructed for resources if you get to it in time, and I made sure that sometimes it actually burns up when it hits the ground :P It will all be a lot more balanced with 2.4.0, I can promise that.

However, to make sure of that I'm not making the same mistakes again where it doesn't get tested properly so, starting today I'm recruiting a more official testing team who will get my releases first to make sure there are no stupid bugs like wire being spawned a million times over, or not being able to deconstruct things. These were unacceptable and unnecessary bugs which i should have noticed, so if anyone here is willing to help me avoid them, I'd mighty appreciate it. :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: jamieg on April 15, 2014, 03:12:45 PM
I need  test team  :'( hey Architect wanna be my tester? i know you have loads of free time :p
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Ender on April 15, 2014, 08:25:46 PM
Quote from: Architect on April 15, 2014, 06:42:36 AM
Quote from: Aenir on April 15, 2014, 01:58:12 AM
Why does an engine falling from space and going critical summon Thor to cleanse the planet in divine fire?  Seriously, why does it spam lightning all over the map?  The entire map is raging firestorms afterwards, it's lagging the game to hell.

Largely because I'm a horrible person :P It occurs so often because it is a slightly incomplete feature, in the sense that there is going to be lots that fall from space, some of which will be one end of the nice spectrum, and some of which will be the exact opposite end of said spectrum. However I realised it was a bit OP atm, which is why it is a building which can currently be deconstructed for resources if you get to it in time, and I made sure that sometimes it actually burns up when it hits the ground :P It will all be a lot more balanced with 2.4.0, I can promise that.

However, to make sure of that I'm not making the same mistakes again where it doesn't get tested properly so, starting today I'm recruiting a more official testing team who will get my releases first to make sure there are no stupid bugs like wire being spawned a million times over, or not being able to deconstruct things. These were unacceptable and unnecessary bugs which i should have noticed, so if anyone here is willing to help me avoid them, I'd mighty appreciate it. :P

I volunteer as tribute! (for testing) and i wasn't being sarcastic earlier i was feeling sad for you having such a hard time.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kirid on April 15, 2014, 10:17:11 PM
I'm really loving the mod. I know you've been discussing these features, I've grown to enjoy them..

   I built a generator over the only geyser near my base, and was bummed I couldn't set up a coal plant, next nearest geyser is way outside my base. But something just landed and made a new one in a near-perfect spot XD
   The resource wires were a bit annoying at first, this and the Wood mod make it so I need either planks or wire to build any kind of door, but after awhile I got used to it and its better than spamming the same cheap powered door.
    About the engine things that fall.. I'm on day 61, have had 2 crash, and both were on the edge of the map(biggest size) so I couldn't get them.

Problem I found:  Buried power conduits are annoying to build multiple. Colonists will haul the metal and place for all conduits, but they deliver the 3 wire for each conduit individually. If it's far from the stockpile, it can take days to build a tiny section.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Aenir on April 15, 2014, 10:49:35 PM
How are Nuclear Generators supposed to work?  I've made one and put some hoppers near it that accept Uranium, but when I try to haul Uranium from storage it says there's no empty place to store it.

Also are the engines supposed to give more than 4 metal?  I've only gotten 4 metal from all the ones I deconstruct.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kirid on April 16, 2014, 12:56:07 AM
Sorry for the big double post, but I dissected the coal process guide+problems+solutions:
   Colonists keep filling the coal feeders with wood from the Wood mod.
   Took forever and god mode to figure out how to work the coal.
   The mine produces more coal than one coal burner can use, so my goal is to create a completely automated system with multiple unloaders/fillers/coal burners.
   Coal tends to pile up around one burner, and it's nearly impossible to make it feed to multiple burners.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/CoalLoader.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/CoalLoader.png.html)
1. Belt feed MUST be in that spot below coal miner, bottom left-center 1 space down, that's where it comes out.
2. Loader belt can be anywhere next to it, but if multiple are placed, it will perfer the spot shown in picture(to the right of it). It will only send coal that way unless that loader has no power.
3. The unloader belt fills 3 coal feeders in front of it. It doesnt fill/stack, once a feeder has any amount of coal in it, it's considered full. Colonists may come along and stack the coal. Any coal after that fills empty spaces around the unloader (like the stack of 9), first a 3x3 space, then 5x5. It will fill coal feeders along the way, but it hates placing them in other belt feeds. (that would allow the coal to pass to another loading/unloading system)

Using the power switch mod, it is possible to manually control which direction the coal goes; luckily the belt feed doesnt transmit power, so you can hook multiple loader belts up to the intial feed, turning off power to ones that have enough coal.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 06:59:01 AM
Quote from: Kirid on April 16, 2014, 12:56:07 AM
Sorry for the big double post, but I dissected the coal process guide+problems+solutions:
   Colonists keep filling the coal feeders with wood from the Wood mod.
   Took forever and god mode to figure out how to work the coal.
   The mine produces more coal than one coal burner can use, so my goal is to create a completely automated system with multiple unloaders/fillers/coal burners.
   Coal tends to pile up around one burner, and it's nearly impossible to make it feed to multiple burners.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/CoalLoader.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/CoalLoader.png.html)
1. Belt feed MUST be in that spot below coal miner, bottom left-center 1 space down, that's where it comes out.
2. Loader belt can be anywhere next to it, but if multiple are placed, it will perfer the spot shown in picture(to the right of it). It will only send coal that way unless that loader has no power.
3. The unloader belt fills 3 coal feeders in front of it. It doesnt fill/stack, once a feeder has any amount of coal in it, it's considered full. Colonists may come along and stack the coal. Any coal after that fills empty spaces around the unloader (like the stack of 9), first a 3x3 space, then 5x5. It will fill coal feeders along the way, but it hates placing them in other belt feeds. (that would allow the coal to pass to another loading/unloading system)

Using the power switch mod, it is possible to manually control which direction the coal goes; luckily the belt feed doesnt transmit power, so you can hook multiple loader belts up to the intial feed, turning off power to ones that have enough coal.

Very clever Kirid, I never even thought of using Power switches to create a form of destination system with the conveyor belts XD But you are quire right that there are issues with the system, so Im making it a lot less complicated on how to do the basics like simple movement for 2.4.0, but then im gonna add loads of advanced sorting systems to make it all nice and complicated again :P

The reason you cannot stack up your goodies is because of the way GenPlacement currently works. You may remember how colonists used to chase stuff around the map, printing hundreds of errors a second, and getting stuck in an infinite loop of moving to the square the item is in, and then it moves down one square. I brutalised Tynan's version of GenPlacement for one that is so inefficient it hurts me to look at it XD but it does work. I intend to make them stack, i really do, but I'm not sure I currently can safely without producing some significant errors.

I'll keep you guys posted with the new things I make as I make them :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 07:02:35 AM
Quote from: Aenir on April 15, 2014, 10:49:35 PM
How are Nuclear Generators supposed to work?  I've made one and put some hoppers near it that accept Uranium, but when I try to haul Uranium from storage it says there's no empty place to store it.

Also are the engines supposed to give more than 4 metal?  I've only gotten 4 metal from all the ones I deconstruct.

Are you sure that your colonists could path to your hopper? You did set it up right by the sounds of it, so I am not sure why it didn't work. Testing on my end, and it works absolutely fine? Could there have been something else already snuck into the hopper?

As for the engines, you are quite right, 4 metal is not a good re-reimbursement for almost having thor's wrath shoved down your throat XD I shall most certainly up that and add in other goodies for 2.4.0
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 07:05:10 AM
Quote from: Kirid on April 15, 2014, 10:17:11 PM
I'm really loving the mod. I know you've been discussing these features, I've grown to enjoy them..

   I built a generator over the only geyser near my base, and was bummed I couldn't set up a coal plant, next nearest geyser is way outside my base. But something just landed and made a new one in a near-perfect spot XD
   The resource wires were a bit annoying at first, this and the Wood mod make it so I need either planks or wire to build any kind of door, but after awhile I got used to it and its better than spamming the same cheap powered door.
    About the engine things that fall.. I'm on day 61, have had 2 crash, and both were on the edge of the map(biggest size) so I couldn't get them.

Problem I found:  Buried power conduits are annoying to build multiple. Colonists will haul the metal and place for all conduits, but they deliver the 3 wire for each conduit individually. If it's far from the stockpile, it can take days to build a tiny section.

I'm glad you're enjoying it :D I thought I took the cost out of conduits for this very reason... :/ May I ask what version you are running? I'll double check on my end too and make sure that I did actually removed the wire cost.

As for the engine part falling into unusable territory, I will do my very best to fix that up, but my options are somewhat limited. Never the less, I have a fix in mind that should sort the issue :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 07:17:49 AM
Quote from: Ender on April 15, 2014, 08:25:46 PM
I volunteer as tribute! (for testing) and i wasn't being sarcastic earlier i was feeling sad for you having such a hard time.

Excellent :D you should appreciate this means that sometime in the next two weeks you're gonna be getting a download link a day with totally broken features? :P And thanks for the kind words too then, I just can never tell XD

Anyone else up for being a tester too? :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kirid on April 16, 2014, 08:02:25 AM
Quote from: Architect on April 16, 2014, 07:05:10 AM
I'm glad you're enjoying it :D I thought I took the cost out of conduits for this very reason... :/ May I ask what version you are running? I'll double check on my end too and make sure that I did actually removed the wire cost.

I'm using 2.3.4. downloaded 2 days ago
I would help test but I only took a break from modding to test my own mods, ended up with a base filled with your mod XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 08:09:03 AM
Quote from: Kirid on April 16, 2014, 08:02:25 AM
Quote from: Architect on April 16, 2014, 07:05:10 AM
I'm glad you're enjoying it :D I thought I took the cost out of conduits for this very reason... :/ May I ask what version you are running? I'll double check on my end too and make sure that I did actually removed the wire cost.

I'm using 2.3.4. downloaded 2 days ago
I would help test but I only took a break from modding to test my own mods, ended up with a base filled with your mod XD

Just took a look now, you are quite right I didn't remove it, my mistake :/ Fixed for 2.4.0 though :P Its cool, I'm just glad people are enjoying my mod XD good luck with your own though :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Aenir on April 16, 2014, 10:14:01 AM
Quote from: Architect on April 16, 2014, 07:02:35 AM
Quote from: Aenir on April 15, 2014, 10:49:35 PM
How are Nuclear Generators supposed to work?  I've made one and put some hoppers near it that accept Uranium, but when I try to haul Uranium from storage it says there's no empty place to store it.

Also are the engines supposed to give more than 4 metal?  I've only gotten 4 metal from all the ones I deconstruct.

Are you sure that your colonists could path to your hopper? You did set it up right by the sounds of it, so I am not sure why it didn't work. Testing on my end, and it works absolutely fine? Could there have been something else already snuck into the hopper?

As for the engines, you are quite right, 4 metal is not a good re-reimbursement for almost having thor's wrath shoved down your throat XD I shall most certainly up that and add in other goodies for 2.4.0
http://i.imgur.com/hocCjG0.png

For some reason, I can't load the Coal feeder either, but I've used a Coal burner in a different game so I have no idea whats going on.

Edit: I FIGURED IT OUT!

The storage and the hoppers/feeders had the same priority; setting the storage priority lower allowed me to haul them.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 16, 2014, 10:23:36 AM
Quote from: Aenir on April 16, 2014, 10:14:01 AM
Quote from: Architect on April 16, 2014, 07:02:35 AM
Quote from: Aenir on April 15, 2014, 10:49:35 PM
How are Nuclear Generators supposed to work?  I've made one and put some hoppers near it that accept Uranium, but when I try to haul Uranium from storage it says there's no empty place to store it.

Also are the engines supposed to give more than 4 metal?  I've only gotten 4 metal from all the ones I deconstruct.

Are you sure that your colonists could path to your hopper? You did set it up right by the sounds of it, so I am not sure why it didn't work. Testing on my end, and it works absolutely fine? Could there have been something else already snuck into the hopper?

As for the engines, you are quite right, 4 metal is not a good re-reimbursement for almost having thor's wrath shoved down your throat XD I shall most certainly up that and add in other goodies for 2.4.0
http://i.imgur.com/hocCjG0.png

For some reason, I can't load the Coal feeder either, but I've used a Coal burner in a different game so I have no idea whats going on.

Edit: I FIGURED IT OUT!

The storage and the hoppers/feeders had the same priority; setting the storage priority lower allowed me to haul them.

Ah, makes sense, glad you figured it out though, saves me a bug hunt :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Eyeofnight on April 16, 2014, 09:29:25 PM
It seems wall lights are still spawning wire spools when they toggle between emergency and normal mode.

Rimworld Version: 0.3.409
BetterPower+ Version: 2.3.4
OS: Windows 7 64-bit
AI: Randy Random
Map Size: 200x200
Other mods: Big Bang Pack

I manually replaced the Better Power+ folder when the 2.3.4 update came out, hoping to stave the wire flood in my bases, however it does not seem to have worked. It is a new save, yet the lights still produce 4 wire spools each time they toggle. That aside, I'm having a great time with the mod.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Rex705 on April 16, 2014, 11:51:50 PM
The update worked fine for me no more spawning wire.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 17, 2014, 06:23:39 AM
Quote from: Eyeofnight on April 16, 2014, 09:29:25 PM
It seems wall lights are still spawning wire spools when they toggle between emergency and normal mode.

Rimworld Version: 0.3.409
BetterPower+ Version: 2.3.4
OS: Windows 7 64-bit
AI: Randy Random
Map Size: 200x200
Other mods: Big Bang Pack

I manually replaced the Better Power+ folder when the 2.3.4 update came out, hoping to stave the wire flood in my bases, however it does not seem to have worked. It is a new save, yet the lights still produce 4 wire spools each time they toggle. That aside, I'm having a great time with the mod.

Just tested my end and I physically cannot reproduce the issue XD Never the less, have you got a save file you could send me for where it is happening in your case? I'm glad to know you're having  good time with the mod :D Have you had any other issues of note other than that of the wall lights?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: NephilimNexus on April 17, 2014, 09:03:01 AM
Finally got the laser drill to work... thanks for the help!   Now burying planet in geothermal plants  :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 17, 2014, 09:16:26 AM
Quote from: NephilimNexus on April 17, 2014, 09:03:01 AM
Finally got the laser drill to work... thanks for the help!   Now burying planet in geothermal plants  :D

Excellent, glad to hear it :D what do you think your issue had been?

Also for everyone who is concerned, I'm leaving for ESMAT training, and will be gone for the next few days. Might still get some chances to come on though. Seeya dudes :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: burki on April 17, 2014, 12:53:53 PM
Wall lights still tend to spawn wiring, not as much though. It looks like if they arent connected to batteries and the main energy source goes out then it will start to spawn.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: burki on April 17, 2014, 02:29:08 PM
Is there some way to stop the geysers from being created or does the event stop at a certain point?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 17, 2014, 03:42:04 PM
Well, i guess ill have to take a look at the wall lights when i get him because too many people are still having an issue with it :/ as for the asteroid events, should only happen when the story teller is looking to give you something good because it thinks you need help.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Rex705 on April 17, 2014, 07:53:40 PM
How do you get wire coils? I rarely see traders and when I do they don't sell them so?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: harpo99999 on April 17, 2014, 08:15:04 PM
have you tried the tinkering table?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Rex705 on April 17, 2014, 08:55:46 PM
Ya I just found the table  :P I have so many mods like Clutter so I have lots of things to build. Also ya that light wall bug is still around but this time it is only when you are over your power supply limit.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Aenir on April 18, 2014, 12:01:27 AM
The Buried Circuits research says that it protects them from explosions, but I just had a turret explode and take out some buried circuits.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: bigwolf2101 on April 18, 2014, 01:50:51 AM
so did u find out how to make a battery not blow its power do to the event yet ore is that still in the works
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: FocusNow on April 18, 2014, 04:54:24 AM
The emergence light have a glitch not sure why but they drain -30000 power when the turn on.
How do i remove your code to fix this so the do not turn on at all.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kesran on April 18, 2014, 10:52:07 AM
Quote from: Aenir on April 18, 2014, 12:01:27 AM
The Buried Circuits research says that it protects them from explosions, but I just had a turret explode and take out some buried circuits.

I think Aenir that what it means is that it prevents the conduits from exploding in the rain rather than prevents them from being damaged in general explosions; that's been my observation anyway.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kesran on April 18, 2014, 11:42:57 AM
Hi,

Let me begin by saying thanks for the work you are putting into a great mod! I am enjoying the extra options this gives me without it feeling like it's breaking the game.

Just hit a snag though; for some reason my lit walls have suddenly started spawning wire coils whenever they switch between modes! They haven't been doing this previously, so not sure why they have suddenly started to do this? I know a previous poster had the same issue and I was wondering if you had discovered what the problem was yet or have any advice how I can stop the flood of wire (currently 2000+ coils!)?

Thanks again for a great mod!

Kes
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: DarkXess on April 18, 2014, 12:14:06 PM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/516-better-power/)

Sorry for slight delay, been working too much coding the new Armaholic site which is due for launch soon. :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.2.1)
Post by: daft73 on April 18, 2014, 12:41:54 PM
Quote from: Architect on April 12, 2014, 11:29:47 AM.... I'm at a party right now, so you guys better appreciate how incredibly unsociable I'm about to look getting my laptop out and making the fix work properly :P
Wow mate talk about commitment. Thanks for all the time...now go be social, we don't need you to have a Mental Breakdown
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: FocusNow on April 19, 2014, 12:18:23 AM
Can you make one without the emergency lighting so I don't go negative power when they turn on.
I have a -30000 power on my base and have to reload to fix it.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 19, 2014, 04:02:41 AM
Oh my that's a lot of issues D: I genuinely am struggling to get internet at the moment as in in wales. I physically cannot get home to fix this stuff until Monday, at which point i don't know how capable of anything in actually going to be. Never the less, ill do what i can. Any save games, screenshots, descriptions of the setups, version numbers, etc that you can give me will be incredibly useful. I was so certain i had fixed the wire issue though, and this negative energy one is majorly worrying too :/

but thankyou for the kind words those wh said them :) ill continue to do my best
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Coenmcj on April 19, 2014, 06:12:18 AM
Cheers for an awesome mod! I've been using this in conjunction with the big bang mod and I've been getting a few errors in relation to nuclear power plants.

Mainly, Enumeration Operation errors when Nuclear Debris overlaps uranium/hoppers
and then Secondly whenever someone shifts the debris to a dumping zone, it teleports the pawn out of the square and producing an error each time.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: LittleMikey on April 19, 2014, 12:36:36 PM
Hey there! For some reason I can't de-construct the metal walls with built in lights. Not sure if I need to do something special to get rid of them.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Rex705 on April 19, 2014, 03:40:44 PM
Quote from: LittleMikey on April 19, 2014, 12:36:36 PM
Hey there! For some reason I can't de-construct the metal walls with built in lights. Not sure if I need to do something special to get rid of them.
you can sell them but it seems to be on a time limit so if you don't have someone come by and tear it down right away the sell mark goes away.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: daft73 on April 19, 2014, 03:51:51 PM
Thanks Architect, my power is just beast now..
(http://i60.tinypic.com/28turgh.png)
can't say that I'm having many troubles with your mod..only one I can bring up, others have as well, is the fact you can't remove "lit walls".

Thanks for all your time and hard work Architect! ;D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: longbyte1 on April 19, 2014, 04:03:45 PM
What license is this mod? From the looks of it, only a small part of the source was released.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Thoughtless on April 19, 2014, 05:17:55 PM
I love this mod, it's definitely the must have mod for this game. I have a few suggestions/problems that you can completely ignore if you'd like, but I think they'ed improve game play even further.

-Make nuclear waste similar to dead bodies so that colonists will just pick it up and move it to debris stockpiles. (Currently you have to zone it to be hauled as it's created which wastes a lot of time.)
-Coal mines don't line up with geysers if rotated (which can cause some problems in tight spaces.)
-A version of the mod where geysers aren't constantly being created (I thought BetterPowerHard would have this cut out, but it is still happening.)
-Integration of power switches mod, another great mod that really improves the game, but you can't bury the switches so they look out of place.
-Lastly I find the constant explosions coming from the mines very annoying, so if it is at all possible, it'd be nice if there was some research that allowed mines to be quieter (Ex: Sound dampening or a different method that didn't require explosions.)   

Like I said at the beginning, I love this mod, these where just some things I came across in my many playthroughs.
     
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: lazerlogic on April 20, 2014, 07:51:28 AM
How do i feed urainium in the nuclear controller ?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Rex705 on April 20, 2014, 08:39:08 AM
Quote from: lazerlogic on April 20, 2014, 07:51:28 AM
How do i feed urainium in the nuclear controller ?
With hoppers.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: biosehnsucht on April 20, 2014, 03:13:20 PM
I am seeing both the problem where when the lit walls switch to/from emergency power they spawn wire spools, and the rather more annoying (and existing for some time) bug where anytime power GENERATION is insufficient they switch to emergency mode - in other words, they can only be used when you have enough coal / steam / nuclear power, anything that puts power into batteries is useless once they stop generating as they won't use power from batteries. And due to the nature of this bug, it's even more annoying because they'll constantly cycle between full and emergency power...
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Kirid on April 20, 2014, 07:56:17 PM
I've been having problems and successes with the charged barb wire. The regular wire kills colonists pretty constantly, using the charge wire you can switch the power off and it doesn't do damage. While they technically should do the same as the normal wire at this point (difficult coding?), it's usefull for cleaning the area of bodies. Mine are switched off most of the time, and when a raid comes up I switch them on. Except they need to be turned on before the raid starts coming and pathing, or else I get TONS of lag and pathing errors. I'm not sure what's causing this.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: NephilimNexus on April 21, 2014, 01:21:15 AM
You know... someone should combine the barbed wire code and the blasting charge code to make minefields.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Spectarz on April 21, 2014, 06:25:33 AM
I saw a post where someone brought up this problem but can't find it now.  I am assuming there is supposed to be a way to interact with the unidentified object, correct?  All I can seem to do is shoot it.  Any way to actually interact with it, like deconstruct it or something?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 21, 2014, 11:00:20 AM
Quote from: Spectarz on April 21, 2014, 06:25:33 AM
I saw a post where someone brought up this problem but can't find it now.  I am assuming there is supposed to be a way to interact with the unidentified object, correct?  All I can seem to do is shoot it.  Any way to actually interact with it, like deconstruct it or something?

To deconstruct it you need the latest version of BetterPower+ I'm afraid, I ballsed up before hand XD

For all those interested, I am now back in England at my desktop, and will begin work immediately on 2.4.0 It isn't going to have the plethora of features I had hoped it would, and it will be breaking save compatibility, but I am hoping it will fix up the last of the errors people keep having. Wall lights will be removed until I can make a far better system for their implementation, which will then come in 2.5.0, and various other bits and bobs will be tweaked to make them work smoother. I thank you all for your patience and kind words, and will let you know when the mod gets updated so that it is less buggy once more.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: daft73 on April 21, 2014, 01:16:45 PM
Thanks for the update mate, cheers to you and your mod. Take some time and enjoy the world around you.  ;)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Architect on April 21, 2014, 05:42:26 PM
Thats what i spent my time in Wales doing :P That and falling anyway...

2.4.0 just went to my two testers for now, and hopefully ill release it tomorrow afternoon if all goes according to plan (GMT). If anyone is interested in joining my testing team, feel free to let me know here or by PM :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: RazorHed on April 22, 2014, 07:57:54 AM
Wow :) lol I just fought off a wave of about 60 raiders with only 4 pieces of charged wire :) It might be a little OP hehe
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.3.4)
Post by: Headshotkill on April 22, 2014, 10:02:12 AM
I don't know if this has been asked before but does anyone have a good strategy to deal with nuclear waste?
Currently I have to designate every single piece of waste to be hauled and when they drop it it blocks the tile...
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 22, 2014, 11:57:18 AM
Just released 2.4.1 if anyone is interested :P Should fix the last of any issues you guys are having, and maybe a few you didnt realise you were having XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Kirid on April 23, 2014, 10:40:42 AM
I'm wondering if you could add a stone wall that conducts power.
I keep having to make little sections of my stone walls metal so I can pass power through, causes weak spots.
<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<bulletImpactSound>BulletImpactMetal</bulletImpactSound>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>

<ThingDef ParentName="BuildingBase" Name="WallBase" Abstract="True">
<eType>Wall</eType>
<thingClass>Building</thingClass>
<linkDrawerType>CornerFiller</linkDrawerType>
<category>Building</category>
<blueprintTexturePath>Things/Building/Linked/Wall_Blueprint_Atlas</blueprintTexturePath>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
<li>Minerals</li>
</linkFlags>
<altitudeLayer>BuildingTall</altitudeLayer>
<passability>Impassable</passability>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<surfaceNeeded>Heavy</surfaceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<roomBarrier>true</roomBarrier>
<blockLight>true</blockLight>
</ThingDef>

<ThingDef ParentName="WallBase">
<defName>PowerWallStone</defName>
<eType>Wall</eType>
<label>Powered Stone wall</label>
<texturePath>Things/Building/Linked/WallStone_Atlas</texturePath>
<menuIconPath>Things/Building/Linked/WallStone_MenuIcon</menuIconPath>
<maxHealth>1000</maxHealth>
<flammability>0</flammability>
<description>A powered stone wall. It could stand for ages. It doesn't burn.</description>
<workToBuild>200</workToBuild>
<transmitsPower>true</transmitsPower>
    <mineable>true</mineable>
    <building>
      <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
<costList>
<li>
<thingDef>StoneBlocks</thingDef>
<count>7</count>
</li>
<li>
<thingDef>Wire</thingDef>
<count>5</count>
</li>
</costList>
<filthLeavings>
<li>
<thingDef>RockRubble</thingDef>
<count>2</count>
</li>
</filthLeavings>
    <designationHotKey>M</designationHotKey>
    <researchPrerequisite>Stonecutting</researchPrerequisite>
</ThingDef>

</Buildings>

Edit: Did it for myself, super easy, just one simple dll :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on April 23, 2014, 12:00:16 PM
Quote from: Kirid on April 23, 2014, 10:40:42 AM
I'm wondering if you could add a stone wall that conducts power.
I keep having to make little sections of my stone walls metal so I can pass power through, causes weak spots.
Edit: Did it for myself, super easy, just one simple dll :P

DLL? You mean XML.  Right?
The point of stone walls was to not have power, but strength.  You'll have to weaken one spot of the wall to get power through, but there is a way to re-strengthen that spot as well after you do that.  Plus, in some mods, I forget which, you can build silver walls which takes 70 silver 70 metal to make a wall as strong as stone walls that also conducts power and looks nice.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Kirid on April 23, 2014, 09:00:22 PM
Quote from: Vas on April 23, 2014, 12:00:16 PM
Quote from: Kirid on April 23, 2014, 10:40:42 AM
I'm wondering if you could add a stone wall that conducts power.
I keep having to make little sections of my stone walls metal so I can pass power through, causes weak spots.
Edit: Did it for myself, super easy, just one simple dll :P
DLL? You mean XML.  Right?
The point of stone walls was to not have power, but strength.  You'll have to weaken one spot of the wall to get power through, but there is a way to re-strengthen that spot as well after you do that.  Plus, in some mods, I forget which, you can build silver walls which takes 70 silver 70 metal to make a wall as strong as stone walls that also conducts power and looks nice.

Yeah I meant Xml :P  Learning C#, reading and typing tons so my head is spinning a bit.
The point of stone walls was to be strong and fireproof. It doesn't transmit power more so it is opposed to the metal wall.  The vanilla game only has 2 walls, so having it unpowered makes sense; one powered and one unpowered wall. My point is,
I think it's logical to be able to build a stone wall with a wire in it. It wouldn't replace the current wall, and the wire cost could be bumped to like 10-20 so normal stone walls are still used most of the time. Sure that silver wall works, but I'm pretty OCD and it would drive me crazy.

Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on April 23, 2014, 09:16:30 PM
Quote from: Kirid on April 23, 2014, 09:00:22 PMSure that silver wall works, but I'm pretty OCD and it would drive me crazy.

Instead of using stone walls around your base, you could just use silver walls.  :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: mrofa on April 23, 2014, 09:22:21 PM
I did silver walls for silver sink, not sure how it look in alpha 3 since i didnt play that long in it but in alpha 2 building more and more vaults for silver was a bother :D

Just copy the stone wall def in any mod def folder, in it change it defname to some custom and add
<transmitsPower>true</transmitsPower> to wall and thats it :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Kirid on April 23, 2014, 09:29:40 PM
Quote from: Vas on April 23, 2014, 09:16:30 PM
Quote from: Kirid on April 23, 2014, 09:00:22 PMSure that silver wall works, but I'm pretty OCD and it would drive me crazy.
Instead of using stone walls around your base, you could just use silver walls.  :P

I am totally doing this...but that's endgame when the colony is rich.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on April 23, 2014, 09:59:52 PM
Quote from: Kirid on April 23, 2014, 09:29:40 PM
Quote from: Vas on April 23, 2014, 09:16:30 PM
Quote from: Kirid on April 23, 2014, 09:00:22 PMSure that silver wall works, but I'm pretty OCD and it would drive me crazy.
Instead of using stone walls around your base, you could just use silver walls.  :P

I am totally doing this...but that's endgame when the colony is rich.

I'm planning on adding some gold walls with gold to the game at some point.  I'm just working on a turret mod at the moment.  Trying not to make it a tower defense game but still have not pea shooter turrets like the current game turret.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: CaptianBen2221 on April 24, 2014, 10:29:39 AM
Ok so, my guys won't build any wire spools. I have metal and have set a bill for 100x wire spools but nobody will make them. What do I do?  :-\
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Headshotkill on April 24, 2014, 11:38:55 AM
Quote from: CaptianBen2221 on April 24, 2014, 10:29:39 AM
Ok so, my guys won't build any wire spools. I have metal and have set a bill for 100x wire spools but nobody will make them. What do I do?  :-\

Maybe you need to increase the range of the config so the colonist will look for metal in a larger area around the table... or maybe you need to make one of your colonists a crafter which you can do in the overview tab.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 25, 2014, 11:11:21 AM
Just checking before I move onto mass additions for 2.5.0, anyone having any bugs or balancing issues with BP+ as it stands currently?

Also, look out for the compatibility mod for Power Switches and BP+ coming out soon through Haplo, as well as the compatibility mods already out for fertile plains and BP+ through ItchyFlea.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: biosehnsucht on April 26, 2014, 01:17:48 AM
Looks like lit walls are working now from battery, and not causing the psychodelic rave party when power goes low. And thus, no free flood spools of wire due to that. So, that solves the problems I had ...
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: daft73 on April 26, 2014, 09:43:16 AM
Quote from: biosehnsucht on April 26, 2014, 01:17:48 AM
Looks like lit walls are working now from battery, and not causing the psychodelic rave party when power goes low. And thus, no free flood spools of wire due to that. So, that solves the problems I had ...
But...it gave your colonies the ability to relive a long gone era,...written in the annals of history as a  time of war and peace, a time of reflection, we must remember!! ??? ::) ;D

Great to see the lights working better power ;)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Xeewon on April 26, 2014, 06:57:30 PM
Hey there, Just thought I'd pop down an idea, Bio-fuel generator. mixing plants and/or meat (use for bodies?) into bio-fuel and requiring a supply of bio-fuel to keep running to balance the fact of being able to place it anywhere.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Phoenix591 on April 26, 2014, 09:13:59 PM
I'd love it if you tweaked it so that Conveyer Belts could move nuclear waste, so one could setup loading zones all around a reactor and whenever waste would spawn, it would get conveyed away to a dumping zone.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: biosehnsucht on April 27, 2014, 01:03:03 PM
Last night I finally put the conveyer belt that you can walk across to the test... every time coal would arrive at the belt it would be ejected, unable to run over it. They don't seem to work as intended? (I can walk over them, but items on the conveyer can't convey over them, acting like they've reached the end of the belt or a hole in the belt and just jump off)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 27, 2014, 02:41:00 PM
I'm glad for the most part everything is working as it should for most people :D

Quote from: Xeewon on April 26, 2014, 06:57:30 PM
Hey there, Just thought I'd pop down an idea, Bio-fuel generator. mixing plants and/or meat (use for bodies?) into bio-fuel and requiring a supply of bio-fuel to keep running to balance the fact of being able to place it anywhere.

A long, long planned idea of mine, but with something like this you gotta do it right. My eventual intention is to have pipes for conveying bio fuel and things like that, non essential fluids only so that unlikely means water. However, until I can get the pipes going, which I am unlikely to find time for before my exams, that picture would do nicely as a manual transport container? :D

Quote from: Phoenix591 on April 26, 2014, 09:13:59 PM
I'd love it if you tweaked it so that Conveyer Belts could move nuclear waste, so one could setup loading zones all around a reactor and whenever waste would spawn, it would get conveyed away to a dumping zone.

I thought I had, but testing now that is apparently broken XD Rest assured I'll be working on that for 2.5.0

Quote from: biosehnsucht on April 27, 2014, 01:03:03 PM
Last night I finally put the conveyer belt that you can walk across to the test... every time coal would arrive at the belt it would be ejected, unable to run over it. They don't seem to work as intended? (I can walk over them, but items on the conveyer can't convey over them, acting like they've reached the end of the belt or a hole in the belt and just jump off)
Quote from: biosehnsucht on April 27, 2014, 01:03:03 PM
Last night I finally put the conveyer belt that you can walk across to the test... every time coal would arrive at the belt it would be ejected, unable to run over it. They don't seem to work as intended? (I can walk over them, but items on the conveyer can't convey over them, acting like they've reached the end of the belt or a hole in the belt and just jump off)
Quote from: biosehnsucht on April 27, 2014, 01:03:03 PM
Last night I finally put the conveyer belt that you can walk across to the test... every time coal would arrive at the belt it would be ejected, unable to run over it. They don't seem to work as intended? (I can walk over them, but items on the conveyer can't convey over them, acting like they've reached the end of the belt or a hole in the belt and just jump off)

I think I ballsed up the texture, so it does work, it just points in the wrong direction. I think the texture is rotated 90 degrees anti clockwise, so you can either right click the texture in the betterpower mod and click rotate clockwise to fix the issue, or just be aware of it when placing them in game.

I hope that answers everything? :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Xeewon on April 27, 2014, 03:27:38 PM
Quote from: Architect on April 27, 2014, 02:41:00 PM
A long, long planned idea of mine, but with something like this you gotta do it right. My eventual intention is to have pipes for conveying bio fuel and things like that, non essential fluids only so that unlikely means water. However, until I can get the pipes going, which I am unlikely to find time for before my exams, that picture would do nicely as a manual transport container? :D

Hmm, never thought of pipes. now that you mention it, it does make far more sense. At any rate, manually loading fuel should be the first step anyway with pipes as a research to make it easier and more efficient. Oh, and that texture is just a core rimworld texture I found in the files, that I added text to, haha. I just love the idea of being able to use the bodies for power >:D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 27, 2014, 03:31:29 PM
Quote from: Xeewon on April 27, 2014, 03:27:38 PM
Quote from: Architect on April 27, 2014, 02:41:00 PM
A long, long planned idea of mine, but with something like this you gotta do it right. My eventual intention is to have pipes for conveying bio fuel and things like that, non essential fluids only so that unlikely means water. However, until I can get the pipes going, which I am unlikely to find time for before my exams, that picture would do nicely as a manual transport container? :D

Hmm, never thought of pipes. now that you mention it, it does make far more sense. At any rate, manually loading fuel should be the first step anyway with pipes as a research to make it easier and more efficient. Oh, and that texture is just a core rimworld texture I found in the files, that I added text to, haha. I just love the idea of being able to use the bodies for power >:D

and the first step in a great series it shall be :P Fair enough XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Cala13er on April 27, 2014, 07:14:14 PM
How are you planning on getting the pumping through pipes, I'm curious? I based mine of Transmission (Because I'm not good enough to write it myself, no seriously).
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: WorldOfIllusion on April 27, 2014, 09:05:43 PM
Quote from: Cala13er on April 27, 2014, 07:14:14 PM
How are you planning on getting the pumping through pipes, I'm curious? I based mine of Transmission (Because I'm not good enough to write it myself, no seriously).

For the mod i'm working on I have made my own net similar to the games powerNet. You could also just do a pipe class that finds any pipes adjacent to it, when it gets liquid put into its internal variable it moves it along to an adjacent pipe thing (and from there add the finesse).
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 28, 2014, 06:28:33 AM
My loose plan at the moment is to work it a little like conveyor belts which will convey the liquid in all direction bar the one it knows to receive liquid from. The net will be built by detecting if the pipes around it have found a pump, each one trying until a pump is found, which then should trigger a change in a found variable throughout all connected pipes. In my mind, I'll make a little thing capable of telling where adjacent pipes are receiving from, and not allow it to convey any liquid in it to that point. Pumps will basically control the direction of liquid flow. The main issue is going to come when detecting the removal and additions of new pumps, but that's a bridge I intend to cross at a later date. The pipes are not high on my priority list until I finish getting all the other base BetterPower+ features down. Baring in mind I still need to make my little easter egg side part of BetterPower which I promised and have still barely started :/
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: biosehnsucht on April 28, 2014, 11:27:18 AM
Quote from: Architect on April 27, 2014, 02:41:00 PM
I think I ballsed up the texture, so it does work, it just points in the wrong direction. I think the texture is rotated 90 degrees anti clockwise, so you can either right click the texture in the betterpower mod and click rotate clockwise to fix the issue, or just be aware of it when placing them in game.

You're right, putting it in 90* CCW worked. And now that you've pointed it out, the texture is rotated in the structure menu too - all the other items are facing towards the right, but it appears to be facing up (texture rotated).
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 28, 2014, 01:00:10 PM
Quote from: biosehnsucht on April 28, 2014, 11:27:18 AM
Quote from: Architect on April 27, 2014, 02:41:00 PM
I think I ballsed up the texture, so it does work, it just points in the wrong direction. I think the texture is rotated 90 degrees anti clockwise, so you can either right click the texture in the betterpower mod and click rotate clockwise to fix the issue, or just be aware of it when placing them in game.

You're right, putting it in 90* CCW worked. And now that you've pointed it out, the texture is rotated in the structure menu too - all the other items are facing towards the right, but it appears to be facing up (texture rotated).

Thought so, total balls up on my part. Just another reason I need to get testers though :P I'm sure you can work around it until I bring out 2.5.0 though right?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Orma on April 29, 2014, 08:04:03 AM
Im guessing its becouse "mountains" got bad code but really?
http://imgur.com/niK3x4r
In this map alone my trading beacon stockpile got hit twice and now my base got hit. Lightning also ignores all reason as you can see at the bottom, i have got generators blown up becouse a lightning strike went straight through a rock mountain.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 08:07:07 AM
Quote from: Orma on April 29, 2014, 08:04:03 AM
Im guessing its becouse "mountains" got bad code but really?
http://imgur.com/niK3x4r
In this map alone my trading beacon stockpile got hit twice and now my base got hit. Lightning also ignores all reason as you can see at the bottom, i have got generators blown up because a lightning strike went straight through a rock mountain.

What lightning caused this? The Lightning rod, fallen space debris, or just in game weather? None of these should have struck lightning through a mountain....
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Orma on April 29, 2014, 08:53:33 AM
The massive spam of lightning after the object goes critical.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 08:57:57 AM
Quote from: Orma on April 29, 2014, 08:53:33 AM
The massive spam of lightning after the object goes critical.

Ok, I'll run some tests when I get home to confirm it was definitely hitting within the mountains, and if it is I'll throw in some extra checks to stop it hitting anywhere with a thick rock roof. Thanks for the report :)

Also if anyone is interested, conveyor belts have been significantly simplified for the next update, so instead of having one belt for each thing, you can have one belt and turn loading on and off. Also added detector belts, and sorting belts are coming soon too.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Orma on April 29, 2014, 09:08:25 AM
Got some more pictures that i took after the one in my base went critical.
2 got confirmed lightning strikes in them. And the last one you can see all the red dots from the damage the strikes caused.
http://imgur.com/FqL2gxd,tK3gsPn,WDssfbJ#0
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: securitycop on April 29, 2014, 10:07:18 AM
just a heads up i found out this mod is creating some problems for me but here are the details for fixing it hopefully

ok found the problem via process of elimination and thinking..
i had to think about this at first , what could prevent me from using the hopper or the nutipaste machine ..
then i seen it during researching the mod Better power Plus has a coal burner that uses a ..( hopper )
so i turn off the mod and built my nuti-paste machine with hoppers and not only the icon for the hoppers found a different spot on toolbar but my colonist started using it again  !

I then individually turn on the other mods listed but Better power + and long behold it still worked , colonist used the Nutri paste machine
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 12:55:07 PM
Quote from: securitycop on April 29, 2014, 10:07:18 AM
just a heads up i found out this mod is creating some problems for me but here are the details for fixing it hopefully

ok found the problem via process of elimination and thinking..
i had to think about this at first , what could prevent me from using the hopper or the nutipaste machine ..
then i seen it during researching the mod Better power Plus has a coal burner that uses a ..( hopper )
so i turn off the mod and built my nuti-paste machine with hoppers and not only the icon for the hoppers found a different spot on toolbar but my colonist started using it again  !

I then individually turn on the other mods listed but Better power + and long behold it still worked , colonist used the Nutri paste machine

I replied to you PM :) By default hoppers in BP+ dont accept anything, though have the potential to accept all raw resources. This is so that they can be used in conjunction with anything which requires storage to feed out of. All you needed to do was turn on accepting food in the storage tab and it would have worked XD

That being said, you aren't the first person to get by this, and I very much doubt you will be the last. If anyone has some imaginative ways to fix this confusion, I'm all ears :/
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Tynan on April 29, 2014, 12:59:00 PM
Quote from: Architect on April 29, 2014, 12:55:07 PM
That being said, you aren't the first person to get by this, and I very much doubt you will be the last. If anyone has some imaginative ways to fix this confusion, I'm all ears :/

Have exactly one kind of hopper and do an automatic initial config on it depending on what is placed next to it or what it is placed next to.

Oh crap this might be my job!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Darkfirephoenix on April 29, 2014, 01:09:20 PM
Quote from: Tynan on April 29, 2014, 12:59:00 PM
Quote from: Architect on April 29, 2014, 12:55:07 PM
That being said, you aren't the first person to get by this, and I very much doubt you will be the last. If anyone has some imaginative ways to fix this confusion, I'm all ears :/

Have exactly one kind of hopper and do an automatic initial config on it depending on what is placed next to it or what it is placed next to.

Oh crap this might be my job!
Oh crap Tynan remembered what his job is! This will speed up the next release, now we will get it... next month... or so. :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 01:58:51 PM
Quote from: Tynan on April 29, 2014, 12:59:00 PM
Quote from: Architect on April 29, 2014, 12:55:07 PM
That being said, you aren't the first person to get by this, and I very much doubt you will be the last. If anyone has some imaginative ways to fix this confusion, I'm all ears :/

Have exactly one kind of hopper and do an automatic initial config on it depending on what is placed next to it or what it is placed next to.

Oh crap this might be my job!

I was thinking of doing that, but I wasn't sure how plausible it would be to do. Never the less, I'll certainly look into it and see what happens :P Is it something you intend to do anyway though?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: jamieg on April 29, 2014, 04:08:07 PM
20000 views ARCHITECT :D soon you'll control the work  :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 04:10:56 PM
Quote from: jamieg on April 29, 2014, 04:08:07 PM
20000 views ARCHITECT :D soon you'll control the work  :P

A feat I am incredibly proud of :D You're not far behind with your mod pack either by the looks of things :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Tynan on April 29, 2014, 05:45:47 PM
Quote from: Architect on April 29, 2014, 01:58:51 PM
Quote from: Tynan on April 29, 2014, 12:59:00 PM
Quote from: Architect on April 29, 2014, 12:55:07 PM
That being said, you aren't the first person to get by this, and I very much doubt you will be the last. If anyone has some imaginative ways to fix this confusion, I'm all ears :/

Have exactly one kind of hopper and do an automatic initial config on it depending on what is placed next to it or what it is placed next to.

Oh crap this might be my job!

I was thinking of doing that, but I wasn't sure how plausible it would be to do. Never the less, I'll certainly look into it and see what happens :P Is it something you intend to do anyway though?

It's nowhere on my horizon, no.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: jamieg on April 29, 2014, 06:08:41 PM
Quote from: Architect on April 29, 2014, 04:10:56 PM
Quote from: jamieg on April 29, 2014, 04:08:07 PM
20000 views ARCHITECT :D soon you'll control the work  :P

A feat I am incredibly proud of :D You're not far behind with your mod pack either by the looks of things :P

BUT although I am very proud of it and how popular it is the credit is all of ours, but Unknown World on the other hand is what I really want to see become successful. and I also hope to see a few people moding it  :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 29, 2014, 06:12:33 PM
Fair play :P just curious
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Nekora on April 29, 2014, 09:33:59 PM
For some reason laser drills will not build. Resourses for the construction will be deposited but not work is done
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 30, 2014, 02:55:14 AM
Quote from: Nekora on April 29, 2014, 09:33:59 PM
For some reason laser drills will not build. Resourses for the construction will be deposited but not work is done

Nothing in my mod changes how building works :/ I'm afraid this is either a bug with the game or your laser drill has become unreachable to the colonists. Still, if you can provide screenshots and a save game, id be happy to look into it for you. :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: UrbanBourbon on April 30, 2014, 11:19:03 AM
Hello, creator of this fine mod. Perhaps you could add a way to plug (remove) steam geyser vents (SGV), that asteroids create. I have probably a dozen of them already on my map. One of them appeared in my colonists' kitchen, which was not pleasant. What are the details regarding the occurrence of an asteroid? Is there some maximum or will I have my map filled with SGVs if I play long enough?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 30, 2014, 11:43:42 AM
Quote from: UrbanBourbon on April 30, 2014, 11:19:03 AM
Hello, creator of this fine mod. Perhaps you could add a way to plug (remove) steam geyser vents (SGV), that asteroids create. I have probably a dozen of them already on my map. One of them appeared in my colonists' kitchen, which was not pleasant. What are the details regarding the occurrence of an asteroid? Is there some maximum or will I have my map filled with SGVs if I play long enough?

Hello, appreciator of this fine mod :P There is indeed a way, if you open up the mod in your mods folder, go to defs, incident defs, and then lower the <chance> tag, it should happen less frequently :)

However, if you could provide me with some information regarding your game, that would be really appreciated, because some people are having an issue with frequency, and some are not. So:
What story teller are you using?
How long is your current game?
How many times has the event occurred in that time?
What version of RimWorld are you running?
What version of BetterPower+ are you running?

Those questions are just to help me discern what is different between people who do have the issue and people who dont, so I can try and make fixes :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: daft73 on April 30, 2014, 12:51:14 PM
Quote from: UrbanBourbon on April 30, 2014, 11:19:03 AM
... I have probably a dozen of them already on my map. One of them appeared in my colonists' kitchen, which was not pleasant....
Wow, the luck some of you are having is strange. I've gone over 100+ days and have maybe 2ish fall from the sky. One in the kitchen, well you won't have to worry about running out of power.. ::) ;D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 30, 2014, 01:10:46 PM
All these reports of them landing inside people's bases... I definitely need to revise the code so that they cannot go inside bases unless the rock roof is only thin XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: dd0029 on April 30, 2014, 02:03:42 PM
I wonder if some of these are "outdoor" bases. I know I've switched to non dug in bases to up the challenge and am finding all sorts of new challenges.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: daft73 on April 30, 2014, 02:08:01 PM
Quote from: dd0029 on April 30, 2014, 02:03:42 PM
I wonder if some of these are "outdoor" bases. I know I've switched to non dug in bases to up the challenge and am finding all sorts of new challenges.
I build in the middle-ish..still have not had the 'bad' luck of too many asteroids. It is all chance atm.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on April 30, 2014, 06:03:45 PM
Well, if I ever get feedback from the people that currently have the issues other than the fact the issues, I'll let you know what the causes are, and what I can do to fix them XD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: joey4track on April 30, 2014, 10:46:41 PM
For some reason my guys won't haul the nuclear waste? I have a zone set for it but they won't do it, even if I try to force them it doesn't gimmie the option.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 01, 2014, 03:36:23 AM
They are debris like the slag or rock debris. You need to designate them for hauling with the haul order in the architect menu, then you will get the choice to force a colonist to do it :) Just treat them like you would normal debris.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: joey4track on May 01, 2014, 10:30:00 AM
Quote from: Architect on May 01, 2014, 03:36:23 AM
They are debris like the slag or rock debris. You need to designate them for hauling with the haul order in the architect menu, then you will get the choice to force a colonist to do it :) Just treat them like you would normal debris.
Yep, what I'm saying is I did that and they still won't haul it and it doesn't give me the option too either when I click on any of my haulers. Now the zone I have set is only set to pick up waste and no other debris but that shouldn't matter right? And on top of it I also have another zone set for all the kinds of debris(including waste) and they still won't touch it.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 01, 2014, 10:56:44 AM
Quote from: joey4track on May 01, 2014, 10:30:00 AM
Quote from: Architect on May 01, 2014, 03:36:23 AM
They are debris like the slag or rock debris. You need to designate them for hauling with the haul order in the architect menu, then you will get the choice to force a colonist to do it :) Just treat them like you would normal debris.
Yep, what I'm saying is I did that and they still won't haul it and it doesn't give me the option too either when I click on any of my haulers. Now the zone I have set is only set to pick up waste and no other debris but that shouldn't matter right? And on top of it I also have another zone set for all the kinds of debris(including waste) and they still won't touch it.

I see, that is strange :/ Are you sure your colonists are all haulers, and can path to the hauling zones? You must bare in mind that there is nuclear waste and depleted nuclear waste, not just one type.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: CrazyCoco on May 02, 2014, 09:51:29 PM
So, I've been trying to find me the coal miner so I can get an alternative power source. However, I got the research that was required (according to the wiki), and yet I still can't get the coal miner.
http://puu.sh/8wRm4.jpg
There's a picture of what I've researched, and also my buildings tab so you can see that I have the coal feeder and burner...just not the miner.

I've been looking for answers to this for the past little bit, and found nothing. Any help?


EDIT: Never mind about that! Turns out I needed to go deeper in the digging techtree.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: decomg on May 03, 2014, 08:43:09 AM
Great mod, thank you very much. working 100%   ;D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Evmeister on May 03, 2014, 08:58:26 PM
I'm using Industrial RIM with this mod but I like and want to use for both, or at least for Alpha 3F. I know at the current stage you guys aren't really doing compatibility yet, so I was wondering what I would need to make wire spools? I just started a modded game and was wondering what direction I need to research and build. Please and thank you sir!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: mrofa on May 03, 2014, 09:08:42 PM
Just installed it and frankly i have no idea whats most of the stuff is for, i would suggest make some video explaning it
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Evmeister on May 03, 2014, 10:28:55 PM
I actually found the Tinkers table make allows creation of the wire spool resource. For anybody new that's going to use BetterPower+ and Industrial RIM.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on May 03, 2014, 10:32:45 PM
Quote from: mrofa on May 03, 2014, 09:08:42 PM
Just installed it and frankly i have no idea whats most of the stuff is for, i would suggest make some video explaning it

You just installed BP+?  Well, I can certainly help by making a video &/or making a wiki to explain it all, to help Architect out a bit.  It'll take me a bit though.  Eating and got stuff to do.  I can likely have it done by tomorrow though.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: mrofa on May 03, 2014, 10:47:29 PM
Haha yehh as much as it looks wierd i dont use much mods, think that armory was the biggest on i instaled at all.
I would appriciate if you would do that vido :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 04, 2014, 06:11:47 PM
Sorry about my lack of replies go, had a bit of a cycling incident so ive been away for the past few days. You'll get some proper replies tomorrow when i get home. Sorry guys.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Rousel on May 04, 2014, 06:21:03 PM
That's what puts me off using it, it's just a mass of stuff, I'd say make it so when you start, you start with basic wire production, a simple power wind turbine and a out door battery and then scale up the need to do more things with each tier of research with a description in the research info for what each tier gains you and what new you have unlocked on completion.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 05, 2014, 07:51:05 AM
Quote from: Rousel on May 04, 2014, 06:21:03 PM
That's what puts me off using it, it's just a mass of stuff, I'd say make it so when you start, you start with basic wire production, a simple power wind turbine and a out door battery and then scale up the need to do more things with each tier of research with a description in the research info for what each tier gains you and what new you have unlocked on completion.

You're quite right that it is a problem, and something that I am definitely going to work on in the future. I've been so desperate to put all my ideas out that I haven't necessarily balanced them for people to play with XD That and all the school work I have constantly means that a lot of what i do is very rushed, which is why I'm spending so long on the current update, I'm making everything I already have work a little nicer and be a little more balanced.

That being said, I'm not adding anything more to my to do list for the next update anymore, so implementing a proper tech tree and what not is going to have to wait until after 2.5.0 and after I have finally sorted out the wikia, which I have neglected oh so horribly. I'd rather people didn't create new pages on the wikia I'm making, however if anyone wishes to change existing pages to make them include information you think others may find useful, then by all means go ahead.

As for a video, again, if anyone is willing to do a showcase of the mod, I'd be happy to stick it up in my main thread and send some internet traffic their way.

Oh, and I'm back btw :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: decomg on May 05, 2014, 12:15:18 PM
how clean the radioactive waste?

Thanks for the great mod    ::)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 06, 2014, 05:07:41 PM
The radioactive waste should decay into decayed radioactive waste after 14 days I think. After that it can be placed anywhere without any negative effects on the colonist, but is other wise useless. That changes in the coming update though :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Duffman3005 on May 07, 2014, 05:38:44 AM
The "tick" bug from the decaying waste just hit me.  Had the same message being spammed in the console, taking up about half my screen space.  I eventually had to go into dev tools mode to get rid of the waste completely (by that I mean I lightning'd the crap out of it ha).  In hindsight now I suppose reloading my save might have fixed the problem...
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 07, 2014, 05:45:14 AM
Quote from: Duffman3005 on May 07, 2014, 05:38:44 AM
The "tick" bug from the decaying waste just hit me.  Had the same message being spammed in the console, taking up about half my screen space.  I eventually had to go into dev tools mode to get rid of the waste completely (by that I mean I lightning'd the crap out of it ha).  In hindsight now I suppose reloading my save might have fixed the problem...

Tick bug should have been fixed in 2.4.1? What version are you running currently? (Good choice of destruction by the way XD)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Duffman3005 on May 07, 2014, 08:20:18 AM
Quote from: Architect on May 07, 2014, 05:45:14 AM
Quote from: Duffman3005 on May 07, 2014, 05:38:44 AM
The "tick" bug from the decaying waste just hit me.  Had the same message being spammed in the console, taking up about half my screen space.  I eventually had to go into dev tools mode to get rid of the waste completely (by that I mean I lightning'd the crap out of it ha).  In hindsight now I suppose reloading my save might have fixed the problem...

Tick bug should have been fixed in 2.4.1? What version are you running currently? (Good choice of destruction by the way XD)

Oooh, I just figured it out, I was using the mega mod pack which is still using 2.4.0 (I even just re-downloaded the pack to be sure, I checked the mods xml file for the version number)

I suppose updating it won't mess with any other mod in the pack right?

Edit- Now I'm not sure, I downloaded 2.4.1 from this thread, checked the xml file in the about folder, and saw the version number was still listed as 2.4.0
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 07, 2014, 11:50:56 AM
That's... Alarming :/ ill check that when i get home to see if i just ballsed up the version number or if the wrong link is up. Hopefully its the former. Could you just confirm if the tick error persists with your new version? It shouldn't cause any issue, only the first two numbers changing infer broken save compatibility.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Nagahide on May 07, 2014, 01:11:46 PM
Merci pour le Mod, super travail !
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: 123nick on May 07, 2014, 03:11:23 PM
do you think you can make a industrialrim compatible version?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: iame6162013 on May 07, 2014, 03:16:13 PM
Quote from: 123nick on May 07, 2014, 03:11:23 PM
do you think you can make a industrialrim compatible version?
read the middle (http://ludeon.com/forums/index.php?topic=2598.585)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on May 08, 2014, 03:15:28 AM
Quote from: mrofa on May 03, 2014, 10:47:29 PM
Haha yehh as much as it looks wierd i dont use much mods, think that armory was the biggest on i instaled at all.
I would appriciate if you would do that vido :)

Sorry, been busy lately, and been playing a different game a lot more, even hosting a server on it xP  So haven't had much time for Rimworld lately.  I always thought the mod was pretty self explanatory and all, but I guess not.  I can try to make a wiki of it soon enough, when not so busy.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 08, 2014, 04:01:52 AM
Quote from: Nagahide on May 07, 2014, 01:11:46 PM
Merci pour le Mod, super travail !

Merci Beaucoup :D (GCSE French FTW)

Quote from: iame6162013 on May 07, 2014, 03:16:13 PM
Quote from: 123nick on May 07, 2014, 03:11:23 PM
do you think you can make a industrialrim compatible version?
read the middle (http://ludeon.com/forums/index.php?topic=2598.585)

Yeah, I would love to work on some compatibility stuff, but I have exams, my mod is constantly changing at the moment in core ways, his mod is constantly changing in core ways; it's just not possible to do at the moment I'm afraid :/ However, that does not mean it will never happen, just probably not before alpha 4 or even 5.

Quote from: Vas on May 08, 2014, 03:15:28 AM
Quote from: mrofa on May 03, 2014, 10:47:29 PM
Haha yehh as much as it looks wierd i dont use much mods, think that armory was the biggest on i instaled at all.
I would appriciate if you would do that vido :)

Sorry, been busy lately, and been playing a different game a lot more, even hosting a server on it xP  So haven't had much time for Rimworld lately.  I always thought the mod was pretty self explanatory and all, but I guess not.  I can try to make a wiki of it soon enough, when not so busy.

There's already a wikia XD I just need to update it, which I will be doing very soon, so no need to worry about that :P Though, I could do with a mod showcase if you get the time? Show off the features and then maybe do a play through or something?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: iame6162013 on May 08, 2014, 01:02:34 PM
i read some outdated stuff... hehehehe (message above, if u don't know don't ask) :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: WolfgangPolska on May 09, 2014, 02:03:48 PM
CHarged wire won't burn anyone for some reason (there is  power on) :C Bug, or too many mods glitch?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: PunisheR007 on May 12, 2014, 11:33:08 AM
I love this mod Architect, but there is one thing in it that i do not like lol, and thats the event where the crashed piece of junk starts to erupt and lightning strikes randomly everywhere. What iv'e noticed is the lightning can strike thru roofs and rock, would it be possible to make it so the lightning cannot strike through roofs or rock?.

Cheers!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 12, 2014, 11:36:08 AM
Quote from: PunisheR007 on May 12, 2014, 11:33:08 AM
I love this mod Architect, but there is one thing in it that i do not like lol, and thats the event where the crashed piece of junk starts to erupt and lightning strikes randomly everywhere. What iv'e noticed is the lightning can strike thru roofs and rock, would it be possible to make it so the lightning cannot strike through roofs or rock?.

Cheers!

Already fixed for the update I'm working on currently :) Unfortunately all my exams are now, so development for the mod has slowed down to basically a feature a week, but I'll be posting here when any major changes come along.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: PunisheR007 on May 13, 2014, 02:32:46 AM
Quote from: Architect on May 12, 2014, 11:36:08 AM
Already fixed for the update I'm working on currently :) Unfortunately all my exams are now, so development for the mod has slowed down to basically a feature a week, but I'll be posting here when any major changes come along.

Nice Architect, i look forward to the next release.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 13, 2014, 06:00:02 AM
Quote from: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.

Coal is added by BP+ :) You need to mine it or purchase it from passing traders.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Dr. Z on May 13, 2014, 07:18:03 AM
Quote from: Architect on May 13, 2014, 06:00:02 AM
Quote from: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.

Coal is added by BP+ :) You need to mine it or purchase it from passing traders.

Ok, how do I recognize stone blocks which can be mined for coal? Are they coloured like the ones for metal?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: a89a89 on May 13, 2014, 07:20:15 AM
Quote from: Dr. Z on May 13, 2014, 07:18:03 AM
Quote from: Architect on May 13, 2014, 06:00:02 AM
Quote from: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.

Coal is added by BP+ :) You need to mine it or purchase it from passing traders.

Ok, how do I recognize stone blocks which can be mined for coal? Are they coloured like the ones for metal?
you need to out a coal miner (research drilling) on a steam giser and wait for coal to pop out
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 13, 2014, 11:25:10 AM
On the topic of compatibility is it possible to strip betterpower down to just its story events like the random artifact crash etc until industrial mod compatibility is possible?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 13, 2014, 12:58:27 PM
Quote from: Crimsonknight3 on May 13, 2014, 11:25:10 AM
On the topic of compatibility is it possible to strip betterpower down to just its story events like the random artifact crash etc until industrial mod compatibility is possible?

Sure, just delete everything out of the thingDef folder you want removed, and leave what you like :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Dr. Z on May 13, 2014, 02:22:59 PM
Quote from: a89a89 on May 13, 2014, 07:20:15 AM
Quote from: Dr. Z on May 13, 2014, 07:18:03 AM
Quote from: Architect on May 13, 2014, 06:00:02 AM
Quote from: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.

Coal is added by BP+ :) You need to mine it or purchase it from passing traders.

Ok, how do I recognize stone blocks which can be mined for coal? Are they coloured like the ones for metal?

you need to out a coal miner (research drilling) on a steam giser and wait for coal to pop out

Yay, it works! Also noticed that the coal doesen't pop up on a tile next to the miner, but due to my feeders are just 2 tiles away from the miner the coal directly pops out in the feeders sparing my colonists the unnecessary hualing work. That's a neat feature.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 13, 2014, 02:51:41 PM
Quote from: Architect on May 13, 2014, 12:58:27 PM
Quote from: Crimsonknight3 on May 13, 2014, 11:25:10 AM
On the topic of compatibility is it possible to strip betterpower down to just its story events like the random artifact crash etc until industrial mod compatibility is possible?

Sure, just delete everything out of the thingDef folder you want removed, and leave what you like :P

Thanks, I had that idea but I was worried it would just break. The little programming I know is mostly java but most things always depend on some other file lol
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">

<defName>EnginePart</defName>

<eType>BuildingComplex</eType>

<label>Unidentified object</label>

and its ending /Thingdef?


and everything apart from misc.xml in that folder?

Then all folders apart from incident defs?

Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 13, 2014, 04:39:15 PM
Quote from: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">

<defName>EnginePart</defName>

<eType>BuildingComplex</eType>

<label>Unidentified object</label>

and its ending /Thingdef?


and everything apart from misc.xml in that folder?

Then all folders apart from incident defs?

Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?

The engine part def is what causes the plasma storms, but its a different incident def which triggers it to spawn in the first place :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: insanevizir on May 13, 2014, 04:51:18 PM
Sorry if its been already asked, but how can i know the power output of the buildings of the mod?
I constructed a nuclear control and it dont say how much it generates on the description.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 13, 2014, 05:21:05 PM
I still havent finished the wikia which is where eventually you will be able to get all this info. Currently it has an output of 6000 when fed with uranium. However if you try to fill it with uranium whilst it is below 66% health, or it falls to that whilst producing, it will explode violently, flammably, and laggily. However, it is not a huge explosion, and when the lag subsides after a few seconds, if you can put out the fires in time it is quite possible to recover.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: longbyte1 on May 13, 2014, 06:18:56 PM
Wikia? Didn't Tynan say something about not fragmenting RimWorld-related information?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 13, 2014, 06:59:47 PM
Quote from: Architect on May 13, 2014, 04:39:15 PM
Quote from: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">

<defName>EnginePart</defName>

<eType>BuildingComplex</eType>

<label>Unidentified object</label>

and its ending /Thingdef?


and everything apart from misc.xml in that folder?

Then all folders apart from incident defs?

Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?

The engine part def is what causes the plasma storms, but its a different incident def which triggers it to spawn in the first place :P

So I was right in my first assumption, delete everything apart from the unidentified object then delete all apart from incididentdefs and misc.xml?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 13, 2014, 07:13:32 PM
Quote from: Crimsonknight3 on May 13, 2014, 06:59:47 PM
Quote from: Architect on May 13, 2014, 04:39:15 PM
Quote from: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">

<defName>EnginePart</defName>

<eType>BuildingComplex</eType>

<label>Unidentified object</label>

and its ending /Thingdef?


and everything apart from misc.xml in that folder?

Then all folders apart from incident defs?

Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?

The engine part def is what causes the plasma storms, but its a different incident def which triggers it to spawn in the first place :P

So I was right in my first assumption, delete everything apart from the unidentified object then delete all apart from incididentdefs and misc.xml?

Yeah, that should do the trick :P Do other people agree with the sentiment that they would rather have access to individual parts of the mod? I've already split hard and normal up, and  could quite easily make downloads separate for individual parts of the mod.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 13, 2014, 07:27:55 PM
Quote from: Architect on May 13, 2014, 07:13:32 PM
Yeah, that should do the trick :P Do other people agree with the sentiment that they would rather have access to individual parts of the mod? I've already split hard and normal up, and  could quite easily make downloads separate for individual parts of the mod.

Well I did it that way and the event sure did work (within about 3 days on my current game) however the object is broke and you can't deconstruct it. I tried front and back, it is just completely unselectable  at all.

My opinion on your post - I think maybe that work for compatibility is already being done(with the technic modpack I believe), but as a temporary measure for us non-testers and only IF it isn't too much work for you then making parts of betterpower+ that aren't incompatible with industrial would be a good idea. Basically just the barebone's "compatibility" version that just cuts out a few incompatible or duplicated parts would be nice.

If it's too much work I am more than happy to just wait :)
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Olfan on May 14, 2014, 05:25:21 AM
I've gotten into a habit of drilling my own steaming holes into the ground and powering my base with geothermal reactors, sitting safely deep in the mountain, neatly organized in tightly packed rows. Great mod, awesome mod, especially in combination with the Turrets package and huge waves of would-be invaders to be stuck in gibbet cages very soon. All of a sudden though, a few days ago this new habit of mine started to fail me.

My BP+ buildings don't do anything anymore in a new game I started. Tech is researched and buildings are built and connected to my bases power grid, yet the lightning rod, while attracting a lot of lightning, never says anything but "Power needed: 0W", the laser drill happily draws 1200W of power but never finishes, and the coal miner never produces any coal.
I suspect that all the parts that should be done by the C# .dll have stopped working while all the XML stuff still works, but I've got no idea as to what might have caused it and how I could debug and fix it.
This happens on both Mac and Windows, and it also happens when BP+ is the only active mod besides core.
What have I done so far?
• Start a new game: no avail
• Use a fresh installation of Rimworld: no avail
• Use BP+ from the Big Bang Mod Pack as the only mod to core: no avail
• Use BP+ from this thread as the only mod to core: no avail
• Save and restart Rimworld after the structure has been built: no avail
• Reload a "last known good" save: doesn't work anymore either
• Start Rimworld "as an administrator" (Windows): no avail
• sudo open -a Rimworld413Mac (Mac): no avail

I'm a bit at a loss now, and I'd greatly appreciate any ideas on how to track down and fix this issue.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: StorymasterQ on May 14, 2014, 05:31:25 AM
Sounds like a mystery plot! Try adding your known 'bad' save and the output log file. Maybe there's a clue in there. Best of luck!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Dr. Z on May 14, 2014, 12:24:55 PM
So I assume the mysterious object falling from space and causing a massive thunderstorm is part of this mod? How can I use it? I reaserched black box reading but I can't interact with it, just wait for it to explode and screw up my colony.

Also just build the nuclear control, but how do I use it? I know I need Uranium but the description says something about other nuclear reactor components but I have no in my building menu. What do I do with the Uranium to peoduce power?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 14, 2014, 03:22:45 PM
Quote from: Olfan on May 14, 2014, 05:25:21 AM
I've gotten into a habit of drilling my own steaming holes into the ground and powering my base with geothermal reactors, sitting safely deep in the mountain, neatly organized in tightly packed rows. Great mod, awesome mod, especially in combination with the Turrets package and huge waves of would-be invaders to be stuck in gibbet cages very soon. All of a sudden though, a few days ago this new habit of mine started to fail me.

My BP+ buildings don't do anything anymore in a new game I started. Tech is researched and buildings are built and connected to my bases power grid, yet the lightning rod, while attracting a lot of lightning, never says anything but "Power needed: 0W", the laser drill happily draws 1200W of power but never finishes, and the coal miner never produces any coal.
I suspect that all the parts that should be done by the C# .dll have stopped working while all the XML stuff still works, but I've got no idea as to what might have caused it and how I could debug and fix it.
This happens on both Mac and Windows, and it also happens when BP+ is the only active mod besides core.
What have I done so far?
� Start a new game: no avail
� Use a fresh installation of Rimworld: no avail
� Use BP+ from the Big Bang Mod Pack as the only mod to core: no avail
� Use BP+ from this thread as the only mod to core: no avail
� Save and restart Rimworld after the structure has been built: no avail
� Reload a "last known good" save: doesn't work anymore either
� Start Rimworld "as an administrator" (Windows): no avail
� sudo open -a Rimworld413Mac (Mac): no avail

I'm a bit at a loss now, and I'd greatly appreciate any ideas on how to track down and fix this issue.

I know this is a given but have you tried deleting rim world and reinstalling?



also go to the bp .dll right click then properties and see if windows has blocked that file also try disabling anti virus then running
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Vas on May 14, 2014, 03:24:59 PM
Next time you're on Architech, catch me up on all that's happened for the last while.  I still can't play right now though.  My old HDD had a severely dangerous undetectable by any antivirus in the world virus on it and bad sectors, and my recovery partition as it turns out is a fake because Asus sells you computers with broken recovery partitions and laughs when you gotta go buy a 10 year old Windows 7 recovery disk directly from them that has not been updated since the dawn of time and my OS will now expire in 3 days due to a bad CD key for not using THEIR disk.  So yea......  Will have to get caught up on all of this soon.  :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 15, 2014, 09:35:58 AM
Quote from: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD

have you pu a hopper with uranium next to it?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: LittleMikey on May 16, 2014, 07:23:25 AM
Quote from: Crimsonknight3 on May 15, 2014, 09:35:58 AM
Quote from: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD

have you pu a hopper with uranium next to it?

I tried that but the hopper wouldn't take Uranium. Was I supposed to use a Coal hopper? I thought that was just for the coal power plant... my bad.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 16, 2014, 10:58:42 AM
Quote from: LittleMikey on May 16, 2014, 07:23:25 AM
Quote from: Crimsonknight3 on May 15, 2014, 09:35:58 AM
Quote from: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD

have you pu a hopper with uranium next to it?

I tried that but the hopper wouldn't take Uranium. Was I supposed to use a Coal hopper? I thought that was just for the coal power plant... my bad.

I'm using industrial mod not bp+ so I can't answer that however from the youtube videos I have watched then Uranium should work in a normal hopper (Unless you have an industrial hopper in which case use that haha) not sure if the industrial hopper is used in both bp+ and industrial or just industrial mod
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Dr. Z on May 16, 2014, 11:03:32 AM
Quote from: LittleMikey on May 16, 2014, 07:23:25 AM
Quote from: Crimsonknight3 on May 15, 2014, 09:35:58 AM
Quote from: LittleMikey on May 15, 2014, 08:57:04 AM
Is Nuclear power not fully implemented yet? Because I've built a Nuclear Controller and I'm not sure where I'm supposed to go from there xD

have you pu a hopper with uranium next to it?

I tried that but the hopper wouldn't take Uranium. Was I supposed to use a Coal hopper? I thought that was just for the coal power plant... my bad.

You can choose what to fill into the hoppers just as you can with a stockpile.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 16, 2014, 11:05:15 AM
No Industrial Hopper in BP+ I'm afraid :P Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: LittleMikey on May 17, 2014, 09:18:15 AM
Quote from: Architect on May 16, 2014, 11:05:15 AM
No Industrial Hopper in BP+ I'm afraid :P Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.

Thanks, I've figured out what the problem was, it seems to have been a mod conflict. Not sure with what, I'm using the Big Bang modpack, but I disabled everything apart from BP+ and Uranium is back on the list of options for the hopper. Sorry for the confusion!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: gamehawk on May 21, 2014, 11:57:02 AM
firstly, epic mod ;D

secondly, the big bang modpack has soooooooooo much junk...

Back to the matter at hand,

Quote from: LittleMikey on May 17, 2014, 09:18:15 AM
Quote from: Architect on May 16, 2014, 11:05:15 AM
No Industrial Hopper in BP+ I'm afraid :P Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.

Thanks, I've figured out what the problem was, it seems to have been a mod conflict. Not sure with what, I'm using the Big Bang modpack, but I disabled everything apart from BP+ and Uranium is back on the list of options for the hopper. Sorry for the confusion!

I've got the same problem. I throw down a nuclear control and stare at it and it stares at me back >:( . It wont accept uranium, yet in the rain it blew up a mountain(without any uranium). ???
I've been testing to try to figure which mod is causing it, so far i think it may be rotating hoppers.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Crimsonknight3 on May 21, 2014, 12:20:12 PM
Quote from: gamehawk on May 21, 2014, 11:57:02 AM
firstly, epic mod ;D

secondly, the big bang modpack has soooooooooo much junk...

Back to the matter at hand,

Quote from: LittleMikey on May 17, 2014, 09:18:15 AM
Quote from: Architect on May 16, 2014, 11:05:15 AM
No Industrial Hopper in BP+ I'm afraid :P Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.

Thanks, I've figured out what the problem was, it seems to have been a mod conflict. Not sure with what, I'm using the Big Bang modpack, but I disabled everything apart from BP+ and Uranium is back on the list of options for the hopper. Sorry for the confusion!

I've got the same problem. I throw down a nuclear control and stare at it and it stares at me back >:( . It wont accept uranium, yet in the rain it blew up a mountain(without any uranium). ???
I've been testing to try to figure which mod is causing it, so far i think it may be rotating hoppers.

Well im using the sane mod pack and before I switched to industrial mod I didnt have any issues and im watching a lets play series and he is usinh bp+ and having no issues
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Cala13er on May 21, 2014, 01:12:33 PM
What issues are you having with industrial RIM ? Apart from bad gameplay of course :P.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: nuschler22 on May 25, 2014, 04:40:02 PM
I've searched and can't find the answer although I'm guessing it's a mod conflict.

I have wind turbines up, but the option to research Wind Farm isn't there.  I can't figure it out other than it's conflict with another mod for some reason. 

Any ideas?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: nuschler22 on May 26, 2014, 11:28:39 AM
Quote from: nuschler22 on May 25, 2014, 04:40:02 PM
I've searched and can't find the answer although I'm guessing it's a mod conflict.

I have wind turbines up, but the option to research Wind Farm isn't there.  I can't figure it out other than it's conflict with another mod for some reason. 

Any ideas?

Can anyone help?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 26, 2014, 12:30:51 PM
Wind farm isn't a thing in BP+ I'm afraid, I removed it a few versions ago.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: nuschler22 on May 26, 2014, 12:57:33 PM
I guess I don't understand how to make the wind turbines effective then. 

I have yet to produce any power for them.  I have them by themselves with nothing around them so wind can get to them from all sides.  Do I need to put them in a certain area?   Are they broken? 
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 26, 2014, 04:11:04 PM
They need two spaces in front of them and two spaces behind. Anything in front or behind, and I mean anything currently whether that be bush or full blown wall, will cause them to do nothing. The animation for them I have now will mean you have a far clearer indicator, but that update is a very long way off.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: JorDash on May 31, 2014, 12:13:22 AM
Love this mod
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Killaim on May 31, 2014, 06:18:37 AM
would be awesome with a way to fill in a geyser.

sometimes those crashed ones hit in bad spots (like middle of base) and are very ugly

so someway to either build a covering over it would be awesome
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on May 31, 2014, 10:17:04 AM
Quote from: JorDash on May 31, 2014, 12:13:22 AM
Love this mod

Cheers man.

Quote from: Killaim on May 31, 2014, 06:18:37 AM
would be awesome with a way to fill in a geyser.

sometimes those crashed ones hit in bad spots (like middle of base) and are very ugly

so someway to either build a covering over it would be awesome

I'll add it for a future update.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on June 02, 2014, 07:06:20 AM
I am aware that Alpha 4 is out and I shall be working on making BetterPower+ alpha 4 viable as soon as I physically can, however my exams are up until Friday the 13th of this month, so I am currently a little busy. I wouldn't expect too much until then.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Manly on June 02, 2014, 01:23:15 PM
Sounds good Architect.  Love the mod but am happy that you have your priorities 100% straight.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: StorymasterQ on June 02, 2014, 10:24:09 PM
Ooh, this month's 13th is on Friday, isn't it? Nice, it's been a while since one of those came around.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: haint on June 08, 2014, 11:42:46 AM
things just aren't the same without that charged wire man.  good luck on your exams, look forward to your return.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on June 12, 2014, 07:14:43 AM
I can give a solid time scale of two weeks to bring this mod up to alpha 4, though with luck ill get it all done in the blitz im going on this sunday. One way or another, My new textures are coming in, my motivation is coming back, my exams are finishing, my computers being upgraded, and I'll be back to get the job done with all the features promised in the changelog for the future displayed on the main post :D
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: JorDash on June 12, 2014, 09:23:06 AM
Quote from: Architect on June 12, 2014, 07:14:43 AM
I can give a solid time scale of two weeks to bring this mod up to alpha 4, though with luck ill get it all done in the blitz im going on this sunday. One way or another, My new textures are coming in, my motivation is coming back, my exams are finishing, my computers being upgraded, and I'll be back to get the job done with all the features promised in the changelog for the future displayed on the main post :D

Were is my like button?
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Celthric Aysen on June 12, 2014, 09:34:43 AM
Quote from: JorDash on June 12, 2014, 09:23:06 AM
Quote from: Architect on June 12, 2014, 07:14:43 AM
I can give a solid time scale of two weeks to bring this mod up to alpha 4, though with luck ill get it all done in the blitz im going on this sunday. One way or another, My new textures are coming in, my motivation is coming back, my exams are finishing, my computers being upgraded, and I'll be back to get the job done with all the features promised in the changelog for the future displayed on the main post :D

Were is my like button?
Ask Tynan about that, he removed it -_-
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: jaredis1 on June 14, 2014, 03:01:33 PM
Quote from: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.

if that happenes its a XML code... if you want i looked at some ones mod and show that there is no longer a <thingdefs> at the start of the thingsdef files
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: Architect on June 14, 2014, 03:30:50 PM
Quote from: jaredis1 on June 14, 2014, 03:01:33 PM
Quote from: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.

if that happenes its a XML code... if you want i looked at some ones mod and show that there is no longer a <thingdefs> at the start of the thingsdef files

Cheers dude, but I've already tracked down the issue now. The UI namespace no longer exists, and ITab_Bills was attempting to use it. You're quite right it was an XML issue though, just generally they error as opposed to deleting the entire game GUI :P
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
Post by: jaredis1 on June 14, 2014, 11:18:42 PM
Quote from: Architect on June 14, 2014, 03:30:50 PM
Quote from: jaredis1 on June 14, 2014, 03:01:33 PM
Quote from: Architect on June 14, 2014, 02:35:04 PM
Work has begun, a total of over 200 errors ironed out and dealt with when compiling, now I just need to go through all the XML stuff and make sure that works.

I hope to have an alpha 4 build out sometime between later tonight and tomorrow afternoon. Said build will be lacking a lot of sounds, will likely still be full of minor errors, and new features will be missing textures and not fully functional, but the base Mod as it was before alpha 4 should work as it once did, which I think is what people are looking for at the moment.

Edit:
That being said, I'm running into some significant issues with the fact that RimWorlds GUI seems to randomly delete itself entirely when using my mod, and spits up literally no errors whilst doing it. Might take a while to correct this, what with not having even the slightest indication what the issue is and all.

if that happenes its a XML code... if you want i looked at some ones mod and show that there is no longer a <thingdefs> at the start of the thingsdef files

Cheers dude, but I've already tracked down the issue now. The UI namespace no longer exists, and ITab_Bills was attempting to use it. You're quite right it was an XML issue though, just generally they error as opposed to deleting the entire game GUI :P

ya took me forever to find out that lol
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1): Update to Alpha 4 in progress
Post by: JorDash on June 14, 2014, 11:24:11 PM
Woot!
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1): Update to Alpha 4 in progress
Post by: Architect on June 15, 2014, 08:43:20 AM
All warnings have been solved and removed, 10 more major errors to fix up and ill be putting the build out for preliminary testing.
Title: Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1): Update to Alpha 4 in progress
Post by: benramit on June 15, 2014, 08:51:04 AM
sweet
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.0): Updated 15/06/14
Post by: Architect on June 15, 2014, 09:36:18 AM
OK, everything is up and ready to be downloaded. I don't expect it to all work properly, and frankly I'll be more than amazed if it does, but to go through and test everything by myself will take more breaths than I have left in me, so I'm going to leave it to to you guys, so:

As soon as you find a bug, error, or unexpected occurrence, let me know ASAP and I'll get to work on fixing it instantly.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.0): Updated 15/06/14
Post by: Cala13er on June 15, 2014, 09:52:28 AM
You've forgot to change the designationCategory of most of your stuff. Therefore not accessible in-game.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.0): Updated 15/06/14
Post by: Architect on June 15, 2014, 10:05:54 AM
Quote from: Cala13er on June 15, 2014, 09:52:28 AM
You've forgot to change the designationCategory of most of your stuff. Therefore not accessible in-game.

Bullocks XD Cheers man, ill fix that now.

Edit: Fixed
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Spectarz on June 15, 2014, 11:20:51 AM
Better power seems to delete hoppers?  I only have atm 2 mods, project armory and this one, started a game with both = no hoppers.  Started a game with only project armory and I have hoppers to build.

Edit:
  NVM, 4.0.1 seems to have fixed it.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Kumai0214 on June 15, 2014, 12:14:10 PM
Is there a way to remove the BP+ traders? It seems to over ride the rest of my traders such as traders in the Kompression Mod. If I can't then oh well...
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 15, 2014, 12:20:12 PM
Quote from: Kumai0214 on June 15, 2014, 12:14:10 PM
Is there a way to remove the BP+ traders? It seems to over ride the rest of my traders such as traders in the Kompression Mod. If I can't then oh well...

You can put an exclamation mark on the TraderDef file in the mod, which will stop them being used.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: nmid on June 15, 2014, 12:23:19 PM
http://www.***.co.uk/mods/BetterPowerHard(V4.0.0).zip

Not Found

The requested URL /mods/BetterPowerHard(V4.0.0).zip was not found on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.


The other link http://www.***.co.uk/mods/BetterPower+(V4.0.1).zip worked fine.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 15, 2014, 12:26:39 PM
Quote from: nmid on June 15, 2014, 12:23:19 PM
http://www.***.co.uk/mods/BetterPowerHard(V4.0.0).zip

Not Found

The requested URL /mods/BetterPowerHard(V4.0.0).zip was not found on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.


The other link http://www.***.co.uk/mods/BetterPower+(V4.0.1).zip worked fine.

Fixing now. This is what happens when you try to update a mod sleep deprived and drunk XD

Edit: Fixed
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Kumai0214 on June 15, 2014, 12:30:48 PM
Quote from: Architect on June 15, 2014, 12:20:12 PM
Quote from: Kumai0214 on June 15, 2014, 12:14:10 PM
Is there a way to remove the BP+ traders? It seems to over ride the rest of my traders such as traders in the Kompression Mod. If I can't then oh well...

You can put an exclamation mark on the TraderDef file in the mod, which will stop them being used.


Thank you very much!
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: polip1337 on June 15, 2014, 12:53:39 PM
I also have a problem with hoppers, the colonists dont seem to recognize that they can store food in them, also they have trouble eating raw food and that results in a quick starvation. Im running the 4.0.1 version
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: nmid on June 15, 2014, 01:01:43 PM
Thanks for the file update and disabling the trader.

I have to just look around and see if I can disable any interaction with hoppers, before I use it...
:)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 15, 2014, 03:32:59 PM
By default hoppers don't accept anything, you need to manually tell them what they can take. This is because hoppers can be used for just about anything in the mod, so you wouldn't want your nutrient paste dispenser filled with uranium, just as you wouldn't want nuclear control filled with dead colonist meat.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: decomg on June 15, 2014, 08:25:44 PM
Yesssssssss... NetterPower Alpha 4   ;D

I can translate it to Portuguese?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: haint on June 15, 2014, 11:25:12 PM
great! so glad you updated this.
unfortunately, it doesn't seem like the charged wire is working.
it slows pawns, but no damage.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 03:57:10 AM
Quote from: decomg on June 15, 2014, 08:25:44 PM
Yesssssssss... NetterPower Alpha 4   ;D

I can translate it to Portuguese?

That would be very useful for the future, but at the moment I'm concentrating on getting the mod properly up to date before translation support gets added. I'll let you know in the future.

Quote from: haint on June 15, 2014, 11:25:12 PM
great! so glad you updated this.
unfortunately, it doesn't seem like the charged wire is working.
it slows pawns, but no damage.

I'll look into that ASAP.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: nmid on June 16, 2014, 04:22:30 AM
Hi .. Just to confirm, you have uploaded 4.0.1?
I have the zip file named BetterPower+(V4.0.1).zip 1.62 MB (1,699,599 bytes), but it seems to still not show up in the game.

I even looked into the def files to see if the problem from 4.0.0 was carrying forward or if I had 4.0.0 files by mistake... and basically I'm at a loss right now.
I'm pretty sure I'm missing something.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 07:42:48 AM
you need to take the folder out of the zipped folder and put that in your mods folder. I have realised that I failed to update the description of the mod though, which probably doesn't help much as it will look like it is still 4.0.0. Rest assured 4.0.1 is up and working.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: WolfgangPolska on June 16, 2014, 09:18:24 AM
Is 4.0.1 public realesed?? BTW Coal mine won't spawn coal. ( it is powered and has free space around it)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: WolfgangPolska on June 16, 2014, 09:30:56 AM
Here is a screenshot i made just a minute ago :(http://i.imgur.com/P3cMfKI.png?2)
As we can is there is coal, but there is no coal too! Haulers Don't interact with it they just come in place and stand like an idiot.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 09:37:04 AM
Quote from: WolfgangPolska on June 16, 2014, 09:30:56 AM
Here is a screenshot i made just a minute ago :(http://i.imgur.com/P3cMfKIs.png)
As we can is there is coal, but there is no coal too! Haulers Don't interact with it they just come in place and stand like an idiot.

OK, I'll look into that as soon as I get a moment. Its pretty major so I'll put out a hot fix when I can.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: WolfgangPolska on June 16, 2014, 09:37:34 AM
Thanks a lot :)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: xBlackfieldx on June 16, 2014, 09:44:16 AM
Thank you so much for the update :D I was going crazy without any other power then solars and geothermals :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: mrofa on June 16, 2014, 09:46:18 AM
Damn that drill would look better without the platform :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 11:06:49 AM
Quote from: mrofa on June 16, 2014, 09:46:18 AM
Damn that drill would look better without the platform :D

If you want to send me a version without the platform I'll put that in instead :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: nmid on June 16, 2014, 11:08:02 AM
Quote from: Architect on June 16, 2014, 07:42:48 AM
you need to take the folder out of the zipped folder and put that in your mods folder. I have realised that I failed to update the description of the mod though, which probably doesn't help much as it will look like it is still 4.0.0. Rest assured 4.0.1 is up and working.
Yea, I had 3-4 copies of BetterPower+ and I was still using a 4.0.0 copy.

I make a few tiny adjustments of my own to the efficiency and sizes of the 2 + 1 default battery.. and the armored conduit (as I already had my own version of a Heavy Conduit).

Looking forward to the coal miner update, but a small request.. can you please tell me what files I'll have to change?
I don't want to make my custom changes all over again on the default mod 4.0.2 when you release it :D.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 11:16:52 AM
Quote from: nmid on June 16, 2014, 11:08:02 AM
Quote from: Architect on June 16, 2014, 07:42:48 AM
you need to take the folder out of the zipped folder and put that in your mods folder. I have realised that I failed to update the description of the mod though, which probably doesn't help much as it will look like it is still 4.0.0. Rest assured 4.0.1 is up and working.
Yea, I had 3-4 copies of BetterPower+ and I was still using a 4.0.0 copy.

I make a few tiny adjustments of my own to the efficiency and sizes of the 2 + 1 default battery.. and the armored conduit (as I already had my own version of a Heavy Conduit).

Looking forward to the coal miner update, but a small request.. can you please tell me what files I'll have to change?
I don't want to make my custom changes all over again on the default mod 4.0.2 when you release it :D.

Well if you look at the change log, you'll be able to see all changes that get made from version to version. My file structure is for the most part clean, so it should be possible for you to just locate the file and move it how you see fit.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: WolfgangPolska on June 16, 2014, 11:24:19 AM
So... 4.0.0 is 4.0.1 ??? I can't found myself. I think I use 4.0.0 version but I'm not sure :C ;-;
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 16, 2014, 11:27:27 AM
Go by the folder name. That will always be right (He says hopefully). My time and priorities are still somewhat addled. The soonest I can get round to fixing issues and adding content again will be tomorrow afternoon if I'm lucky.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: jaredis1 on June 16, 2014, 01:48:57 PM
Quote from: xBlackfieldx on June 16, 2014, 09:44:16 AM
Thank you so much for the update :D I was going crazy without any other power then solars and geothermals :P

My mod has ways of making power!
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: nuper fi on June 17, 2014, 04:54:26 AM
I noticed there is the Tinker Table where you can still build wire spools, but they are not used any more in the crafting recipes?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Roberius on June 17, 2014, 06:12:31 AM
I'm having issues with the laser drill, runs for 10 in-game days, then de-spawns leaving 4 piles of metal, 1 of uranium and no vent. Is it working for everyone else? Mod conflict?

Other mods:
6colonist start
clutter
embrasures
knockouts
project armoury
stackable meals
turrets pack
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 17, 2014, 11:49:05 AM
Quote from: Roberius on June 17, 2014, 06:12:31 AM
I'm having issues with the laser drill, runs for 10 in-game days, then de-spawns leaving 4 piles of metal, 1 of uranium and no vent. Is it working for everyone else? Mod conflict?

Other mods:
6colonist start
clutter
embrasures
knockouts
project armoury
stackable meals
turrets pack


Nope, probably the same bug that the coal miner is having. I'll look into it now as I'm home, you can expect a patch in a a few hours that should fix all that up.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.1): Updated 15/06/14
Post by: Architect on June 17, 2014, 11:50:28 AM
Quote from: nuper fi on June 17, 2014, 04:54:26 AM
I noticed there is the Tinker Table where you can still build wire spools, but they are not used any more in the crafting recipes?

Yeah, I'm removing that too, just didn't get round to it for the quick release to bring us up to alpha 4
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 17, 2014, 04:20:21 PM
OK, new version is up with several fixes which should (fingers crossed) get the mod back up to an errorless and fully operational state.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nmid on June 17, 2014, 05:31:31 PM
Thanks for the update.. trying it out.
Not to nitpick, but your 1st post still refers the download as 4.0.0 :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 17, 2014, 06:03:57 PM
Quote from: nmid on June 17, 2014, 05:31:31 PM
Thanks for the update.. trying it out.
Not to nitpick, but your 1st post still refers the download as 4.0.0 :D

Noted and corrected thanks :)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: alman556 on June 17, 2014, 08:13:12 PM
I'm having trouble downloading this mod. I

If I click on the download arrow on any version, the web browser opens a new tab to a blank page with address of http://adf.ly/pbbxE and nothing happens.

Anybody know what is going on?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Jerethi50 on June 18, 2014, 12:07:57 AM
I am having an issue with the coal miner, its spitting out coal underneath itself, where my guys cannot get to it.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nmid on June 18, 2014, 08:04:53 AM
Quote from: alman556 on June 17, 2014, 08:13:12 PM
I'm having trouble downloading this mod. I

If I click on the download arrow on any version, the web browser opens a new tab to a blank page with address of http://adf.ly/pbbxE and nothing happens.

Anybody know what is going on?

You might have adblock installed.
The link is basically a landing page where you have to wait for a few seconds and then are redirected (you have to click on Skip ag) to get to the main download page.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nmid on June 18, 2014, 08:05:58 AM
Does Barbed Wire, Steam Vent or Charged Wire do any damage?

I've tested out barbed wire and it does no damage to my pawns.
What's the cover barbed wire provides as compared to sand bags?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 18, 2014, 08:08:00 AM
Quote from: Jerethi50 on June 18, 2014, 12:07:57 AM
I am having an issue with the coal miner, its spitting out coal underneath itself, where my guys cannot get to it.

Balls, ok I'll fix that when I get home later tomorrow.

Quote from: nmid on June 18, 2014, 08:05:58 AM
Does Barbed Wire, Steam Vent or Charged Wire do any damage?

I've tested out barbed wire and it does no damage to my pawns.
What's the cover barbed wire provides as compared to sand bags?

Barbed and charged wire should do damage to your pawns? If barbed wire doesn't its a bug, but if charged wire doesn't then you are running an outdated version of BP+, I fixed the issue with charged wire last night.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nmid on June 18, 2014, 08:32:14 AM
Quote from: Architect on June 18, 2014, 08:08:00 AM
Barbed and charged wire should do damage to your pawns? If barbed wire doesn't its a bug, but if charged wire doesn't then you are running an outdated version of BP+, I fixed the issue with charged wire last night.

Just checked again. Barbed wire does no damage.
Charged wire does 10 damage, so that's working fine.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 18, 2014, 08:36:44 AM
Quote from: nmid on June 18, 2014, 08:32:14 AM
Quote from: Architect on June 18, 2014, 08:08:00 AM
Barbed and charged wire should do damage to your pawns? If barbed wire doesn't its a bug, but if charged wire doesn't then you are running an outdated version of BP+, I fixed the issue with charged wire last night.

Just checked again. Barbed wire does no damage.
Charged wire does 10 damage, so that's working fine.

Good good, you worried me there. :P I'll fix that up and put it out when I get home tomorrow, or tonight if I get home early enough, which is unlikely.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Jerethi50 on June 18, 2014, 09:30:09 AM
Quote from: Architect on June 18, 2014, 08:08:00 AM
Quote from: Jerethi50 on June 18, 2014, 12:07:57 AM
I am having an issue with the coal miner, its spitting out coal underneath itself, where my guys cannot get to it.

Balls, ok I'll fix that when I get home later tomorrow.

I have temporarily fixed this, for anyone wanting to know how, Basically i just went into the powerusage.xml file under thingdefs and changed the coal miners passability from impassable to passthroughonly, now my guys can go grab the coal, of course this also means pirates and tribesmen and such can walk right through your coal miner, so yea only a temp fix.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 18, 2014, 04:12:57 PM
Quote from: Jerethi50 on June 18, 2014, 09:30:09 AM
I have temporarily fixed this, for anyone wanting to know how, Basically i just went into the powerusage.xml file under thingdefs and changed the coal miners passability from impassable to passthroughonly, now my guys can go grab the coal, of course this also means pirates and tribesmen and such can walk right through your coal miner, so yea only a temp fix.

Cheers dude, other people helping me out with helping out others really makes this worth while :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nmid on June 18, 2014, 08:13:05 PM
I can't seem to get the coal burner to work. I have 5 filled coal feeders next to it, but it's still not .. turning on .. and generating power.

It's inside a mountain, could that be affecting it?
Any other ideas?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Noobier on June 18, 2014, 08:48:24 PM
For me the nuclear reactor gives out no power at all.
The same for the wind turbines.

Are there incompatibilities to other mods?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Jerethi50 on June 18, 2014, 10:37:59 PM
Dunno about the nuclear reactor but the wind turbines need about 4 or 5 tiles infront of and behind them clear of things, even power conduits seem to block them.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Demonlord091 on June 19, 2014, 02:55:03 AM
I'm having the same problem with the Turbines, if it's being blocked by a power conduit that's a little ridiculous but easy to work around.

Also having issues with the Laser Drill sitting there for hours devouring unpleasant amounts of power resource while not actually producing anything.

Haven't tried the Nuclear Reactor or Coal Burner just yet (no coal with no drill) but I'll get to it either tonight or tomorrow.

Enjoy.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Architect on June 19, 2014, 03:13:20 AM
The laser drill i tested thoroughly, if you're running the latest version it should definitely work. Wind turbines need two spaces in front and behind, but no one ever gets that so ill remove that requirement. The burners ill fix if they are broken when i get home from work
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: JorDash on June 19, 2014, 05:51:43 AM
Quote from: Architect on June 19, 2014, 03:13:20 AM
The laser drill i tested thoroughly, if you're running the latest version it should definitely work. Wind turbines need two spaces in front and behind, but no one ever gets that so ill remove that requirement. The burners ill fix if they are broken when i get home from work

Please don't remove the space requirement for the wind turbines. They are fairly op as it is. I had something like 12-15 of them and a geothermal generator running 15 turrets and my entire base with no hiccups.
And it's not your fault if people can't be bothered to read.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Jerethi50 on June 19, 2014, 06:12:25 AM
I Concur, Please do not remove the space requirement, The Easiest way to deal with confusion is to include an informative Read Me document with the download, and perhaps a brief set of instructions on the forum page, beyond installation instructions, I understand some people are not good at writing up such documents, I myself am not a big fan of them but i have seen many times over the difference it makes in Mod user understanding, If you would like assistance setting one up feel free to email me at [email protected] or to send me a message over this forum.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: nuper fi on June 19, 2014, 06:35:56 AM
There's a bug with the Lit Metal Wall part. It is as bright as a Sun Lamp, one is enough to run a hydro farm. Not that it's not practical but a little op for sure :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: WolfgangPolska on June 19, 2014, 06:40:27 AM
Only for me coal miner spawn "mined" coal in it's own frame? like this
H-Square occupied by drill
x-free square C-square where coal spawns


xxxxxx
HHHHHx
HHCHHx
HHHHHx
So basicly the coal spawn IN drill not outside :C

Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: forsaken1111 on June 19, 2014, 06:41:03 AM
Easy way to enforce the wind turbine space requirement: Make it actually take up that space so that it cannot be built in a space too small to work.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.2): Updated 17/06/14
Post by: Jerethi50 on June 19, 2014, 07:32:43 AM
Hmmmm, good idea
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 19, 2014, 03:05:12 PM
OK, most urgent fixes applied and the mod has been updated. Are there any more issues people are having before I move on to making additions to the mod rather than getting old stuff to work.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 19, 2014, 06:05:22 PM
My coal plant started working when I cleared out more area around it.. Does that make any difference?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: haint on June 19, 2014, 06:11:15 PM
I haven't messed around with the coal plant much, but other than what people are posting about it, everything seems to be working fine on my end.  Many thanks for your hard work.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Seth1483 on June 19, 2014, 06:55:32 PM
Quote from: Architect on June 19, 2014, 03:05:12 PM
OK, most urgent fixes applied and the mod has been updated. Are there any more issues people are having before I move on to making additions to the mod rather than getting old stuff to work.

Uhh, well, I've tried with every version of 4.0.x and not one of them has worked for me.  Unless something has completely blanked from my mind it should be working.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 19, 2014, 06:59:41 PM
Quote from: Seth1483 on June 19, 2014, 06:55:32 PM
Quote from: Architect on June 19, 2014, 03:05:12 PM
OK, most urgent fixes applied and the mod has been updated. Are there any more issues people are having before I move on to making additions to the mod rather than getting old stuff to work.

Uhh, well, I've tried with every version of 4.0.x and not one of them has worked for me.  Unless something has completely blanked from my mind it should be working.

Have you unzipped the folder, and taken the folder out of that? When you open my mod, you should be immeadiately confronted with a list of folders for stuff that gets added/changed, if you just have another BetterPower folder you need to put that in its place.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Seth1483 on June 19, 2014, 07:09:29 PM
Thanks, I feel like an idiot now...
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Demonlord091 on June 20, 2014, 01:04:55 AM
Thank you Architect, as always we love and appreciate your work.

I must agree with the others about leaving the space requirements attached to the Wind Turbines, the issue I had was my own fault for putting wires behind it I guess.

Keep up the good work, we all love your mod.  ;D 8)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 20, 2014, 03:55:15 AM
Quote from: Demonlord091 on June 20, 2014, 01:04:55 AM
Thank you Architect, as always we love and appreciate your work.

I must agree with the others about leaving the space requirements attached to the Wind Turbines, the issue I had was my own fault for putting wires behind it I guess.

Keep up the good work, we all love your mod.  ;D 8)

Thanks dude, i appreciate it :D Ill prioritise making the wind turbines only get blocked by things that make sense then. Tbh, it was the first piece of C# code i ever wrote, so its no surprise its dodgy XD
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Cala13er on June 20, 2014, 04:18:47 AM
Oh how odd! Wind Turbines were also my first c# code class I ever made, I just never published it. If you want to learn c#, write a wind turbine class :).
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 20, 2014, 04:29:49 AM
Just want to ask.. how exactly does the laser drill work?

I have built one, I assume it takes a few days to drill through...
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: JorDash on June 20, 2014, 05:24:20 AM
Thanks for all your hard work
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 20, 2014, 06:58:13 AM
Quote from: nmid on June 20, 2014, 04:29:49 AM
Just want to ask.. how exactly does the laser drill work?

I have built one, I assume it takes a few days to drill through...

Should take 10 days of being powered constantly exactly. :)

Quote from: JorDash on June 20, 2014, 05:24:20 AM
Thanks for all your hard work

Not a problem dude, happy to help :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: ShaggyD00 on June 21, 2014, 06:55:43 AM
Hey having some issues with the mod, Coal plants don't bring out coal (waited over 20 game days, and yes it is powered) and Drills don't make steam geyser holes(also con. powered)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Jerethi50 on June 21, 2014, 08:26:29 AM
Quote from: ShaggyD00 on June 21, 2014, 06:55:43 AM
Hey having some issues with the mod, Coal plants don't bring out coal (waited over 20 game days, and yes it is powered) and Drills don't make steam geyser holes(also con. powered)
You sure your not somehow using an old version ? I have been using version 4.0.3 and both of those things work fine for me, the laser drill i used twice to get two steam geysers, exactly 10 days apart, both worked fine, the coal mine i had a slight issue with, if you have walls or cavern within two tiles of it remove them or mine them out, see if you get coal then, and remember even that takes a little time. it isnt instant.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: ShaggyD00 on June 21, 2014, 11:58:36 AM
It is indeed outdated to 4.0.0. Good call.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Seth1483 on June 21, 2014, 01:08:06 PM
So, I feel as though now that BP+ has finally reached a stable... ish point, perhaps a little work could be put into BP Hard. Maybe a little more depth to the loss of power from transmission or maybe effects like coal power causes pollution, stuff like that. What does everyone else think about this?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: mrofa on June 21, 2014, 01:22:25 PM
Story line looks as interesting feature:D
Well it seems we just need to clone architect few times, imagine what 10 of architects will do :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Seth1483 on June 21, 2014, 01:31:04 PM
Design a city and piss off engineers. Wait! That's what Architects already do! :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 21, 2014, 04:58:56 PM
I'd love to add more content to BPHard at the moment, but my problem is I still have a lot of plans for BP+, as as it is downloaded a good 15* more often than BPHard, I have to focus on it.

That being said, it is largely just an excuse for the fact I have no idea what else to put in BP Hard XD So if you guys wanna brain storm, then by all means go ahead and do it. I have a few ideas for after I release 4.1.0 assuming everything goes according to plan, but nothing concrete, and I'm sure you guys can do better than my random scribbles on my arm every time an idea pops into my head XD

Edit:
Oh, and I've updated the change log so that people can see upcoming features for the next release.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: ShaggyD00 on June 21, 2014, 10:47:24 PM
Upcoming features look awesome! will the exercise bike have an effect on Happiness? Love the bio power idea, finally a way to get rid of bulging stocked up produce.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 22, 2014, 06:58:09 AM
Quote from: ShaggyD00 on June 21, 2014, 10:47:24 PM
Upcoming features look awesome! will the exercise bike have an effect on Happiness? Love the bio power idea, finally a way to get rid of bulging stocked up produce.

I wasn't going to make it have one, but I don't see why not. Exercise always makes me happy, so I shall add it to the list of things I'll be adding then XD As for bio power, I'd eventually like to have what forestry craft had going with piping fuel around and everything, however i fear that may be a little way off, so we'll see where things go.

Also, would anyone be willing to do a mod showcase of BetterPower+? I'd love to show it off more, but I simply don't have a computer capable of running recording equipment and playing a game at the same time. Not the mention the fact that I'd have no idea what to say. If you could, get back to me, and I'll support you with it in anyway I can. If more than one person would be up for it, I am quite happy to support everyone in doing so XD I'd feature them on this page too.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Cala13er on June 22, 2014, 07:02:29 AM
Quote from: Architect on June 22, 2014, 06:58:09 AM
Quote from: ShaggyD00 on June 21, 2014, 10:47:24 PM
Upcoming features look awesome! will the exercise bike have an effect on Happiness? Love the bio power idea, finally a way to get rid of bulging stocked up produce.

I wasn't going to make it have one, but I don't see why not. Exercise always makes me happy, so I shall add it to the list of things I'll be adding then XD As for bio power, I'd eventually like to have what forestry craft had going with piping fuel around and everything, however i fear that may be a little way off, so we'll see where things go.

Also, would anyone be willing to do a mod showcase of BetterPower+? I'd love to show it off more, but I simply don't have a computer capable of running recording equipment and playing a game at the same time. Not the mention the fact that I'd have no idea what to say. If you could, get back to me, and I'll support you with it in anyway I can. If more than one person would be up for it, I am quite happy to support everyone in doing so XD I'd feature them on this page too.

Oh god I know what you mean, when I did mine. Oh god the amount of "Ermmm"'s in the video was insane.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: mrofa on June 22, 2014, 07:47:39 AM
Well Cala13er did watch your tourtials on industrial, and it was preety good, you got preety nice voice or/and equpment for it ( yes flatter will gets you almost anyware :D). You could make one tourtial for bp in your spare time.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Jerethi50 on June 22, 2014, 08:12:17 AM
Anyone wanting to do this, one tip i have is to record your video, make sure to record a nice long game session without talking, doing all the different things with the mod, try to keep fast forwarding to a minimum, make sure you have lots of footage to work with, then trim the footage down with video editing software, get the important bits, but leave yourself some talking time. Then, Record a voice track while watching your edited footage, record it separately so if you mess up its easy to fix/ tweak, when you have a nice voice track done, just mix it into the video. boom, decent video, with decent voice track accompaniment.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 22, 2014, 08:20:29 PM
The laser drills work nicely... but is there a way to make them into a 3x3 box instead of the current 2x2?
Currently I can't figure out where the hole is going to end up being drilled...


Also, do the coal burners use wood? It doesn't seem so, despite the coal feeders accepting wood by default..
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 22, 2014, 09:13:38 PM
As usual, I love this mod....


1. What does log tap do exactly?
2. you forgot to update the number in about.xml ;). It;s still 4.0.2
3. What does laser Detection do apart from some fancy lights?
4. How does tinkering work? Only makes wire spool?
5. What is wire spool good for.... Can you use that for the coal burner or to make better transmission in BP Hard? (The coal hopper accepts it by default...)..
6. Does steam vent damage anyone? I don't see that so far.
7. How effective is the lightening rod? I build one, but even in a thunderstorm, I couldn't see it generate any power.. Am I missing something?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Cala13er on June 23, 2014, 12:53:10 AM
Quote from: mrofa on June 22, 2014, 07:47:39 AM
Well Cala13er did watch your tourtials on industrial, and it was preety good, you got preety nice voice or/and equpment for it ( yes flatter will gets you almost anyware :D). You could make one tourtial for bp in your spare time.

Well that's awkward... It's built in... Even on custom builds. Built in mics. Are awful, so I''m surprised is sounded okay :) Might be the recorder I'm using.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 23, 2014, 04:05:18 AM
Quote from: nmid on June 22, 2014, 08:20:29 PM
The laser drills work nicely... but is there a way to make them into a 3x3 box instead of the current 2x2?
Currently I can't figure out where the hole is going to end up being drilled...


Also, do the coal burners use wood? It doesn't seem so, despite the coal feeders accepting wood by default..

the hole that gets made is 2*2, and should appear directly where the laser drill was?

as for the coal plant, that's a bug as it shouldn't allow wood in it. However i will make it so that it can be burnt in the burners too, but wont produce as much powe / will take more in one go.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 23, 2014, 04:10:11 AM
Quote from: nmid on June 22, 2014, 09:13:38 PM
As usual, I love this mod....


1. What does log tap do exactly?
2. you forgot to update the number in about.xml ;). It;s still 4.0.2
3. What does laser Detection do apart from some fancy lights?
4. How does tinkering work? Only makes wire spool?
5. What is wire spool good for.... Can you use that for the coal burner or to make better transmission in BP Hard? (The coal hopper accepts it by default...)..
6. Does steam vent damage anyone? I don't see that so far.
7. How effective is the lightening rod? I build one, but even in a thunderstorm, I couldn't see it generate any power.. Am I missing something?

Log tap allows you to see what affects the raining space debris will have.
balls XD I always forget.
used for getting the detection belt.
its an obsolete part of the mod, i didn't have time to finish removing it.
see above.
not yet, but i will make it so that it does.
it generates power in bursts. You should see each time one gets struck your batteries suddenly jump up in power.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 23, 2014, 05:55:24 AM
That laser detection / detection belt... how does it exactly help?
The regular conveyor belt / passing belt has it's own function (of passability), but what does the detection belt do except some fancy lights?
Taking that line of thought faster.. I am a bit slow, but how exactly do you use it?
> Shipping coal to coal burners? Isn't it possible to just build the coal miner right next to it?
> Raw vegetables to the cooking station? I just build the cooking station next to the rich soil plot.
> slag/debris from one area to another? Corpses from graves to a cemetery...? I can't think of how to implement it well...
Obviously the pros are using it more optimally, can someone share :D.

As for the lightening power - I thought that burst power was on account of the solar generator spike. What are the numbers behind it?
Currently, I just build it for the cool factor... as thunderstorms aren't that frequent.
Thermal power is steady.. coal generator as well. Solar works 50-60% of the day. Wind mill works at a reduced rate, throughout the day... so lightening power would have to be really high to make up for it's sporadic frequency.

Speaking of the coal burner.. how much does it take in? I think it takes in 1 coal every 5-6 hours?
Just trying to figure the BTU/ energy generation for each piece of coal/wood :D
or how much I need for one day of power generation... or what ratio of coal miners and coal burner need to work without any deficiency?

Edit - I'll get back to you about the laser drill hole question I had.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 23, 2014, 02:18:11 PM
Quote from: nmid on June 23, 2014, 05:55:24 AM
That laser detection / detection belt... how does it exactly help?
The regular conveyor belt / passing belt has it's own function (of passability), but what does the detection belt do except some fancy lights?
Taking that line of thought faster.. I am a bit slow, but how exactly do you use it?
> Shipping coal to coal burners? Isn't it possible to just build the coal miner right next to it?
> Raw vegetables to the cooking station? I just build the cooking station next to the rich soil plot.
> slag/debris from one area to another? Corpses from graves to a cemetery...? I can't think of how to implement it well...
Obviously the pros are using it more optimally, can someone share :D.

As for the lightening power - I thought that burst power was on account of the solar generator spike. What are the numbers behind it?
Currently, I just build it for the cool factor... as thunderstorms aren't that frequent.
Thermal power is steady.. coal generator as well. Solar works 50-60% of the day. Wind mill works at a reduced rate, throughout the day... so lightening power would have to be really high to make up for it's sporadic frequency.

Speaking of the coal burner.. how much does it take in? I think it takes in 1 coal every 5-6 hours?
Just trying to figure the BTU/ energy generation for each piece of coal/wood :D
or how much I need for one day of power generation... or what ratio of coal miners and coal burner need to work without any deficiency?

Edit - I'll get back to you about the laser drill hole question I had.

Just part of automation, I thought it would be nice and gave me a chance to collaborate with Haplo, who then didn't think it should be a cross over for BP+ and Power switches, but its own thing.

Everything is there to give you the choice :P You don't have to use any of it, and I may in face up the numbers of the lightning spike again. I'm literally just adding things that I might like to see in the game.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 24, 2014, 02:05:31 AM
Nah, I didn't mean it (conveyor belt) as criticism..
I just can't figure out how to use it in an efficient manner.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: pop on June 24, 2014, 09:01:15 AM
What can i do with nuclear waste?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: ShaggyD00 on June 24, 2014, 09:37:31 AM
Hey another thing with BP+ is how messes with traders. Anyway you could get it so combat traders will deal with commodities again. I use the artillery mod and in need of shells, space debree hasn't dropped it yet. Not to mention med kits sell nicely. And wood would be nice to trade again with indust. 
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Arcalane on June 24, 2014, 12:47:33 PM
Wall lighting turning red when consumption exceeds production but you still have a sizeable energy reserve is a bit... obnoxious?

Also, they cast enough light to obsolete sun lamps in growing rooms.

Also also, I've been running some minor testing, and they appear to be rather broken? They have a pretty serious negative impact on performance, and removing several wall lights did not reduce the light level of the area until the map was reloaded.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 12:59:25 PM
Quote from: ShaggyD00 on June 24, 2014, 09:37:31 AM
Hey another thing with BP+ is how messes with traders. Anyway you could get it so combat traders will deal with commodities again. I use the artillery mod and in need of shells, space debree hasn't dropped it yet. Not to mention med kits sell nicely. And wood would be nice to trade again with indust.

I'm gonna remove the traders bit until I can sort them out properly I think, as my current approach to dealing with traders has been the same since Alpha 2, and the system has changed quite dramatically since then.

Quote from: Arcalane on June 24, 2014, 12:47:33 PM
Wall lighting turning red when consumption exceeds production but you still have a sizeable energy reserve is a bit... obnoxious?

Also, they cast enough light to obsolete sun lamps in growing rooms.

Also also, I've been running some minor testing, and they appear to be rather broken? They have a pretty serious negative impact on performance, and removing several wall lights did not reduce the light level of the area until the map was reloaded.

The wall lights have always been a sticking point for me, as RimWorld does not support changing light colour dynamically. Subsequently, there're a bit of trickery and general bludegoning of common sense to get it to work, and with every update I've done it has broken in some way. If you could give me more detail, such as how many lights you have, what the circumstances were, etc, etc, I'd be happy to work on the fix instantly.

Quote from: nmid on June 24, 2014, 02:05:31 AM
Nah, I didn't mean it (conveyor belt) as criticism..
I just can't figure out how to use it in an efficient manner.

I know :P just sayin'

Quote from: pop on June 24, 2014, 09:01:15 AM
What can i do with nuclear waste?

Nothing currently, but in the update I am working on now, after it has depleted you can use it to make lights that will in cause fear in colonists, but will also require no power to work.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: mrofa on June 24, 2014, 01:02:05 PM
Lol you should have said so mate i would add some blood stain or spikes on them :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Arcalane on June 24, 2014, 01:23:51 PM
Quote from: Architect on June 24, 2014, 12:59:25 PM
The wall lights have always been a sticking point for me, as RimWorld does not support changing light colour dynamically. Subsequently, there're a bit of trickery and general bludegoning of common sense to get it to work, and with every update I've done it has broken in some way. If you could give me more detail, such as how many lights you have, what the circumstances were, etc, etc, I'd be happy to work on the fix instantly.

"A lot" is the easiest way to put it; I only used regular lamps for coloured effects where possible, since wall lights don't take up any space. They were placed pretty... freely? I wanted places to be well-lit and the light positions to make sense and aesthetic decisions like that.

At a guess, for a reasonably-sized colony, that's in the region of a few dozen, possibly closer to 100? Since I've torn most of them down (though I do have an older save with several intact) and you can't mass-select them like normal lights, it's hard to say without going through and carefully counting every single one of the bloody things.

I'd ditch the 'emergency lighting' feature, personally - if I had to guess, its interactions with the power networks are what's causing the slowdown.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 01:42:43 PM
Quote from: Arcalane on June 24, 2014, 01:23:51 PM
Quote from: Architect on June 24, 2014, 12:59:25 PM
The wall lights have always been a sticking point for me, as RimWorld does not support changing light colour dynamically. Subsequently, there're a bit of trickery and general bludegoning of common sense to get it to work, and with every update I've done it has broken in some way. If you could give me more detail, such as how many lights you have, what the circumstances were, etc, etc, I'd be happy to work on the fix instantly.

"A lot" is the easiest way to put it; I only used regular lamps for coloured effects where possible, since wall lights don't take up any space. They were placed pretty... freely? I wanted places to be well-lit and the light positions to make sense and aesthetic decisions like that.

At a guess, for a reasonably-sized colony, that's in the region of a few dozen, possibly closer to 100? Since I've torn most of them down (though I do have an older save with several intact) and you can't mass-select them like normal lights, it's hard to say without going through and carefully counting every single one of the bloody things.

I'd ditch the 'emergency lighting' feature, personally - if I had to guess, its interactions with the power networks are what's causing the slowdown.

I'm... unwilling to give up the emergency lighting feature, but I agree it obviously needs some work, and if it continues to be a problem, I shall definitely remove it. As much as I want to keep it, I'm not willing to let it be a problem for BP+ users. Not gonna be a hot fix for this issue I'm afraid as I'm too far down the line with the next BP+ version, but I'll add it to my list of changes for the 4.1.0
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Arcalane on June 24, 2014, 01:58:03 PM
Understandable. It's neat, and all, but it's murderous for performance.

Perhaps there could be two versions? One which generates a less light and lacks the emergency function, and one that generates a very decent amount of light and has the emergency light? That way, you could put down the latter in key/high-traffic areas (so you can make use of the high light generation and notice power output drops at a glance) without the added weight from the entire wall-light system demanding updates from the power net.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 02:17:15 PM
Quote from: Arcalane on June 24, 2014, 01:58:03 PM
Understandable. It's neat, and all, but it's murderous for performance.

Perhaps there could be two versions? One which generates a less light and lacks the emergency function, and one that generates a very decent amount of light and has the emergency light? That way, you could put down the latter in key/high-traffic areas (so you can make use of the high light generation and notice power output drops at a glance) without the added weight from the entire wall-light system demanding updates from the power net.

My current plan is to optimise the code now, and spread the checks out so that the power net isn't factored in constantly. That should quite happily fix any issues, but failing that I will just remove the feature altogether. If I can't make it work properly, I'm not gonna have two half arsed versions :P

Remind me, what was the other issue with the lights not updating correctly on the map?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Arcalane on June 24, 2014, 02:39:07 PM
Hey, just trying to find a decent compromise. :P

The light status simply wasn't clearing after some of the walls were deconstructed, leading to phantom illumination without power.

Seemingly solved by saving and reloading, at least. Not sure what the problem was and it doesn't seem to be occurring again now I've cut down on the number of lightwalls.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 02:48:00 PM
Quote from: Arcalane on June 24, 2014, 02:39:07 PM
Hey, just trying to find a decent compromise. :P

The light status simply wasn't clearing after some of the walls were deconstructed, leading to phantom illumination without power.

Seemingly solved by saving and reloading, at least. Not sure what the problem was and it doesn't seem to be occurring again now I've cut down on the number of lightwalls.

Sorry, just re-read my comment and it did seem a bit blunt, that's not what i meant to come across as. I just meant that it would be unfair to offer a potentially broken thing to people knowingly.

Anyway, I've assaulted it with optimisations, so it now doesn't check 60 times a second, and when it does check, it does so efficiently. Also fixed some hidden errors with it that could have been causing more framerate issues too. I can't seem to recreate the phantom light issue, but it used to phantom light all the time, and I literally spent an entire week trying to fix it before alpha 3 was officially release, so I can fully believe that it would start doing it again just to spite me XD If you or anyone for that matter see it doing it again, let me know, and I'll have another stab at making it work properly.

Point is, it "should" work properly again now :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: mrofa on June 24, 2014, 02:58:45 PM
You can  just add overide despawn and overide destroy to wall code for glow.lit = false. Did have the same problem with plasma sponges when they dissapire.

Edit:
       public override void Destroy(DestroyMode mode = 0)
{
                        this.glowerComp.Lit = false;
base.Destroy(mode);
                       
                }


mode = 0 is vanish if i remmber correctly
Same thing with despawn
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 03:06:50 PM
Quote from: mrofa on June 24, 2014, 02:58:45 PM
You can  just add overide despawn and overide destroy to wall code for glow.lit = false. Did have the same problem with plasma sponges when they dissapire.

Edit:
       public override void Destroy(DestroyMode mode = 0)
{
                        this.glowerComp.Lit = false;
base.Destroy(mode);
                       
                }


mode = 0 is vanish if i remmber correctly
Same thing with despawn

Cheers mrofa, but that's not the cause. The problem used to occur when the lights stopped being powered after they'd already changed once, not when it was destroyed.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 04:16:52 PM
ummm, oops? New feature anyone? XD

(http://i60.tinypic.com/20r8l86.png)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: mrofa on June 24, 2014, 04:24:06 PM
Plasma storm, or birth of insane squierrl, cant really say from this distance :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 24, 2014, 04:37:21 PM
Quote from: mrofa on June 24, 2014, 04:24:06 PM
Plasma storm, or birth of insane squierrl, cant really say from this distance :D

Neither, the lightning rod went into overdrive when I tried to balance it out a little better XD Whoever it was that thought hey were having an issue with lightning rods, you're absolutely right. Found a significant issue with them and wind turbines when testing today meaning that they literally ignored the weather completely. It's now fixed for the next version.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: StorymasterQ on June 24, 2014, 08:36:35 PM
"Thundaga!"
"Wrong game!!"
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: nmid on June 24, 2014, 11:38:57 PM
Quote from: Architect on June 24, 2014, 04:37:21 PM
Quote from: mrofa on June 24, 2014, 04:24:06 PM
Plasma storm, or birth of insane squierrl, cant really say from this distance :D

Neither, the lightning rod went into overdrive when I tried to balance it out a little better XD Whoever it was that thought hey were having an issue with lightning rods, you're absolutely right. Found a significant issue with them and wind turbines when testing today meaning that they literally ignored the weather completely. It's now fixed for the next version.

/raises hand.
I tried out God mode and assaulted my lightning rods so many times that it broke.. but it generated no power.

I basically placed 1 rod + couple of batteries wired in an independent circuit. The lightnings didn't result in any power being stored in the batteries.

ps - Trying out god mode rather sadly removed the fun of Rimworld for me... I'm going to take a mini break and come back after a few weeks for BP+ & Colonist creation updates. :)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: StorymasterQ on June 25, 2014, 01:13:14 AM
My eyes are tired. I read that as "I'm tired God made and assaulted my rod...it broke."
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Seth1483 on June 25, 2014, 05:35:13 AM
A tragic tale indeed of ever there was one.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: knoedel90 on June 25, 2014, 01:41:22 PM
how about a new Version of the solar panel mod? (the old version doesn't work on A4).
I thought it would be nice if you could build 1x1 solar panels people can walk on and not reducing the power of wind turbines even if build in front of them.

i am just trying the coal mnining. but i saw that a coal burner only gives 3000 power while a geothermal Generator gives 3600.
this has to be balanced because coal mining and burning cost energy, more space and more metal.

Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.0.3): Updated 19/06/14
Post by: Architect on June 25, 2014, 02:17:37 PM
Quote from: knoedel90 on June 25, 2014, 01:41:22 PM
how about a new Version of the solar panel mod? (the old version doesn't work on A4).
I thought it would be nice if you could build 1x1 solar panels people can walk on and not reducing the power of wind turbines even if build in front of them.

i am just trying the coal mnining. but i saw that a coal burner only gives 3000 power while a geothermal Generator gives 3600.
this has to be balanced because coal mining and burning cost energy, more space and more metal.

I have plans in the future for a bit of work with solar panels, and more realistic power generation for a bunch of ship wreck survivors, but it's going to be a while before they get realised. Besides, I have a policy on not making anything in my mod that another mod already does unless I had already thought of the idea. For instance conveyor belts were on my to do list long before I saw that Caller13er was also going to be doing conveyor belts. I can't in good faith remake the solo solar panel mod in its current state, because I personally don't think that is fair.

As for balancing the coal plant, it is balance. One geyser means one coal mine can produce enough coal to keep two plants supplied with coal, or it can be used to allow on geothermal generator to produce just over half that power, but directly. Whilst the finer points may need tinkering, the theory is sound. I could only suggest that either there is a bug, or you aren't using them correctly I'm afraid :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on June 25, 2014, 03:41:58 PM
OK, next release is now up and available for download. As usual, if there are any concerns with balance, textures, bug, general issues, etc, etc, let me know in as much detail as possible as quickly as possible. Enjoy! :D

Oh, and I'll probably be taking a weeks break from adding new features to go play all the new games I've got in the Steam Summer Sale, so whilst I will be here to help with any bugs and put out fixes for the latest version, a version with completely new features won't be hear for a week or so :P
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: TankaaKumawani on June 25, 2014, 11:52:43 PM
I had an idea about splitting up the subsystems a bit for the thermal power plants, making each into a three-module assembly.  (Or more, if sufficient power is available on the output end or if you want to build massive solar collectors.)

Thermal Energy Source/Burner->Heat Engine->Generator

This would give us some flexibility in sizing and capability.  We could start off with a wood-burning furnace or small set of solar thermal concentrators powering a Stirling or Rankine cycle engine, which would turn a crude dynamo with mechanical commutator.  "We wound the coils by hand, and it sparks dreadfully...but we can charge the batteries with it."

Fuels:
Wood, Coal, Biomass, the local star, Geothermal Heat, Uranium

Burner/Thermal Energy Source:
Solid Fuel Burner, Gasification/Digester, Solar Concentrator, Geothermal Borehole, Nuclear Fission Reactor

Heat Engine:
Stirling (hot air engine), Otto/Diesel/Atkinson (internal combustion reciprocating engine), Rankine (steam engine, either turbine or reciprocating), Brayton (combustion turbine)

Generator:
Commutator Dynamo, Low-Speed Alternator, High-Speed Alternator.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Morrigi on June 26, 2014, 12:25:16 AM
Quote from: TankaaKumawani on June 25, 2014, 11:52:43 PM
I had an idea about splitting up the subsystems a bit for the thermal power plants, making each into a three-module assembly.  (Or more, if sufficient power is available on the output end or if you want to build massive solar collectors.)

Thermal Energy Source/Burner->Heat Engine->Generator

This would give us some flexibility in sizing and capability.  We could start off with a wood-burning furnace or small set of solar thermal concentrators powering a Stirling or Rankine cycle engine, which would turn a crude dynamo with mechanical commutator.  "We wound the coils by hand, and it sparks dreadfully...but we can charge the batteries with it."

Fuels:
Wood, Coal, Biomass, the local star, Geothermal Heat, Uranium

Burner/Thermal Energy Source:
Solid Fuel Burner, Gasification/Digester, Solar Concentrator, Geothermal Borehole, Nuclear Fission Reactor

Heat Engine:
Stirling (hot air engine), Otto/Diesel/Atkinson (internal combustion reciprocating engine), Rankine (steam engine, either turbine or reciprocating), Brayton (combustion turbine)

Generator:
Commutator Dynamo, Low-Speed Alternator, High-Speed Alternator.
If things go that far, it'd be entirely wrong to leave out Wankel rotary engines, especially since they have very few parts compared to piston engines, have a much higher power:weight ratio, can use a wider range of octane ratings (and thus low-quality fuels are less likely to cause engine knock), and so on.

http://en.wikipedia.org/wiki/Wankel_engine
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Seth1483 on June 26, 2014, 09:42:59 AM
Quote from: Morrigi on June 26, 2014, 12:25:16 AM
Quote from: TankaaKumawani on June 25, 2014, 11:52:43 PM
I had an idea about splitting up the subsystems a bit for the thermal power plants, making each into a three-module assembly.  (Or more, if sufficient power is available on the output end or if you want to build massive solar collectors.)

Thermal Energy Source/Burner->Heat Engine->Generator

This would give us some flexibility in sizing and capability.  We could start off with a wood-burning furnace or small set of solar thermal concentrators powering a Stirling or Rankine cycle engine, which would turn a crude dynamo with mechanical commutator.  "We wound the coils by hand, and it sparks dreadfully...but we can charge the batteries with it."

Fuels:
Wood, Coal, Biomass, the local star, Geothermal Heat, Uranium

Burner/Thermal Energy Source:
Solid Fuel Burner, Gasification/Digester, Solar Concentrator, Geothermal Borehole, Nuclear Fission Reactor

Heat Engine:
Stirling (hot air engine), Otto/Diesel/Atkinson (internal combustion reciprocating engine), Rankine (steam engine, either turbine or reciprocating), Brayton (combustion turbine)

Generator:
Commutator Dynamo, Low-Speed Alternator, High-Speed Alternator.
If things go that far, it'd be entirely wrong to leave out Wankel rotary engines, especially since they have very few parts compared to piston engines, have a much higher power:weight ratio, can use a wider range of octane ratings (and thus low-quality fuels are less likely to cause engine knock), and so on.

http://en.wikipedia.org/wiki/Wankel_engine

Well the problem with rotary engines is the fact that they lose timing, burn up, slag up, and just flat break; so damn easily.  Not something you'd see in a colony of crash survivors and pirate converts.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: TankaaKumawani on June 26, 2014, 06:20:48 PM
Wankel is just a variant of the Otto cycle when you get down to it.  There are a lot of engineering hurdles that make other options more effective (although it's not bad at being a compact constant-speed power generator) for a given manufacturing ability.

Solid Fuel would be fed into the combustion system from hoppers or conveyors.  Possibly piping or tanks for liquid and gaseous fuels could be an option, but I fear that it would add too much complexity.

Biomass - can be burned directly for Stirling/Rankine (wood), or gasified for internal combustion engines (wood), or methane (raw food) can be produced in a digester.

External combustion engines would be three-module (burner/engine/generator) devices, internal combustion engines would be two-module (engine/generator) devices.

Example System:  "Colony's First Steam Engine"
Crude Furnace (80% fuel-to-thermal efficiency)
Crude Steam Engine (20% thermal-to-mechanical efficiency)
Commutator Dynamo (80% mechanical-to-electrical efficiency)
12.8% overall efficiency

Example System #2:  "Squirrely Steamer"
Improved Furnace (90% fuel-to-thermal efficiency)
Steam Engine (Rankine) (30% thermal-to-mechanical efficiency)
Alternator (90% mechanical-to-electrical efficiency)
24.3% overall efficiency

Example System #3:  "Tom Turbine"
Advanced Furnace (97% fuel-to-thermal efficiency)
Steam Turbine (Rankine) (42% thermal-to-mechanical efficiency)
High-speed Alternator (95% mechanical-to-electrical efficiency)
38.7% overall efficiency

Example System #4:  "Rudolph's Rumbler"
Diesel Engine (35% efficiency)
Alternator (90% mechanical-to-electrical efficiency)
31.5% overall efficiency...but it takes power to produce diesel fuel, or a digester/gasifier for biomass.

Example System #5: "Stellar Stirling"
Parabolic Trough Solar Concentrator (75% efficient)
Improved Stirling Engine (23% efficient)
Alternator (90% efficient)
15.25% overall efficiency...but it probably won't explode and the fuel is free as long as there's no eclipse.

If we really want to futz with thermodynamics and the game adds water to the maps, we have all sorts of fun options for dealing with the waste heat that would affect the overall efficiency of the system...
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on June 27, 2014, 06:36:02 PM
Some interesting ideas here, but I simply do not have the time to support major systems like this. It's taken me an incredibly long time just to get to the point where I consider the mod stable, much less content rich. I have school, my jobs, and what meager social life I have left contending with programming constantly. Today was the first day I have spent at home all day in well over a month, and even then I ended up volunteering to help run the village talent show :P I just don't have time for features that are so intricately woven and invested within each other.

That being said, I'll book mark this page on the thread, and if I get any time and have a complete feature block, I'll come back to these ideas.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: TankaaKumawani on June 27, 2014, 09:44:40 PM
Sorry for overwhelming you there.  You probably could shrink most of the systems down into a single module (and hoppers) with quality dictated by research, aside from the solar concentrators.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: WolfgangPolska on June 28, 2014, 06:58:49 AM
How can I get depleted nuclear waste?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on June 28, 2014, 07:44:35 AM
Nuclear waste should slowly decay into depleted nuclear waste over time.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Girlinhat on June 28, 2014, 02:11:02 PM
Battery stations seem to be broken.

My setup is a solar array, run through large batteries, then connected to cell chargers.  Right across from the chargers, are cell drainers, which attach to the large batteries that feed my turrets, so there should be a one-way power flow.

The problem is, when colonists add or remove a battery from the turret grid, it instantly drains the turret grid's power by a seemingly random amount, usually dropping it down to 0.  This happens when they have an empty power cell on a cell draining station, and they remove the empty cell.

It's also possible that the cell chargers aren't actually paying attention to the grid, and are just grabbing power from every battery, ignoring how the cables are laid.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on June 28, 2014, 02:14:52 PM
That's.... Alarming to say the least. Ill look into that as soon as i get home, but i thought i had fixed all the issues with it. Never the less, ill certainly be working on testing and fixing ASAP
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Girlinhat on June 28, 2014, 02:34:26 PM
Went into godmode to try some things.  With unlimited energy on, I placed 10 large batteries, then turn it off, and place 5 large batteries.  One dedicated hauler walked the 2 spaces back and forth moving the one power cell between one charging and one draining station.  It every time it would have one over ~5,000 it would instead flip over and seem to either start from 0 with a small random charge, or perhaps it rolled over and started over with the remainder being added.

Tried again with a roomfull of regular vanilla batteries, it was even worse.

Tried again with a SINGLE large battery, and it charged as expected.  The problem seems to be that multiple batteries on the same line will cause it to wig out.  When the charging and draining station are on the same grid, they work without loss, and when one batter is on the receiving grid, it works fine.

Also a suggestion to make: Increase the price of the draining stations, make them much larger (2x3 is my suggestion) and give them 10,000 energy storage.  Only drain the power cell in storage if the draining station is empty.  As it stands, a hauler will move a cell back and forth and deplete one grid entirely, while the other is fully charged, wasting as much power as you could produce.  If the draining station would only drain when it needed to, and keep cells in stock as a backup option, then things would work much better.  As it stands, they're worthless because one power grid will be totally depleted.  You could make a separate grid purely for charging cells to be moved, but then that kind of defeats the purpose.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sakata on June 29, 2014, 08:55:05 PM
Architect:
There is a bug with the latest release that allows events to happen inside of mountains or other roofed areas. eg. Raider invasion pods, resource pods, downed survivors, and your crashed meteor. It also seems to effect the spawn for the crash - instead of raiders being in a small area, they're all over the map. (Possibly caused by the changes required by the roof remover)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: knoedel90 on June 30, 2014, 10:56:22 AM
in the new Version, coal mine doesn't fill belt feed
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: WolfgangPolska on July 01, 2014, 11:08:52 AM
How exacly takes to turn Nuclear Waste into depleted nuclear waste?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on July 01, 2014, 12:55:44 PM
Ok guys, I'll look into all of this as soon as I get the chance, but I'm really burning the candle at both ends over here.

Quote from: WolfgangPolska on July 01, 2014, 11:08:52 AM
How exacly takes to turn Nuclear Waste into depleted nuclear waste?

Two in game weeks or there abouts.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: DarkXess on July 01, 2014, 01:32:12 PM
*Sorry for the delay, been on my travels - working on updating all the mod pages etc now.

Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/516-better-power/)

You can always contact me for changes to be made to the above link, also any updates please be kind to
inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: nuschler22 on July 01, 2014, 02:13:38 PM
How do I disable the black box?  I have researched black box reading.  Still can't figure out how to use it.  I have a black box that landed right next to my base and I'd rather it not go critical.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: harpo99999 on July 01, 2014, 06:39:54 PM
in the past, the answer was to go out and SHOOT it to death by individually targeting it for each shooter that you send out
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: nuschler22 on July 01, 2014, 07:49:55 PM
I found that a blasting charge works as well. 

I think there is supposed to be more to it considering it has the black box reading research attached to it.  I imagine it is suppose to be a power source.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Girlinhat on July 01, 2014, 09:46:22 PM
Quote from: nuschler22 on July 01, 2014, 07:49:55 PM
I found that a blasting charge works as well. 

I think there is supposed to be more to it considering it has the black box reading research attached to it.  I imagine it is suppose to be a power source.
The black box research only shows you the countdown of when it'll explode.

I honestly feel like this mod has a lot of neat but incomplete or unbalanced features.  The falling engine parts that don't do anything except ruin things, the infinite falling debris that leaves the terrain covered in geothermal vents, the nuclear power that generates ENORMOUS piles of non-stacking nuclear waste...
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on July 03, 2014, 09:30:41 AM
I've listed all the comments here on my immediate to do list, but currently the only time I am ever at home is on Friday afternoons for 3 hours before I have to head out to help at my local youth club again. Those 3 hours are pretty much spent entirely catching up on lost sleep, so currently no update is forthcoming. What is worse is the fact that I am leaving the country entirely in 3 weeks to assist the scout leaders with various camps for various age groups for 2 weeks, then I start my summer job which will leave me with very limited time too. I'll be pulling an all nighter to get this mod up to alpha 5 as soon as its released, but after that I'm going to quietly fall off the radar for a while, and frankly I cannot promise I'll be returning. Keeping this mod up to date and content fresh is considerably harder than I predicted it would be, and I'm unwilling to give up my sports, work, school, and volunteering commitments.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: JorDash on July 03, 2014, 09:39:31 PM
Quote from: Architect on July 03, 2014, 09:30:41 AM
I've listed all the comments here on my immediate to do list, but currently the only time I am ever at home is on Friday afternoons for 3 hours before I have to head out to help at my local youth club again. Those 3 hours are pretty much spent entirely catching up on lost sleep, so currently no update is forthcoming. What is worse is the fact that I am leaving the country entirely in 3 weeks to assist the scout leaders with various camps for various age groups for 2 weeks, then I start my summer job which will leave me with very limited time too. I'll be pulling an all nighter to get this mod up to alpha 5 as soon as its released, but after that I'm going to quietly fall off the radar for a while, and frankly I cannot promise I'll be returning. Keeping this mod up to date and content fresh is considerably harder than I predicted it would be, and I'm unwilling to give up my sports, work, school, and volunteering commitments.

That kind of sucks. But I can totally understand. All the work you have done and have put into this mod are greatly appreciated. I sincerely wish you the best. Enjoy your time away. :)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sakata on July 03, 2014, 11:49:22 PM
Will you be handing the mod off? Really hope so, because there is a lot of things about this mod that I really like.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: JKTD1919 on July 04, 2014, 03:29:04 PM
I would take it if I halfway knew what I was doing xD
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 04, 2014, 04:00:37 PM
Nevermind this, Assemblies seem way above my head, and its looking like they need updating with alpha 5. wich probably means they will continue to need updating.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 05, 2014, 10:40:32 AM
Actually, I have figured the assemblies out pretty well, and have managed to update two different assemblies to alpha 5. I think i could keep this mod updated for you, If you would like.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: murlocdummy on July 06, 2014, 06:19:53 AM
Quote from: Jerethi50 on July 05, 2014, 10:40:32 AM
Actually, I have figured the assemblies out pretty well, and have managed to update two different assemblies to alpha 5. I think i could keep this mod updated for you, If you would like.

I always prefer that all of my mods are updated by people other than me.  Of course, that's just me.  I don't know about Architect.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 06, 2014, 08:47:44 AM
Quote from: murlocdummy on July 06, 2014, 06:19:53 AM
Quote from: Jerethi50 on July 05, 2014, 10:40:32 AM
Actually, I have figured the assemblies out pretty well, and have managed to update two different assemblies to alpha 5. I think i could keep this mod updated for you, If you would like.

I always prefer that all of my mods are updated by people other than me.  Of course, that's just me.  I don't know about Architect.

ha ha ha :P I meant if he decided to take an extended break from the game or something, as he was talking about maybe doing a few days back, Obviously if he sticks around, I vastly prefer he update his own mod :P .
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sunete on July 08, 2014, 06:07:39 PM
Will this be updated soon? :(
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: annihilatron on July 08, 2014, 08:39:56 PM
i, err... seriously need this mod to play randy random. Ha.

Hope to see this maintained, it's one of the more important ones in my playing =)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 08, 2014, 10:26:39 PM
Guys it will be updated, please be patient the guy who does this mod has very little free time to work on it so it takes him a bit longer, if ya want the mod to stick around, we need to be a bit more appreciative of his work and a bit less whiny. It is a very involved and complex mod. So when updates are required for it it can take a lot of time to do.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sakata on July 08, 2014, 11:18:37 PM
Quote from: Jerethi50 on July 08, 2014, 10:26:39 PM
Guys it will be updated, please be patient the guy who does this mod has very little free time to work on it so it takes him a bit longer, if ya want the mod to stick around, we need to be a bit more appreciative of his work and a bit less whiny. It is a very involved and complex mod. So when updates are required for it it can take a lot of time to do.
Agreed.  And if he is too busy to work on it at all, it may take even longer as he chooses someone to continue his work.  Sometimes mods just take time, especially when there is just one modder doing all the work.  I help here and there with an OS minecraft mod, so I know that one little change isn't so 'little' when it comes to coding. I'd love to see this mod updated as well -- so I'll cool my heels and wait for whatever the outcome is.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: asphere8 on July 08, 2014, 11:35:03 PM
Installed the mod, activated it.
Game and all saves corrupted.
I have a feeling that this wasn't intended.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sakata on July 09, 2014, 12:29:36 AM
Quote from: asphere8 on July 08, 2014, 11:35:03 PM
Installed the mod, activated it.
Game and all saves corrupted.
I have a feeling that this wasn't intended.
Did you read what version of the game the mod is for?  It has not been updated to A5 yet.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: asphere8 on July 10, 2014, 03:55:27 PM
Quote from: Sakata on July 09, 2014, 12:29:36 AM
Quote from: asphere8 on July 08, 2014, 11:35:03 PM
Installed the mod, activated it.
Game and all saves corrupted.
I have a feeling that this wasn't intended.
Did you read what version of the game the mod is for?  It has not been updated to A5 yet.

That would be the problem then. I was tired (1am) when I installed it.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on July 10, 2014, 06:20:36 PM
I am still around guys, just been busy with an oxygen dispersion and pressure system I said I would build to stop myself going absolutely mad in what little free time I have, as my motivation for this had dropped. I leave for a camp tomorrow, but when I get back on the Sunday I will start work on updating, and smash it out until it's done. I don't know exactly when it will be finished, but you have my word it will be operational before I head off again next Friday, one way or another.

Optimistic verdict: Sunday night
Realistic verdict: Tuesday night
Pessimistic verdict: Thursday at 4 am :P

Again I can only thank you all for your kind words and patience. It's these little boosters which give me the kick up the ass to get back to work and make the damn thing happen XD
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: WayKay55 on July 10, 2014, 07:43:28 PM
Quote from: Architect on July 10, 2014, 06:20:36 PM
I am still around guys, just been busy with an oxygen dispersion and pressure system I said I would build to stop myself going absolutely mad in what little free time I have, as my motivation for this had dropped. I leave for a camp tomorrow, but when I get back on the Sunday I will start work on updating, and smash it out until it's done. I don't know exactly when it will be finished, but you have my word it will be operational before I head off again next Friday, one way or another.

Optimistic verdict: Sunday night
Realistic verdict: Tuesday night
Pessimistic verdict: Thursday at 4 am :P

Again I can only thank you all for your kind words and patience. It's these little boosters which give me the kick up the ass to get back to work and make the damn thing happen XD
that made me cry a little......
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Manly on July 10, 2014, 11:10:35 PM
I like your mod very much.  Keep in mind that this is alpha and you are busting your butt to make your mod work for every iteration that comes out...that must be a huge weight on your shoulders. 

I am sure that I speak for everyone here and hope that you don't get burned out.  If you find yourself hating "having" to do this...don't do it.  Wait until the passion hits you again and you enjoy making the game a LOT better (yes...I said it...your mod improves this game dramatically for me and a LOT of others).

The thing is...I am old enough to know that I want your mod when the game is ready.  From reading your last post it sounds like you are feeling pressure to fit this in with your already full life.  Enjoy other things and then come back and set this stuff up so this doesnt become a chore that you will finally just quit doing.  Yes...we will miss it...but it is better that you are here when we need you! :)

That goes for other modders who are burning out.  Jump ship until you feel the passion again man...this isnt your job. :)
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Sakata on July 11, 2014, 12:11:43 AM
Quote from: Manly on July 10, 2014, 11:10:35 PM
I like your mod very much.  Keep in mind that this is alpha and you are busting your butt to make your mod work for every iteration that comes out...that must be a huge weight on your shoulders. 

I am sure that I speak for everyone here and hope that you don't get burned out.  If you find yourself hating "having" to do this...don't do it.  Wait until the passion hits you again and you enjoy making the game a LOT better (yes...I said it...your mod improves this game dramatically for me and a LOT of others).

The thing is...I am old enough to know that I want your mod when the game is ready.  From reading your last post it sounds like you are feeling pressure to fit this in with your already full life.  Enjoy other things and then come back and set this stuff up so this doesnt become a chore that you will finally just quit doing.  Yes...we will miss it...but it is better that you are here when we need you! :)

That goes for other modders who are burning out.  Jump ship until you feel the passion again man...this isnt your job. :)

Agreed.  That is why I'm taking a break from minecraft modding.

I felt like it was becoming a job, and I'd allowed myself to feel "obligated" about it, which made me more and more burned out till I can't even play minecraft now.  Still like the game, but I spent too much time with it so I'm in 'extended burn out' -- to the point where I'm still not sure if I want to mod anymore.  Definitely don't want this to happen to anyone else.

Hopefully some time I'll get an itch to see what the OS community has done with the mod and see how it has progressed, and see if I have any new ideas/code to bring to the table.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: murlocdummy on July 11, 2014, 12:17:12 AM
This is one of those "too big to fail" mods.  It needs to be maintained.  I vote that the community pitch in and help update BetterPower+ with Architect as our undisputed leader.

Jerithi50 offered to handle the .dll assemblies.

I'll volunteer to help with whatever .xml files I can (which isn't much, since I don't know programming).

Edit:  TraderKinds.xml now contains Alpha5 items.
https://www.mediafire.com/?d9vublb18mw08qq
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 11, 2014, 02:13:43 AM
The truth is I have successfully updated his mod about a week ago, I did it as a test of my own ability, it works, But he hasn't even had time to look it over, and he specifically asked me not to post it publicly. I'm not telling you guys this to have you harass him or anything of the sort. I am telling you so you 1. Know that I can at least to some extent keep the mod updated, if the need arises. I say to some extent because I am NOT architect, i cannot estimate What changes he may want to make from update to update, and what additions he would want made. I'm also NOT a programmer, so while I can seemingly update these assemblies, there is no promise that one day an update wont occur that changes something that breaks the assembly in some way i cant make sense of and wont be able to fix. I will not release the update against his wishes, just to note that, So don't bother asking.  Definitely do not flame him or bother him because he asked me not to post it. It is his mod, it is a product of his free time and imagination, and he has every right to determine how and when it gets released. It is a gift from him to us. and we have no inherent right to it. If it makes anyone feel better, I haven't even been playing with it myself. I much prefer to wait for him to update it so i can compare my work to his own and see if i am indeed capable of up keeping the mod to his standard of work. I played it long enough to test everything and make sure it was all working as intended and then I disabled it and started working on my own ideas.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: murlocdummy on July 11, 2014, 02:35:47 AM
I apologize if it somehow seemed like I was flaming.

Ideally, whatever mod that I make, I like it if people are interested enough to take the mod and build off of it.  The ideal project for me is a community-led, crowdsourced one in which people lend their help whenever they can. 

It's especially important because of the constantly changing nature of online communities.  Whenever someone makes a great idea like DivineRPG and lets it fall to wayside, it's definitely a loss to the community.  When the entire community lets the project fall to the wayside, the community, itself has lost something.  Maybe it's just that I don't like the idea of keeping something to myself; I consider it selfish if I make something, post it online, and then expect to be able to prevent others from building on my work.  It felt wrong the first time I did it, and the feeling just stuck with me.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Jerethi50 on July 11, 2014, 03:25:22 AM
Don't misunderstand, my comments wasn't geared at anyone in particular, was just letting people know, I wasn't reply to anyone's earlier comment, sorry if it seemed that way. Also I'm pretty sure the reason Ive been asked not to release it is because he is still interested in updating and developing his own mod. He has also expressed to me and I'm sure to others in the community that developing addons or mods designed to work supplemental or along side his own is fine by him and he has even encouraged me to do so. I did not meant to make it seem like he doesn't want anyone adding to or accenting his own work with their own creativity. There is a big difference however in doing that, and just taking over updating his mod without asking him, or even against his will. ALSO don't take anything i say as words from his mouth. it is my take on things, I'm the only person responsible for the meaning of my words and how they are interpreted, so please don't make any assumptions about him or his mod based on my comments. I am by no means an official spokesperson of the mod or anything.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: 1chuck88 on July 14, 2014, 06:00:56 PM
Architect,
    My colony depends on your wise designs.You are the only hope at BetterPower+'ing this mods future. Even if this mod was ever "picked up" by the community I doubt new content would be as innovative as you make it. My favorite is the wind turbines, simple and balanced, i think.   TY and can't wait for new stuff.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Architect on July 15, 2014, 04:24:00 PM
I'm running on nothing at the moment, so I'll keep this brief. I would rather remain developing this mod myself. I will always aid anyone who wishes to make add ons for this mod in anyway I can, or just in general make mods. I am incredibly impressed with the time Jerethi has put into learning his way round my mod, seeing as I can hardly find my own way round it at times. However I see this as something of a challenge to face now, and It's kinda one I wanna take on my own. Those of you that have been with BP+ from the beginning may have noticed that my demeanor has changed quite significantly since I first started making this mod and joined the forum, just look at the front page of this thread if you want. All I have to say to that is as a 17 year old kid resitting the year under an exam period, trying desperately not to get kicked out of my sixth form, I'm kinda under a lot of stress, and even if I wasn't I'm under some serious time constraints.

All that gubbins aside, I'm turning shit around day by day, heading out of civilisation for a week or so to clear my head, get a life goal, clear my attitude again, and come up with some sick ideas for this mod ;) You can expect an alpha 5 release of BP+ in 10 - 50 mins. Bare with me guys, if I ever do have to give up this mod, and it will take some serious battering to make me do so, it will go to capable hands, and that is something I will personally guarantee.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V4.1.0): Updated 25/06/14
Post by: Viper717 on July 15, 2014, 04:37:12 PM
Quote from: Architect on July 15, 2014, 04:24:00 PM
I'm running on nothing at the moment, so I'll keep this brief. I would rather remain developing this mod myself. I will always aid anyone who wishes to make add ons for this mod in anyway I can, or just in general make mods. I am incredibly impressed with the time Jerethi has put into learning his way round my mod, seeing as I can hardly find my own way round it at times. However I see this as something of a challenge to face now, and It's kinda one I wanna take on my own. Those of you that have been with BP+ from the beginning may have noticed that my demeanor has changed quite significantly since I first started making this mod and joined the forum, just look at the front page of this thread if you want. All I have to say to that is as a 17 year old kid resitting the year under an exam period, trying desperately not to get kicked out of my sixth form, I'm kinda under a lot of stress, and even if I wasn't I'm under some serious time constraints.

All that gubbins aside, I'm turning shit around day by day, heading out of civilisation for a week or so to clear my head, get a life goal, clear my attitude again, and come up with some sick ideas for this mod ;) You can expect an alpha 5 release of BP+ in 10 - 50 mins. Bare with me guys, if I ever do have to give up this mod, and it will take some serious battering to make me do so, it will go to capable hands, and that is something I will personally guarantee.

That is some amazing and exciting news, i'm a pretty new modder but if you need any help with anything let me know!

Looking forward to your updated release and congratulate you on finding time to keep updating this mod even with your busy schedule

Cheers!
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Architect on July 15, 2014, 04:50:38 PM
Aaaaand we are live. BPH is gonna need some more work which I will get started on in a few minutes once I've got something to eat. I've fixed up the showcase image not being found, bought the thread page description a little more up to date, and eaten about 5 million bread sticks. As usual, this is a preliminary upload, so expect issues still to be present, but they should be only minor, and make sure you let me know about them ASAP when you find them. I only have till Thursday to get this rig ship shape :D
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: fraz on July 15, 2014, 05:54:49 PM
Question about lightning rods:

Do the rods "attract" lightning strikes within a radius around them, providing nearby structures with some protection from lightning? If so, is the attraction absolute (e.g., all lightning strikes within X radius of a lightning rod strike the rod rather than their original random target) or partial (e.g., X% of strikes within Y radius are redirected to the rod)? Also, if so, what is the protected radius?
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Architect on July 15, 2014, 06:13:44 PM
Quote from: fraz on July 15, 2014, 05:54:49 PM
Question about lightning rods:

Do the rods "attract" lightning strikes within a radius around them, providing nearby structures with some protection from lightning? If so, is the attraction absolute (e.g., all lightning strikes within X radius of a lightning rod strike the rod rather than their original random target) or partial (e.g., X% of strikes within Y radius are redirected to the rod)? Also, if so, what is the protected radius?

Actually, the lightning rods are a bit of a cheat under the pretence if it looks right, and no one can tell it isn't, then it's right. The strikes that hit it are an entirely new type of lightning strike called a passive lightning strike that I made. At random intervals after creation when the weather is stormy (wet or dry storm), the passive lightning strike gets called onto the lightning rod, and it does one tick at an insanely high power output for that single tick, which is what causes the sudden power burst. Basically, it works entirely separately of the actual weather and lightning of RimWorld, other than to check that the weather is actually stormy.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: fraz on July 15, 2014, 06:36:41 PM
Ah, I see! Well then, as a suggestion, it would be quite neat if the lightning rod prevented normal lightning strikes within X radius, perhaps 10-15 squares. Along the same lines, a lightning rod could have reduced power generation (i.e., reduced frequency of "passive" strikes) if its radius overlaps with that of another lightning rod, scaling such that two lightning rods placed side-by-side would generate barely more power than one rod by itself.

If feasible from a coding standpoint, I believe these additions would do a lot to differentiate the lightning rod as much more than just another power structure. That said, I understand you have limited free time and lots of ideas, so, regardless, I appreciate all the work you've put into this excellent project.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: JKTD1919 on July 15, 2014, 07:26:20 PM
Alpha 5D? If so, the name is wrong.
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Jerethi50 on July 15, 2014, 07:27:41 PM
hehe dont forget to set the title to alpha 5!
Title: Re: [MOD] (Alpha 4) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: sodyaler on July 15, 2014, 10:20:09 PM
Thanks for the hard work. It's one of my favorite mods out there. I think there may be something wrong with the trader defs though because since activating your mod for alpha 5, I haven't gotten a single trader show up yet. Thought I'd throw that out there.

Edit: Seems only for the colony I had going before I added the mod. Checked on a new one and I was able to get traders. My bad.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Architect on July 16, 2014, 02:59:39 AM
Thanks for pointing out the name balls up, fixed now :P As for the trader defs, they are a bit ballsed up arm. My plan is to use the base trader defs mod by itchyflea soon so we can have a bit of compatibility
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: piinatsu on July 16, 2014, 09:39:41 AM
BetterPower+ doesn't seem to be compatible with Resource Kompression mod. It doesn't cause an error or crash, but some stuff in Resource Kompression mod doesn't appear.
I suspect the TraderDefs conflicting with each other.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Architect on July 16, 2014, 02:22:57 PM
Quote from: piinatsu on July 16, 2014, 09:39:41 AM
BetterPower+ doesn't seem to be compatible with Resource Kompression mod. It doesn't cause an error or crash, but some stuff in Resource Kompression mod doesn't appear.
I suspect the TraderDefs conflicting with each other.

A known issue, and one I fully intend to address when I get home from my camping trip.

BetterPowerHard is now complete guys. Would have got it done last night, but I fell asleep at my desk before I finished it off XD
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: sodyaler on July 16, 2014, 03:32:00 PM
Right on man, we appreciate the hard work.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: ItchyFlea on July 16, 2014, 05:12:01 PM
Quote from: Architect on July 16, 2014, 02:59:39 AM
My plan is to use the base trader defs mod by itchyflea soon so we can have a bit of compatibility
Just to let you know I've stopped working on Base Mod, as the ultimate goal I had with that (splitting apart several Def files via assemblies to permanently solve incompatibility issues) isn't going to work. Feel free to use it, but it won't be updated for Alpha 6 when that comes out. (At least not by me anyway.)

Do you mind if I go ahead and make a compatibility patch so this can work with my mapgenpack?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: Architect on July 16, 2014, 05:22:23 PM
Quote from: ItchyFlea on July 16, 2014, 05:12:01 PM
Quote from: Architect on July 16, 2014, 02:59:39 AM
My plan is to use the base trader defs mod by itchyflea soon so we can have a bit of compatibility
Just to let you know I've stopped working on Base Mod, as the ultimate goal I had with that (splitting apart several Def files via assemblies to permanently solve incompatibility issues) isn't going to work. Feel free to use it, but it won't be updated for Alpha 6 when that comes out. (At least not by me anyway.)

Do you mind if I go ahead and make a compatibility patch so this can work with my mapgenpack?

Fair enough. Well, I'll figure something out never the less :P

Absolutely, but is it necessary? I've removed all the mapgen components out of the mod now when I removed wire from the base building costs of items in game. It should work as normal already?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 15/07/14
Post by: ItchyFlea on July 16, 2014, 05:33:06 PM
Quote from: Architect on July 16, 2014, 05:22:23 PM
Absolutely, but is it necessary? I've removed all the mapgen components out of the mod now when I removed wire from the base building costs of items in game. It should work as normal already?
I assumed that you still had the mapgen components in the mod. Since they aren't there, then we're already compatible. :)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Bog on July 17, 2014, 02:07:27 AM
So I've been thinking about something power-related that I'd really like, but don't really have the programming skills to make it and am busy making Project Armoury weapons anyways.

I thought I'd outline it here in hopes that you might feel inspired and add it to your mod.  :P


Basically I'd like to be able to run steam (from steam geysers) through pipes so that the geothermal  generator could be placed inside my base, rather than way out in the open where I'd need to run huge lengths of stone walls, sandbags, etc. to defend it.

Basically you'd need...

... A new building to cover the geyser. It'd basically be a cap, funneled down into a pipe that then comes out of the side. I imagine it'd be 2x2 in size.

... A new insulated pipe. I imagine it'd work a lot like a power conduit, except you'd be "moving" steam pressure instead of wattage.

... To change geothermal generators so that they could be built when not on a geyser, but not generate power unless they're either on a geyser or connected to one via a steam pipe.

... To make pipes/caps that are disconnected vent steam like a geyser if connected to one. (This one's just to make it look better)

I imagine the cap would cost ~50 metal, and each piece of pipe would cost ~4-8, depending on how it all balances out. I think they should also have decent hit-points. Maybe 120-150 for the pipes and 350-450 for the cap. It's not super strong but it'd take a while for raiders to tear down the whole system.

Basically you'd spend extra metal and construction time to be able to better defend your expensive geothermal generators. (I'd also hope that the pipes and caps would give you a better ratio of slag when destroyed, so you can regain the metal used, if you have colonists working at your slag smelters)

If it's considered to be too good by people, you could always make it so that a capped and piped steam geyser generates, say, 10% less power than if you put the geothermal generator right on top. Then people would have some more incentive to be picky about when they use the system.

Anyways, hope I explained it well. If you don't make it it doesn't matter, but I thought the idea would fit your mod pretty well if you were trying to think of new things to add.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Ender on July 17, 2014, 08:22:19 AM
i do like Bogs idea, though i do imagine it would take a fair amount of modding as you essentially have to make a completely new "network" assembly for the steam.

P.S. Woot! yay for the update!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Cala13er on July 17, 2014, 09:18:11 AM
Quote from: Ender on July 17, 2014, 08:22:19 AM
i do like Bogs idea, though i do imagine it would take a fair amount of modding as you essentially have to make a completely new "network" assembly for the steam.

P.S. Woot! yay for the update!

I've already created (With WorldOfIllusions help) a new network. So I'm actually already working on getting bogs idea working :)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: johnweller24 on July 18, 2014, 12:44:21 AM
im having trouble so i just downloaded this mod and put it into my rimworld mod folder then i restarted the game and now all i get is a black screen....i dont know if i did something wrong or.....
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Ender on July 18, 2014, 03:33:56 AM
Quote from: Cala13er on July 17, 2014, 09:18:11 AM
Quote from: Ender on July 17, 2014, 08:22:19 AM
i do like Bogs idea, though i do imagine it would take a fair amount of modding as you essentially have to make a completely new "network" assembly for the steam.

P.S. Woot! yay for the update!

I've already created (With WorldOfIllusions help) a new network. So I'm actually already working on getting bogs idea working :)

yay! im excited to see that progress!

Quote from: johnweller24 on July 18, 2014, 12:44:21 AM
im having trouble so i just downloaded this mod and put it into my rimworld mod folder then i restarted the game and now all i get is a black screen....i dont know if i did something wrong or.....

I'm not sure exactly what your problem is, more details would be good, but you could try and simply delete all the Rimworld files, and redownload the game for starters, when adding mods, make sure to put them in the mods folder.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on July 18, 2014, 11:20:04 AM
I like the idea Bogs, but again to you I'll have to say what I've said to the others, I've got a long list of stuff for BP+ to get through first, so what I really need is ideas for BetterPowerHard XD That being said, I will keep this idea at the back of my mind for a time when it becomes appropriate to implement.

As of now I am leaving the country, so any messages send, posts made, or issues found may or may not be answered by myself until the 30th of this month when I return. Depending on if my hotel has wifi I may be able to get on the forums every once in a while, but otherwise consider me off the grid :P
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 18, 2014, 02:46:18 PM
Question for any veterans of the mod: Is coal intended to be used as a power source? Looking at the numbers, it seems like a coal mine + a coal burner is more expensive to setup than a geothermal plant, but produces less power (especially if you use a conveyor belt system). I can't see any possible reason for choosing to burn coal over running geothermal plants; am I using coal burners (or doing the math) incorrectly, or are they really just not a practical power source?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on July 18, 2014, 03:12:34 PM
A coal miner produces enough to feed two generators, whilst only using one geyser. I must admit, some more balancing is necessary, so i shall work on that when i return, probably just to lower its production price.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Bog on July 18, 2014, 05:08:19 PM
Quote from: Architect on July 18, 2014, 11:20:04 AM
I like the idea Bogs, but again to you I'll have to say what I've said to the others, I've got a long list of stuff for BP+ to get through first, so what I really need is ideas for BetterPowerHard XD That being said, I will keep this idea at the back of my mind for a time when it becomes appropriate to implement.
Yeah, I wasn't expecting you to just go make it because I suggested it. I just figured I'd throw it out there in case you were having a hard time coming up with things to add.

As far as BetterPowerHard is concerned, I haven't actually tried it yet, but will one of these days.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Halinder on July 18, 2014, 08:02:28 PM
That nuclear reactor explosion. It gets set alight by rain just once, and suddenly half my colony is in ashes. I was right to put it in the main raider-kill-hall chamber..
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 18, 2014, 08:55:20 PM
Quote from: Halinder on July 18, 2014, 08:02:28 PM
That nuclear reactor explosion. It gets set alight by rain just once, and suddenly half my colony is in ashes. I was right to put it in the main raider-kill-hall chamber..

Reactors make great panic buttons like that. Place it in front of your killzone funnel, wall it off, and if you get approached by an enemy raid you're not ready for, shell it with artillery or grenades. A 25-tile blast radius is guaranteed to kill enough to break their morale and force a retreat.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jerethi50 on July 19, 2014, 04:23:08 AM
I have found a pretty serious bug with this version of better power, Apparently if you use large batteries (and maybe small, i havent tested with small) and the Short Circuit incident fires off, It fails to fire, and then no more incidents fire off after it. this can be temporarily fixed by removing all large and small batteries, entering debug mod, forcing the short circuit incident, after this incidents should work correctly. i suggest not using the large batteries until this is fixed

I did test this on just Better power, separately, though i found out about the bug in my mod pack. it still happens with just better power + activated.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Fukara on July 19, 2014, 02:05:21 PM
How nano storage works ?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Haplo on July 19, 2014, 03:16:50 PM
I think you've mixed something up. Nano Storage is a part of the Miscellaneous Mod.
What it does: it stores up to ten items/resourcestacks inside. You can release it and even select, what you wanna release again.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Fukara on July 19, 2014, 03:26:52 PM
Quote from: Haplo on July 19, 2014, 03:16:50 PM
I think you've mixed something up. Nano Storage is a part of the Miscellaneous Mod.
What it does: it stores up to ten items/resourcestacks inside. You can release it and even select, what you wanna release again.

you are right
Thank you.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Baleur on July 19, 2014, 04:23:58 PM
How on earth do you get the coal from the coal miner onto the conveyor belts?
I tried connecting a conveyor to the mine.
I tried making the connecting conveyor a "loading belt".
I tried putting a hopper (couldnt).
I'm out of options.

There's pretty much No explanation or schematic or tutorial what so ever on the main post about any of this.

Surely you aren't supposed to use colonists to manually place the coal on it, since that would defeat the purpose?
Thanks.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jerethi50 on July 19, 2014, 04:59:23 PM
i think you just place the conveyor belt on the square coal shows up on, the conveyor belt should push any object in the same square as it i think.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Baleur on July 19, 2014, 05:44:42 PM
The coal shows up scattered all around xD
I guess i could just wrap the entire mine in conveyor belts.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: DaPieGuy on July 19, 2014, 06:49:35 PM
Just wondering, will this work with tech tree minami? As I am not sure if they both have an effect on world gen.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 19, 2014, 07:03:55 PM
Quote from: DaPieGuy on July 19, 2014, 06:49:35 PM
Just wondering, will this work with tech tree minami? As I am not sure if they both have an effect on world gen.

Architect mentioned removing the mapgen elements from this mod one page back. So I think it should be okay. I'm no modder though.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Entityofsin on July 20, 2014, 04:52:10 AM
How do I get coal? Cause when I started up a fresh game (haven't played in a long time) I never have been able to figure out from past versions how to get coal to use the coal burner.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Baleur on July 20, 2014, 10:25:07 AM
Research digging, drilling, then build the coal miner on top of geysers as the tooltip says
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 20, 2014, 12:49:24 PM
Quote from: Jerethi50 on July 19, 2014, 04:59:23 PM
i think you just place the conveyor belt on the square coal shows up on, the conveyor belt should push any object in the same square as it i think.

To setup a logistics chain using conveyors, this is what you do:

Naturally a chain of conveyors. At the end the link should be toggled to "unload" mode, at the start the link should be toggled to "load" mode. Now attach "Belt Feeds" to the sides of the loader. These will basically be 1-tile stockpile zones that you can toggle

Things to note:
- The unload section launches items in the direction its facing. So try to make it face an empty corner, not a doorway, or you might find your items spilling out into the hall and blocking traffic.

- If objects keep consistently get thrown off a certain part of the chain, check that you don't have a link facing backwards or sideways by mistake. Those arrows are really tiny and hard to see, so you'll probably make this mistake often (like I do). If they still keep getting thrown off and all the links are okay, build walls around the conveyor chain to prevent items from being knocked off.

- MOST Important: When setting up a conveyor chain for certain items, make sure all stockpiles that can hold that item have the same priority as the Belt Feeds. If you do not, you'll find pawns will manually haul items and ignore the conveyor (if your other stockpiles have higher priority) or will pickup items at the end of the conveyor and carry them back to the beginning Belt Feed in an endless loop (if your other stockpiles have lower priority). Instead, to manage your inventory, use distances; when all stockpiles have equal priority settings, the AI uses distance to determine the priority instead. So you can keep your logistics flowing as you want it to without using different priority settings.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Entityofsin on July 20, 2014, 03:40:07 PM
Quote from: Baleur on July 20, 2014, 10:25:07 AM
Research digging, drilling, then build the coal miner on top of geysers as the tooltip says

Did this and still no coal.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 20, 2014, 04:02:28 PM
Firstly, note that the coal miner has three sides with a thin yellow wall, and a fourth "open side". The spawn location is relative to what direction the open side is facing; in the following example, the open side is facing south:


XXXXXX
XXXXXX <-- Coal Miner (6x6 tiles large)
XXXXXX
XXXXXX
XXXXXX
XXXXXX
-CCC-- (the C's are the initial coal spawn points)
-C-C--
-CC---


So make sure that space, relative to whatever direction the open side is facing, is clear of obstruction for spawning. Also don't forget to power the thing!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on July 22, 2014, 04:16:48 PM
I don't have long, so I'll be brief. There are some significant issues with AA turrets and batteries atm. Im away for quite a while currently so I cant do much about it, however as soon as I can ill be updating. I appreciate what everyone here has said and I have read it, but if you are after a reply from me atm, please PM me as I'm trying to priorities what needs doing in the little time the internet is up here.

Undecided, thank you for all your help so far, both in this thread and in the All in One modpack thread for finding issues and presenting solutions. A thank you I shall re apply once I can get access to proper internet.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Undecided on July 22, 2014, 05:52:05 PM
Quote from: Architect on July 22, 2014, 04:16:48 PM
I don't have long, so I'll be brief. There are some significant issues with AA turrets and batteries atm. Im away for quite a while currently so I cant do much about it, however as soon as I can ill be updating. I appreciate what everyone here has said and I have read it, but if you are after a reply from me atm, please PM me as I'm trying to priorities what needs doing in the little time the internet is up here.

Undecided, thank you for all your help so far, both in this thread and in the All in One modpack thread for finding issues and presenting solutions. A thank you I shall re apply once I can get access to proper internet.

Hah, you're the one doing all the work! I just write complains about broken things.  ;D

I have lots of experience as a modder and debugging myself -- but only in other games. I haven't really learned the Rimworld engine yet, otherwise I'd probably try and release hotfixes myself rather than dumping the work on you guys. Once I learn enough I'll try to lend you a hand if I can, since you sound pretty busy. Anyways, for the sake of easy reading and preventing duplicate reports by others in this thread, I'll compile the bugs so far:






QuoteBroken

- Nuclear lantern light: emits no visible light
- Nuclear waste hauling: cannot be hauled via stockpile settings, even though it can be hauled for lantern constructions. I suspect syntax-related error confusing "active" nuclear waste with "decayed nuclear waste."
- AA turrets mounts: The moving gun turret sometimes spawns off-center of the base -- as if the turret had been actually been built one tile south-west of its actual location, and occupies additional space. This can cause a second bug wherein demolishing the AA turret leaves a permanently blocked/unusable tile.
- AA guns functionality: don't seem to block drop-pod raids on top of you (the ones that land at your orbital trade beacon). Not 100% sure if this a bug with BP+ or AiO mod conflicts
- Conveyor Belts & Doors: Numerous instances of conveyor belt lines teleporting goods into nearby doors up to ~7 tiles away, even if the loading/unloading portions of the belt are nowhere nearby and there is a solid wall separating the conveyors and the doors. The items are still set to forbidden as if they had fallen off in transit.
- Hopper bug: Your future patchnotes suggest it may be solved already, but just in-case, I'll mention it. The AI keeps trying to haul food to my nuclear reactor's hoppers. While the hoppers are currently set to accept all item types, including food, they are also filled with uranium. This means the AI is trying to fill and already-full hopper with a different good. The result is the AI will "freeze" in one location, constantly trying and failing to deliver food to the hopper unless the reactor has no access (i.e., walling it off). Hopefully will be solved by your hoppers automatically changing goods based on where they're built.

Suggestions: Improves gameplay, but not necessarily anything "broken"

- Nuclear waste decay alert spam: The "A barrel of nuclear waste has decayed" alert can get pretty spammy, even with only one active reactor. I imagine it must get spammy if you run multiple reactors. Recommend disabling this.
- Disposal of nuclear waste: A quick stop-gap fix might be to allow incineration at the crematorium. A more realistic but harder to code solution (i.e., to do later on) might be to allow waste to decay further from decayed nuclear waste to metal or rocks (lead, basically). Or alternatively, add a breeder reactor which can remove waste and produce tiny amounts of uranium.
- Nuclear waste exploit: nuclear waste piles can have devastating effects on the morale of enemy besiegers and raiders. I'm sure some players will exploit this. I'm not sure if the game engine will permit it, but ideally you'd want to reduce the morale malus it has on raiders.
- Coal spawning: Coal spawns in one- unit stacks and spirals outwards, which not only makes creating conveyor chains confusing to players but can also clog up stockpiles if a conveyor chain dumps coal in the stockpile. (The AI seems to not bother stacking coal unless the stockpile is already full and/or it's manually hauling more coal to the stockpile). A system where coal spawns in one large stack rather than multiple 1 unit stacks would be far easier to manage.
- Visibility of conveyor direction: It's really hard to see what direction the arrow is pointing, even at max zoom. It only gets worse on snow-laden maps or when it's raining. Please make the arrows larger or brighter.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Somz on July 25, 2014, 05:22:04 AM
Yeah I'm modding rimworld as hard as I can but...
Is it just me, or the coal miner only generates 3k (-300 or so for running the miner)
while the geothermal generator produces 3,6-7k juice?
Because to hell with it, I ain't gonna build and haul no stuff if it only results in less power income. :D
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jerethi50 on July 25, 2014, 05:28:39 AM
Quote from: Cyst on July 25, 2014, 05:22:04 AM
Yeah I'm modding rimworld as hard as I can but...
Is it just me, or the coal miner only generates 3k (-300 or so for running the miner)
while the geothermal generator produces 3,6-7k juice?
Because to hell with it, I ain't gonna build and haul no stuff if it only results in less power income. :D

not yelling or anything but HE ALREADY , lol j/k, but seriously this has been discussed before, the concept is that you can mine enough coal to run two coal burners, from one coal miner, and you can place those two burners anywhere you want, instead of having to plop them on a steam geyser, plus that is why there are conveyor belts, if you really don't want your colonists trekking across the whole map every time coal pops up, you can wait until you amass some, toggle the conveyor belt stockpile thingy on, and your villagers will go and load that, sending them on their way home, they make the trek out and back only once. ideally.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Somz on July 25, 2014, 07:16:45 AM
Quote from: Jerethi50 on July 25, 2014, 05:28:39 AM

not yelling or anything but HE ALREADY , lol j/k, but seriously this has been discussed before, the concept is that you can mine enough coal to run two coal burners, from one coal miner, and you can place those two burners anywhere you want, instead of having to plop them on a steam geyser, plus that is why there are conveyor belts, if you really don't want your colonists trekking across the whole map every time coal pops up, you can wait until you amass some, toggle the conveyor belt stockpile thingy on, and your villagers will go and load that, sending them on their way home, they make the trek out and back only once. ideally.

Then I'm most likely retarded. Didn't notice the coal output is that much.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on July 25, 2014, 02:24:23 PM
It's cool man XD It's not very obvious, and frankly needs a little more balancing anyway as a geothermal generator is possibly a better option depending on the size of your base anyway. It's on my to do list for the next update for sure.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Mihil33 on July 26, 2014, 02:26:44 PM
will there be a thingy/machine/research that will round robin items on the conveyor belts ?

edit: Oh and i noticed that the Coal Miner doesn't want to output coal to  the conveyor belt nor the belt feed. Did that changed or what ?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: seonder on July 29, 2014, 01:33:56 PM
First of all, I really love your mod!! i want to thank you for this very masterpiece!

Now the question :
A) what do I do with all depleted nuclear waste?
I really like to know something more bout it.

B) I'm struggling with conveiors  :'( I put 'em in place but they cant carry any coal from my mine to coal burner. Pls enlight me!

Thank you all!!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: supruzr on July 29, 2014, 08:24:55 PM
Quote from: Jerethi50 on July 25, 2014, 05:28:39 AM
Quote from: Cyst on July 25, 2014, 05:22:04 AM
Yeah I'm modding rimworld as hard as I can but...
Is it just me, or the coal miner only generates 3k (-300 or so for running the miner)
while the geothermal generator produces 3,6-7k juice?
Because to hell with it, I ain't gonna build and haul no stuff if it only results in less power income. :D

not yelling or anything but HE ALREADY , lol j/k, but seriously this has been discussed before, the concept is that you can mine enough coal to run two coal burners, from one coal miner, and you can place those two burners anywhere you want, instead of having to plop them on a steam geyser, plus that is why there are conveyor belts, if you really don't want your colonists trekking across the whole map every time coal pops up, you can wait until you amass some, toggle the conveyor belt stockpile thingy on, and your villagers will go and load that, sending them on their way home, they make the trek out and back only once. ideally.

The amount of infrastructure required to actually get this working makes the geothermal generator objectively better in every way. The coal economy introduced by this mod is a joke.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on July 30, 2014, 05:00:59 AM
Quote from: supruzr on July 29, 2014, 08:24:55 PM
The amount of infrastructure required to actually get this working makes the geothermal generator objectively better in every way. The coal economy introduced by this mod is a joke.
[\quote]

Which, as I have said on numerous occasions now, is a known issue born from the fact that this is my first ever mod of anything. It's on my list of things to fix as soon as I am home long enough to start working on it.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: fraz on July 31, 2014, 09:41:37 PM
The research description for the coal feeder states, "Allows you to brutalise a hopper to force feed your coal plant with far less coal being wasted, and therefore higher output! May have a tendency to catch fire." However, when I look at the coal feeder's config file, it looks exactly like a hopper except that it's restricted to only hold coal. Is there any actual difference between a coal feeder and a hopper, aside from the coal feeder's restriction to coal only?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Somz on July 31, 2014, 10:33:23 PM
Quote from: fraz on July 31, 2014, 09:41:37 PM
The research description for the coal feeder states, "Allows you to brutalise a hopper to force feed your coal plant with far less coal being wasted, and therefore higher output! May have a tendency to catch fire." However, when I look at the coal feeder's config file, it looks exactly like a hopper except that it's restricted to only hold coal. Is there any actual difference between a coal feeder and a hopper, aside from the coal feeder's restriction to coal only?

I guess the answer is "not yet" then.
In any case, leave the poor guy alone, guys, he's doing great considering everything, don't be too greedy.
Y'all folks help out if you can, or start modding his mod to your liking or anything but it'd be nice not demanding anything in my opinion. :)
Besides, coal or no coal, roof drilling and lazor drilling steam vents are alone worthy of praise... x)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 01, 2014, 05:39:09 AM
That's because the difference can be seen in the actual code for the Coal Plant :P Using a coal feeder generates more power per piece of coal because 'less is lost during the loading process' or some other bull shit excuse I made XD You can use a hopper, but coal feeders will give you more bang for your buck.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jerethi50 on August 01, 2014, 02:15:36 PM
Quote from: Architect on August 01, 2014, 05:39:09 AM
That's because the difference can be seen in the actual code for the Coal Plant :P Using a coal feeder generates more power per piece of coal because 'less is lost during the loading process' or some other bull shit excuse I made XD You can use a hopper, but coal feeders will give you more bang for your buck.

Ironically .... I didnt even know this, this makes coal a bit more useful :P
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 01, 2014, 04:01:16 PM
Quote from: Jerethi50 on August 01, 2014, 02:15:36 PM
Quote from: Architect on August 01, 2014, 05:39:09 AM
That's because the difference can be seen in the actual code for the Coal Plant :P Using a coal feeder generates more power per piece of coal because 'less is lost during the loading process' or some other bull shit excuse I made XD You can use a hopper, but coal feeders will give you more bang for your buck.

Ironically .... I didnt even know this, this makes coal a bit more useful :P

Well, unless that part has broken since alpha 3 seeing as that was the last time I tested it, but I dont see why it would have.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: forsaken1111 on August 05, 2014, 11:01:55 AM
Quote from: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Is the battery in front of or behind the wind turbine?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: jorea143 on August 05, 2014, 11:45:01 AM
How do you setup a coal burner? I got mine built and I notice my coal supply doesn't decrease. And it doesn't produce power.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Somz on August 05, 2014, 06:14:18 PM
Quote from: forsaken1111 on August 05, 2014, 11:01:55 AM
Quote from: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Is the battery in front of or behind the wind turbine?

Shouldn't matter, according to my experience, if the turbine has roof above it (even "outside"), or have something behind or in front of it, it generates no power.
I didn't exactly experiment on how close I can place things to it, usually I just skip 4 (or 5?) tiles.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: thefinn on August 05, 2014, 06:35:53 PM
Quote from: Cyst on August 05, 2014, 06:14:18 PM
Quote from: forsaken1111 on August 05, 2014, 11:01:55 AM
Quote from: thefinn on August 04, 2014, 10:04:30 PM
I am brand new to the mod, just wondering, I got a wind turbine and hooked it directly up to a battery (just to be sure)... It's producing nothing.

Am I missing a step with this ? :)

Thanks.
Is the battery in front of or behind the wind turbine?

Shouldn't matter, according to my experience, if the turbine has roof above it (even "outside"), or have something behind or in front of it, it generates no power.
I didn't exactly experiment on how close I can place things to it, usually I just skip 4 (or 5?) tiles.

How far in front/behind are we talking?

Is this documented somewhere I'm missing? Thread needs a TLDR if it's in there ;)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 09, 2014, 08:50:52 AM
Sorry for late replies from me, I've been without internet for the past week. The plan for the next three weeks should happilly address your current concerns as well as a few others. Basically Imma throw out some patches for the broken gubbins in my mod, get that back up to scratch, and then when my new computer arrives next week I'm going to begin making mini tutorials on how to use the mod. Simply, but hopefully effective.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Seth1483 on August 09, 2014, 01:07:06 PM
Are you also getting it up to Alpha 6? Based on the changelog, there seems to be a LOT of mapgen changes.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 09, 2014, 01:12:20 PM
Quote from: Seth1483 on August 09, 2014, 01:07:06 PM
Are you also getting it up to Alpha 6? Based on the changelog, there seems to be a LOT of mapgen changes.

Shouldn't be a problem as I have removed all map gen related components from BP+. Never the less, we shall see. As long as alpha 6 comes out during the summer holidays, we should be able to see a relatively fast update for this mod as I'm gonna have plenty of free time for once XD
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: coolflash on August 11, 2014, 07:36:57 AM
Nice work! Tried the mod and it really helps. Still wondering how to use the nuclear control thingy.

I observed a bug. Not sure if anyone else got the same issue:

The vanilla 'incident' for short circuiting of the battery is somehow causing problems with the large battery whenever I begin placing large batteries in game. This caused the game to stop creating any more incidents like traders, other events etc.

I removed the short circuiting incident and the game works fine. I suppose the game does not recognize the incident to also work on large batteries in conjunction with vanilla batteries in game?

Thanks for the mod though  ;)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 11, 2014, 08:01:21 AM
Quote from: coolflash on August 11, 2014, 07:36:57 AM
Nice work! Tried the mod and it really helps. Still wondering how to use the nuclear control thingy.

I observed a bug. Not sure if anyone else got the same issue:

The vanilla 'incident' for short circuiting of the battery is somehow causing problems with the large battery whenever I begin placing large batteries in game. This caused the game to stop creating any more incidents like traders, other events etc.

I removed the short circuiting incident and the game works fine. I suppose the game does not recognize the incident to also work on large batteries in conjunction with vanilla batteries in game?

Thanks for the mod though  ;)

It's a known issue that I'm having a hell of a time trying to work out :/ Rest assured it will be fixed in the next update, no matter how long it takes.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Faryzal2020 on August 14, 2014, 11:47:52 AM
is this going to be updated? i love the laser drill, it really helps.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 14, 2014, 03:19:56 PM
Yeah, I'm gonna start working on it as soon as I get back on Monday. :)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: nmid on August 18, 2014, 07:11:45 AM
Looking forward to the alpha6 mod :)
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on August 18, 2014, 11:07:11 AM
Good news and bad news. Good news: I'm back! Bad news: I'm a bit of an idiot. Not the smartest person on the block and not the best remembering things, my memory is kind of similar to a siv, but where the bottom fell out leaving you with a useless metal hoop. Unfortunately what that means is that I may have lost the entirety of BP+ with a really stupid mistake, along with every back up I had. Now I still have the old versions which I can decompile, copy over, and rebuild the mod from, but its gonna take a little bit of time. On top of that I've got into a bit of trouble with some not so cleaver antics, so I need to get away from my village for a while, leaving within this hour. I honestly don't know how long I'll be gone or when I'll be back, hopefully not long, but until then there's not going to be a lot going on. But hey, for all I know I'll be back by the end of tomorrow XD
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jerethi50 on August 19, 2014, 11:44:23 AM
Ohh man, that really sucks :(, I guess ill start a build of aio without BP+, Anyhow hope you are ok and everything gets worked out for ya.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Dread on August 19, 2014, 02:41:34 PM
This really sucks, this is my favourite mod, really looking forward to an A6 release for it. Architect, if i may give you some advice, i'm a web developer so work with code a lot, but dont know anything about writing code for games, however one universal code related tool will help you. Source Control. Setup a git repo, download a git client (i like sourcetree) and learn how to keep your code safe. I'm happy to give you a tutorial on how to set this up over skype if you'd like?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Shinzy on August 19, 2014, 03:06:39 PM
Quote from: Architect on August 18, 2014, 11:07:11 AM
Good news and bad news. Good news: I'm back! Bad news: I'm a bit of an idiot. Not the smartest person on the block and not the best remembering things, my memory is kind of similar to a siv, but where the bottom fell out leaving you with a useless metal hoop. Unfortunately what that means is that I may have lost the entirety of BP+ with a really stupid mistake, along with every back up I had. Now I still have the old versions which I can decompile, copy over, and rebuild the mod from, but its gonna take a little bit of time. On top of that I've got into a bit of trouble with some not so cleaver antics, so I need to get away from my village for a while, leaving within this hour. I honestly don't know how long I'll be gone or when I'll be back, hopefully not long, but until then there's not going to be a lot going on. But hey, for all I know I'll be back by the end of tomorrow XD

This sounds like something straight out of Donald Duck! (especially with how much your avatar reminds me of Doctor Triplex, But enough of that! =P)
I hope everything's gna be fine!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Zeta Omega on August 19, 2014, 07:55:50 PM
PLEASE UPDATE TO ALPHA 6!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Raufgar on August 19, 2014, 08:50:52 PM
Quote from: Zeta Omega on August 19, 2014, 07:55:50 PM
PLEASE UPDATE TO ALPHA 6!

He can't yet Zeta. Go back to the previous page to see why.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: nmid on August 20, 2014, 09:35:17 AM
Darn.... Sorry to hear that.
Not sure how big the size of the backup is... but after each launch, you could upload the backup to dropbox/gdrive as a safety measure.

Edit - Nvm, Dread had a much better and practical suggestion than mine.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Zeta Omega on August 20, 2014, 06:04:37 PM
Quote from: Raufgar on August 19, 2014, 08:50:52 PM
Quote from: Zeta Omega on August 19, 2014, 07:55:50 PM
PLEASE UPDATE TO ALPHA 6!

He can't yet Zeta. Go back to the previous page to see why.
Dang...to bad....
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Somz on August 22, 2014, 09:13:22 PM
What will I do without lazor drilling? And the roof removal? Oh, my, I'm lost... I should probably stop relying on mods that much... Yeah, I'll just tell the legion of the MAIs to build more solar panels...!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Zeta Omega on August 23, 2014, 08:32:51 PM
Quote from: Somz on August 22, 2014, 09:13:22 PM
What will I do without lazor drilling? And the roof removal? Oh, my, I'm lost... I should probably stop relying on mods that much... Yeah, I'll just tell the legion of the MAIs to build more solar panels...!
If you use a mod called Glitter tech, you will think geothermals are pathetic once you build the new kind
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Bruvvy on August 23, 2014, 11:34:38 PM
I love conveyor belts
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Death_Vader97 on August 31, 2014, 10:52:53 AM
No news on this mod? I would be really interested if the a6 development is continuing or (i dont hope that) is cancelled. It's a really great mod, one of the best if not the best (for me).
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Bodog999 on August 31, 2014, 10:59:21 AM
Love the mod too been waiting to get the Alpha 6 version of this since Alpha 6 came out. Sadly still waiting :(
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: FullMetal on September 07, 2014, 02:27:23 PM
RIP  :(
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: redangellion on September 08, 2014, 02:36:29 PM
The Alpha 5 version won't work with Alpha 6 or what?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: thefinn on September 08, 2014, 05:07:06 PM
I miss wind turbines ;(
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Zeta Omega on September 08, 2014, 08:26:22 PM
Quote from: thefinn on September 08, 2014, 05:07:06 PM
I miss wind turbines ;(
Can someone make something else like this, I saw a nuclear power mod
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: skullywag on September 20, 2014, 11:35:21 AM
Looking at this mod I can do most if not all of this but dont want to step on any toes so ill wait until the mod author is clearly gone for good or I get approval, until then some of the more lightweight stuff might be seen very shortly over in my MorePower mod, a wind turbine is on the way right now, im just tidying it up a bit.

How did this turbine work, did it check weather and give more energy if thundering etc?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: jamieg on September 20, 2014, 11:43:56 AM
glad to here it skully im hoping to use some off your mods in the BIG BANG modpack??
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: skullywag on September 20, 2014, 04:17:57 PM
Ok so the wind turbine was easy peasy, animation as well (even set it to used some unused frames from the original mod, im guessing Architect toned this down for performance reasons but meh).

Architect how would you feel about me using your artwork, its better than anything i can come up with, I wont release this into my MorePower mod until I get your say so, if not im sure I can do some average art for it.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on September 21, 2014, 05:54:48 AM
I'm happy for you to take whatever you want from the mod bar the art actually. As mrofa did all my art and did it so brilliantly, id feel more comfortable if you asked him if it was ok to use the art first.

and yeah, turbines randomised output every few seconds, and the range from which it could randomise changed depending on the weather.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: skullywag on September 21, 2014, 06:43:27 AM
Quote from: Architect on September 21, 2014, 05:54:48 AM
I'm happy for you to take whatever you want from the mod bar the art actually. As mrofa did all my art and did it so brilliantly, id feel more comfortable if you asked him if it was ok to use the art first.

and yeah, turbines randomised output every few seconds, and the range from which it could randomise changed depending on the weather.
Ah cool, ill hit him up and see if hes ok with it, I *may* be able to straight port this if thats what people want but my time is pretty valuable at the moment (new dad), It was only because I happened to be putting a wind turbine into my mod that i enquired here, I have however learned how to do simple animations now thanks to you so...thanks..
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Jaxxa on September 21, 2014, 07:53:01 PM
Quote from: Architect on September 21, 2014, 05:54:48 AM
I'm happy for you to take whatever you want from the mod bar the art actually. As mrofa did all my art and did it so brilliantly, id feel more comfortable if you asked him if it was ok to use the art first.

and yeah, turbines randomised output every few seconds, and the range from which it could randomise changed depending on the weather.

Just checking is that open ended permission for people, or would you prefer people contact you on a case by case basis as skullywag has done?

I will probably look at releasing a mod with the Lazer drill and barbed/charged wire after alpha 7.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on September 22, 2014, 12:44:38 PM
Quote from: jaxxa on September 21, 2014, 07:53:01 PM
Quote from: Architect on September 21, 2014, 07:53:01 PM
I'm happy for you to take whatever you want from the mod bar the art actually. As mrofa did all my art and did it so brilliantly, id feel more comfortable if you asked him if it was ok to use the art first.

and yeah, turbines randomised output every few seconds, and the range from which it could randomise changed depending on the weather.

Just checking is that open ended permission for people, or would you prefer people contact you on a case by case basis as skullywag has done?

I will probably look at releasing a mod with the Lazer drill and barbed/charged wire after alpha 7.
Consider it a corpse on the ground :P Any code that does get used by people I would appreciate a little 'thanks to Architect' thing, but I'm not really that fussed. As for art stuff, as far as I'm concerned it is all owned by mrofa, and so to use it I'd rather you have his permissions. Ideas that you want to redo yourself feel free to just take.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Manly on September 23, 2014, 10:16:00 AM
Many thanks to you, Architect, for your contributions to the community.  I, and many others, loved your work!
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Demonlord091 on October 11, 2014, 05:22:23 PM
You will be missed by us all, Architect.

Everyone that's tried your mod has loved it. Personally I made sure to get your Better Power+ mod before any others.

Have fun.
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: FuzzieMann on December 07, 2014, 04:26:03 AM
What happened?
Title: Re: [MOD] (Alpha 5) BetterPower+ (V5.0.0): Updated 16/07/14
Post by: Architect on February 04, 2015, 02:28:27 PM
I lost all the source code initially. I've managed to recover it all as of a month or so ago, but this game has come along far too far for my mod to integrate its way back in.