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Messages - Swenzi

Outdated / Re: [A17] Water Power
June 16, 2017, 11:23:39 PM
Quote from: AngleWyrm on June 16, 2017, 09:54:05 PM
This post explains how to make an xpath statement that isn't going to generate duplicate field errors. Quick recap:

<Operation Class="PatchOperationSequence">
    <li Class="PatchOperationTest">
      <xpath>*/ThingDef[defName = "ChosenThingy"]/elementThatIWannaAdd</xpath>
    <li Class="PatchOperationAdd">
      <xpath>*/ThingDef[defName = "ChosenThingy"]</xpath>
        <elementThatIWannaAdd> someValue </elementThatIWannaAdd>

So if i use this to test than I won't need the submod?
Outdated / Re: [A17] Water Power
June 16, 2017, 04:59:52 PM
Quote from: SpaceDorf on June 16, 2017, 04:37:59 PM
First :)
Right from the wishlist.
Thank you swenzi, Subscribed.

Cool. If you wanna elaborate on that wishlist, it might give me some mod ideas.
Outdated / Re: [A17] Water Power
June 16, 2017, 12:55:29 PM
Outdated / Re: [A17] Water Power
June 16, 2017, 12:55:16 PM
Outdated / [A17] Water Power
June 16, 2017, 12:54:49 PM
Adds new power generation buildings that use hydropower.
Download Available At:
Steam Link:


Underwater Power Cable:
Designed to built underwater, as such is unbuildable on land. Cost: 2 Steel.

Water Turbine:
Designed to generate power from river tiles. Increased power output during
rain/thunderstorms. Can only be built in deep moving water tiles.
Cost: 150 Steel, 2 Components

Tidal Plant:
Designed to generate from the ocean. Power output can be boosted by up to 300%
from the use of Tidal Turbines (10 max). Can only be built in shallow ocean
water tiles. Requires Tidal Power research. Cost: 750 Steel, 50 Plasteel, 30 Components

Tidal Turbine:
Boosts the power output of the tidal plant by 20%, boost can be stacked up to
10 times. Can only be built in ocean tiles. Requires Tidal Power research.
Cost: 100 Steel, 7 Plasteel, 4 Components

Misc. building that produces light in a large area, only built on ocean tiles.
Cost: 200 Steel, 10 Components

Power Output:

Water Turbine Base Output: 1250 Watts to 2500 Watts
Rain Effect:
Up to 500 Watts of increased power output increase during thunderstorms/rain.

Tidal Plant Base Output: 4000 Watts (up to 12000 Watts, vial Tidal Turbines)
Rain Effect:
Up to 500-1500 Watts of increased power output increase during thunderstorms/rain.

-Rebalanced/Reworked Water Turbine image/requirements/cost/output
-Added Tidal Plant and Tidal Turbines
-Added Lighthouse
-Underwater Power Cables no longer block path
-Balancing issues, modified power output from different water tiles.
-Added Electricity research requirement.
-Initial Release

Compatible with Basic Bridges by Rainbeau, Bridgello by Shinzy, and Vegetable Garden by Dismarzero. However error messages occur in dev log due xpathing conflicts that DO NOT effect gameplay. If you wish to remove those error messages, check out the compatibility patch available at the SubMod below:

Please report other compatibility issues.

Suggestions on balancing/additional features for the mod would be appreciated.

-Swenzi: Coding Mechanics
-Zairya: Textures
-Skratchey: Sounds
-DrizzlyBear: Bug Testing

[attachment deleted by admin due to age]
Ya sure here's a github link,
Cool idea, hope you find a C#/.xml coder. Can't wait to see the first release.
Hi, I updated your mod it's available now at:

I was wondering if I could have permission to also update your heroic and godly traits mod?
Also if you would like the to update this mod to A17, I can send you the code I modified so you can host it on this page and the forum.
Help / Re: A17 Faction Base Customization
May 24, 2017, 07:06:42 PM
I did find those, however FactionBaseMapGenerator.xml refers to the GenStep_FactionBase class which I am unable to find information on. Also I do have Xamarin for making C# files. Thank you though.
Help / A17 Faction Base Customization
May 24, 2017, 06:41:57 PM
I noticed that in A17 the setup of faction bases had changed from A16. I.e. More diverse defenses and rooms. As a result I was wondering where the files to modify that setup would be located as I couldn't find them in A16 or A17 after looking in the Core folder as I'm looking to create custom faction bases.