[A16] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower

Started by skullywag, June 29, 2015, 12:58:51 PM

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skullywag

Skullywags Power Mods

Here are some power based mods:

Click the images to download from my github.


Batteries made from stuff, materials define capacity and efficiency, plasteel and uranium batteries do not explode. Beauty and hitpoints should be effected in the normal stuff based way.


Conduits made from stuff, same as above, uranium is fireproof.


Multisized solars made from stuff, same as above.


Normal solars made from stuff, same as above.


Thermals made from stuff, same as above.


Turbines made from stuff, same as above.



Adds a power cell dropped by the crash shipped part, can be used to build a power generation building that produces 2000 power at the cost of some heat.

Feedback on the numbers appreciated!

Thanks to Marnador for his awesome Rimworld font

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

CyborgDragon

I think you might be forgetting a certain something power-related, that you had in the OmniPack. Wind turbines.

skullywag

They were annoying and didnt work perfectly, i need to revisit the code. theyll come just not in the first batch of mods. ;)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

mokonasakura

So what does this do? Just add smaller solar and the ability to change colors, or does it do more?

CyborgDragon

Allows you to make them out of the various metals in the game (and added by mods, except for the batteries). The different metals provide different beauty values, health, and flammability. In the case of the batteries, they're also made to provide different efficiencies and storage capacities.

skullywag

as above the better materials make the buildings perform better as well.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

kaptain_kavern

I haven't tried yet, just read in the .xml files, but i got to say i love the way they seems balanced, each one slightly better than the last; but, to me, that doesn't look overpowered.
I like a lot the fireproof batteries ;)

Thx for those mods.


Also added in the A11 modlist ;)

skullywag

All updated, Fixes duplicate key bindings, A11b compatible.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

TimTumm

Do any of the stuffed batteries make it so they don't short-circuit you?

kaptain_kavern

Plasteel and uranium one's have code set up to not start electrical fire


Mechanoid Hivemind

The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

skullywag

No idea. Havent had chance to update. Anyone got time to let me know if they do or dont?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

BangUDie

On my A11c colony all of the stuffed solars, conduits, batteries and even the mech thing seems to be working fine thus far.
I didn't use the mini solar but I am assuming that's fine as well.
No errors appear to be thrown either

skullywag

I didnt see any mention of api changes so id guessed theyd be fine. Thanks BangUDie.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?