Take On Mars

Take On Mars

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Resource Cables (Main Branch)
   
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Item Type: Modification
Dependencies: Standard
File Size
Posted
Updated
4.404 MB
26 Feb, 2018 @ 3:05pm
23 Jun, 2018 @ 7:22am
2 Change Notes ( view )

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Resource Cables (Main Branch)

Description
Revamp of 'Resource Cables (Main Branch)' by Marajin, his became outdated. Originally by ReIterated.

Adds the following items:

Resource Sockets - These have a maximum storage of 10 units and connect vertically. They are intended for use with the inputs and outputs of the refinery but can be used in any resource socket. It's not recommended to use them with the 3D printer sockets as these are recessed and it can be very difficult to get them out again.

Short Socketed Barrels - About half the height of a standard resource barrel, these are a cheaper and more compact way to access the abilities of resource cables. They have horizontal resource cable connections.

Socketed Resource Barrels - The full height resource barrels with a horizontal resource cable connector. These have a slightly larger capacity than standard barrels (150 units).

25m Resource Cable Spool - A spool containing 5 x 5m long resource cables. Functions identically to the power cables spool.

50m Resource Cable Spool - A spool containing 5 x 10m long resource cables. Functions identically to the power cables spool.

Outpost Resource Socket Wall - A standard 1x1 outpost wall with an inbuilt storage for 200 units of resource and connectors for cables on both the internal and external sides. These are particularly useful for connecting external O2/CO2/N2 tanks to the outpost for life support purposes, but you can use them for any resource. Perhaps if you wish to move part of your infrastructure inside the pressurized outpost.

How to get working connections:

Resource cables are identical to the power cables of the vanilla game, however they carry resources instead of power. They must be correctly connected in the direction you wish resources to flow. The sockets on either end of a cable are marked with a coloured band, either Green or Red. Resources will enter the green end of a cable and exit at the Red end of a cable.

Fixed:

Supports the main branch version of the game as of 26th February 2018.

The spamming duplicated item spawns on 3D Printers should be gone now hopefully.

Outpost resource walls now atmospherically seal correctly. Thanks to Mr Monochrome for spotting the issue!

Added:

Socketted Resource Barrels & Resource Sockets may be emptied by holding the E key like vanilla resource barrels.

Changed:

Lowered the mass of the 50m resource cable spool. It's still weighty but it can be lifted off the ground now.

Known issues:

Very peculiar things can happen when hooking up the MDV's tanks via resource cables. This doesn't seem to occur with all other forms of tanks and links!
52 Comments
Mr. Monochrome [Hood Certified]  [author] 5 Jul, 2022 @ 4:21am 
@ErikV70 That's fine, thanks for asking first.
ErikV70 4 Jul, 2022 @ 10:25pm 
Hi. I would like to use some of the objects (socket, socketed barrel) in my mod for PHEV Buggy. Is that OK for you? I will give credit for the objects to ReIterated
Coolboard 4 Feb, 2022 @ 8:16am 
Thx for your reply. I prefer the gameplay as the cosmetics, so i will continue to use your mod ;). Have fun :steamhappy:
Mr. Monochrome [Hood Certified]  [author] 4 Feb, 2022 @ 6:46am 
@Coolboard

Sorry, no. Knightsleeper's mods and addons are merely rip-offs of my work and other authors on the workshop who never got any credit from him/her taking their work. He made a pack of everything everyone else made on the workshop without asking for permission and then posted said pack and said "It's all you will need." Also his 'rebuild' isn't, he/she has only change the game cosmetically and didn't fix any of the issue like decompression not working on the moon or Europa.
Coolboard 4 Feb, 2022 @ 5:06am 
Hello, i found your work very fine and useful for the gameplay.
But, with others specific mods, some heavy issues happened.
I want explain one which issue by a game crash at start.
Some incompatibilities happened with the following mod:
Knightsleeper Game Rebuild
Can you fix the cause please ?
Kind regards
patrik_v 9 Oct, 2021 @ 5:20am 
Works Only when TKOM.exe is in compatibility mode for Windows 7 ( Without crash in Windows 11 tested) :steamthumbsup:
Товарищъ 31 Mar, 2021 @ 11:23pm 
Quite possible.
Mr. Monochrome [Hood Certified]  [author] 31 Mar, 2021 @ 9:38pm 
@Товарищъ

I can assure you this works fine. You've got a conflict with another mod or addon running with your game. You need to check the console or error logs in the game folder to see what is causing the conflict.

I figure you start your game get that white box in the upper left it maximizes and then just dumps you back to the desktop. This is how the game acts if there is a mod or addon conflict. As I said check the log files you can find them in the 'Troubleshooting Guide' on the main discussion forum.
Товарищъ 31 Mar, 2021 @ 1:00pm 
Doesn't work, throws it out of the game with your mod.
Mr. Monochrome [Hood Certified]  [author] 18 Nov, 2019 @ 11:54am 
@Sledge

Just did a check of the mod for the main branch and had no issue starting up the game. Which means you've got a conflict with another mod/addon or an outdated/broken mod you're trying to run with the game.