Don't Starve

Don't Starve

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IR Military
   
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File Size
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367.975 KB
19 Jun, 2015 @ 7:32am
6 Mar, 2016 @ 6:30am
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IR Military

In 1 collection by Mobbstar
Industrial Resolution & Related
5 items
Description
This is a module for Industrial Resolution. Using this, you can build good weapons and defences to survive competitive wilderness!

IR Base:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=449569841
Klei Forums: http://forums.kleientertainment.com/files/file/981-industrial-resolution/

Further documentation can be found on the Klei Forums or in the in-game guide.
13 Comments
[DBH].Whismerhill.{SSgt} 22 Sep, 2016 @ 3:51am 
I know this is an old discussion but I still wanted to give my input on this : 1 - it seems logical that a tesla tazer continously use electricity even when charged. electric fences also continuously consume energy AFAIK
2 - I suppose it is part of the challenge to space out structures correctly
Mobbstar  [author] 2 Feb, 2016 @ 9:16am 
If you need explanation of what a specific portion of code does, add me on Steam. ;D
Mobbstar  [author] 2 Feb, 2016 @ 9:12am 
@Mike Loeven then go ahead, learn programming basics (if needed) and tweak the values yourself. If you get something done and you're happy with it, I might push an update in your name.
Mike Loeven 2 Feb, 2016 @ 8:48am 
Bit of a ballance issue with the tazer rod. The power per shot of a weapon should be inversley propotional to the ammount of ammunition it has the tazer rod consumes the entirety of a accumulator in one shot due to these items not stacking the number the player can hold and still have inventory space for materials is about 5-6

at its current power level each accumulator should give it the same number of uses as a fire staff or if you want to keep it as a one shot item than it had better damn well be worth it IE oneshotting a rock lobster or treeguard

for a one off device it needs to have enough of a punch to make it worth using otherwise its simply not practical

the more i test this mod the more i like the concept however the implementation and ballance need to be tweaked significantly as the military package right now does not really have much going for it as the power requirements and cost to the units are excessive and the actual weapons themselves are sorely underpowered
Mike Loeven 1 Feb, 2016 @ 9:21am 
To be honest considering all power transfer is wireless the switches are pretty much pointless it would be easier to have an on / off option for each individual device because with a compact base that has alot of machines grid overlap bypasses them.

once you make the machines toggleable you could probibally remove switches all together they make no sense with a wireless energy grid
Mobbstar  [author] 1 Feb, 2016 @ 8:58am 
Then don't let it idle. Use a switch to cut them from the batteries unless needed.
Mike Loeven 1 Feb, 2016 @ 8:54am 
But once charged it should not loose energy untill something grounds it otherwise it is impossible to sustain a defensive perimeter due to the excessive power use when idle
Mobbstar  [author] 1 Feb, 2016 @ 6:33am 
@Mike Loeven that's exactly how they work. It's literally just spewing out lightning.
Mike Loeven 1 Feb, 2016 @ 5:24am 
So I am having issues using the Tesla tasers From how in understand they should store a charge untill their internal buffer is full than discharge the buffer whenever a enemy gets into range causing shock damage. for some reason the tazers will not finish charging and continuously cause a massive energy drain on the network even when there no enemies nearby to attack. additionally they damage players and followers as well.
Lil Søul 22 Jun, 2015 @ 11:57am 
Yay! Thx ur da best! Great mod!