Take On Mars

Take On Mars

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WallPowerSocket2way
   
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Item Type: Modification
Dependencies: Standard
File Size
Posted
435.565 KB
3 Oct, 2015 @ 5:01am
1 Change Note ( view )

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WallPowerSocket2way

Description
This mod changes the old small wall part (with 4 plugs inside/4 plugs outside) so one of the external INPUTS has turned to an OUTLET now.

This has been done due to the limitation of power produced by the solar panels near the poles.
Now you can build fully closed bases(no more AIRLEAK!-warnings..) and still get the power out of the base.

* activate this mod(using tkom menu ADDONS) and make sure it is activated
* you have to build a new small wall plug thing(already existent will NOT change)
* attach up to 3 power cables(coming from a power source) to the outside of the "power-plug-wall-tile"
(as noted above ONE of them has been turned, so there can only fit 3 "green" and one "red" cable)
* be sure not to mix the colours:
RED end should be connected to power "outlets" like solar panels
GREEN end goes either to the consumers(machinery) or to the "power-plug walls" (only OUTSIDE!)
* Remember: you dont have to connect each "power-plug wall" using cables..
As long as the tiles are connected using walls or floors.. the power is automatically transmitted
* This way it is very easy to connect.. 8 solarpanels(or more) to produce enough power(at least at daytime..)
* You could even build some more of those powerstations and connect them to boost even more power..

The changed plug is the one in the lower right corner(see picture). There will only a "red" cable fit.


##############
# Modding help #
##############

Additional mod info:
scripts\entities\configs\buildingblocks\wall\wall_01_powersocket.cfg

Drams VERY short info for modding..:
https://steamhost.cn/steamcommunity_com/app/244030/discussions/7/35221031502869733/
There is also a video(maybe made by dram?) but i am missing the proper link, sorry.

In short:
1.)You need to extract the game data files ONCE.
..Dont start the game, you need to start the launcher.
..If you cant find it: In your games library RIGHT click Take on Mars and select OPEN LAUNCHER.
..On the right there are some buttons, just select "Extract Gamefiles"
..Select a destination path(like d:/takeonmarsdata or whatever) and wait some minutes..

..The game data files (like graphics, sounds, scripts, stuff) in your new directory are the "source" files.
..you have to find the proper files by your own, sorry.
..Try start with the /scripts, avoid the files with the *.h extension
..keep looking around until you find something interesting

Changes in the D:/takeonmarsdata will show NO effect. So dont touch them, just copy them to the proper location.
.. try the path shown above(this is the file i changed for this mod)
.. have a look into that file if you get what it does (normally).

26 Comments
DHLF  [author] 7 Jul, 2016 @ 7:39am 
No, the intention of this mod was..
to be able to connect wires to those "old fashioned" base.
( I should have read my own description above FIRST :D )

So.. the output power does not be tripled automatically.
But if you connect three solar things(collectors?) their ammount of power will be added.
Before you got 4 in and 4 outlets. Now you can collect the power of three panels or whatever AND connect one machinery... on the same panel :)
gregolego gaming ඞ 7 Jul, 2016 @ 7:19am 
wait... so you connect 3 inputs, and then the output gives off 3x the power?
Eagles 7 Oct, 2015 @ 7:07am 
Dont think you will loose them but better of stay on the safe side
DHLF  [author] 7 Oct, 2015 @ 6:32am 
I am glad i have not UPACKED any plugins lately.
I would have run crazy if my game has stopped working due to those bug ;)

The most important thing is.. that the game save file did not get corrupt..
Plenty hours of work lost.. is horrible!!
Eagles 6 Oct, 2015 @ 7:43pm 
I didnt mention that when i deleted that xs file i deleted and the rest of the files of the mods maybe it helped but its nothing even if you delete the rest of the mod files to you still play where you left every mod since theres a solution its not a big deal your mod is great and helpful thumbs up
DHLF  [author] 6 Oct, 2015 @ 10:49am 
Unpacking is only needed to "look" into a mod to try changing things to see what happens :)
Unfortunately it seems as if this is bugged now -.-


Eagles 6 Oct, 2015 @ 9:00am 
Yes after unpacking it
DHLF  [author] 6 Oct, 2015 @ 7:24am 
@eagles
Sorry for the delayed response..

Did you get those problems AFTER unpacking my mod?
As.. many people use it without problems(otherwise they would already yelled the hell out of me..)

If you need any information about the mod like what changed and so on(only ONE!! logical thing had been turned around ;) ) just feel free to ask..

Chimera533 5 Oct, 2015 @ 8:18pm 
Had the same problem Eagles. Deleting ccsettings.xml doesn't work. Maybe I need to reinstall.
Comissar Squidwardavitch 5 Oct, 2015 @ 2:54am 
there is only three things added in this, im wondering if you have other mods that use this?