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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2031115024
Absolutely no batteries on the output side... no mismatch wires either (damage hit the first wire bridge, "circuit breaker" style)... transformer shows 2kJ charge as intended, but it's still outputting more than 2kW
(I may be dumb, but also, please ignore the 9kW shenanigan potential consumers, I rewired/merged another circuit here just for the screengrab, and I'm upgrading other circuits to conductive, hence temporary bridges still have 1kW, those are on 1kW transformers as you can see)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3339017957
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3339017708
If all is working as expected, the transformer should appear to be charged with 2kJ (viewed from the power overlay) as opposed to its vanilla 4kJ when set to 2kW. If that checks out, make sure there are no batteries connected to the output side of the transformer, as even in vanilla this can cause overloads.
My lines are all conductive wire so they should be able to handle up to 2000, but im not sure what the issue might be... Any thoughts?
one idea might be to just give the small transformer a range of 1-2k while giving the large a range of 20-50k. tbh id rather set and forget the value in the main menu rather than using the slider each time but again that might just be me being lazy. when i went looking for a mod for transformers i was thinking small 1k large 2k. but having seen this i could also see small 2k and large 50k. either way best wishes.
Any chance of getting it back as a setting somehow?
TL,DR: When adding the mod to an existing save, all large transformers were previously changed to hold 20kJ instead of 4kJ and tried to very quickly recharge back to full. This has been changed, and it now is limited by your wattage setting, so no more rapid discharge when a base is loaded. This does mean, however, that increasing the transformer setting will now draw some power; this has been added to the description.
I've creating a simple test setup of battery > transformer > wire (with nothing on it) and I still cannot replicate the issue; all power draw, even after reloading, appears as expected. There may be other factors involved or I'm missing something.
My GitLab is special and often doesn't register accounts properly, it's on my docket to fix...
If you (or anyone else) don't mind helping me track this down, I would appreciate if you could reach out to me on Oxygen Not Included Discord, or, if you can't, though Steam directly.
I tried to place an issue on your gitlab but i was not able to sign through github.
The Powerdraw of an Transformer that has Primary connected but no consumes or wire at the secondary is rated at the left Power Budget after all machines connected are running. This also Drains the Batterys to 0J. It sounds like an overflow.
I clicked a wire looked at the consumers and found a Large Power Transformer that eats 6.12kW(Right after load around 20kW) which is totally unnatural when it is loaded to 100%. Also the load capacity is upped to 20kJ for all. (Though i honestly like that.)
-> It seems this only happens when the game was loaded. That's probably why it's not apparent.
-> Reconnecting fixes the issue after load.
I tested with and without a wire, both with and without load on the other end, and it always pulled the expected value. With a connected wire but no load, the transformer remains operational, but drains no more than the expected 2kJ/cycle, which is vanilla behavior and nothing this mod changes.
Regardless, I rebuilt the mod and changed how values are initialized for new transformers to hopefully cure the draining problem, but I can't replicated it myself to test.
If the issue persists after this update (please make sure the mod updated! use Mod Updater if you have to), I will need saves (or a simple save with the issue reproduced) and lists of mods to diagnose further.
So, no problems here. Maybe Ficarazzi's resetting issue is related to some other mod?
cant they be defaulted to 20k and then dialed up to 4k?
thanks.
I disabled the transformer because it was sitting in a vacuum, and I didn't want it to melt before I got air to it, then noticed that my batteries were completely drained by all of the transformers running full tilt.
The problem that I ran into is that when I build a transformer for future use and disable it, the transformer continues to draw power from my grid. I don't mod oni, but it seems to me that your script is still running whether the transformer is enabled or not...?
P.S.
It's an easy fix on the user's end. I'll just build my transformer when I'm ready for it, but I thought I'd let you know.
Also a much needed mod, Thanks!
save your savegams and then uninstall the game and delete the Klei-folder from the documents.
That has helped me.
I also had problems with another mod. The modder had found in the error analysis that I lacked certain folder rights.
I then uninstalled the game and deleted everything that went with it. then everything reinstalled and lo and behold everything works again as before the game update.
now the question comes to me, why do I lose folder rights due to a game update?
I've gotten so used to their Transformers I don't want to miss them anymore
I'll take a look. It depends heavily on what and how Rainbow changed transformers. I suspect there's little I can do, as I tried my best to be as light-handed as possible with the changes, but we'll see.
I came to them because the Transformers when activating the Mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1828749978&tscn=1632135402) and the Adjustable Transformers show incorrect values or are even weaker than they should actually be.
Before the last game update, both ran without problems for me.
I have already written to the other author who said he thinks it's up to your mod
If someone has a mod configuration for the free space thing (perhaps a conflict with another mod?) or a save where the power draw issues are appearing, please throw them my way and I can look into it.
Should be much easier to use.
It would seem the slider has only been fixed in the DLC and in the base-game with the DLC disabled, but not the game with no DLC installed at all.
Unfortunately, the kW approach is broken in the DLC versions of the game, so there's no catch-all solution here. I was excited this bug was fixed, but apparently the base-game never got it, so I will file the bug about it.
Regarding the transformer not outputting power: I know the UI will lie to you and say zero (it does this in the base game!), but is it actually not outputting power? You should see the small "battery" bar on the transformer charge to a level proportional to your setting. If not, would like to hear a bit more about the setup to help diagnose.
Every transformer puts out zero power no matter what I do. I disabled the mod. To bad was nice have a 2K transformer for a 2K wire. Why the base game doesn't have it it stupid is the best way to say it.
1K wires have a 1K transformer. Why a 2K wire has a 4K transformer is just silly.
IMHO the small transformer should be able to cover all tiny wire loads (up to 2kW) and the large one should be used for thick wires.
Klei fixed the slider bug that created the need for the slider to be in kW, so it can be in more-precise W now, but apparently I forgot to update the string.