Stranded: Alien Dawn

Stranded: Alien Dawn

Jaggid's Improved Power
52 Comments
Jaggid Edje  [author] 12 Jul @ 11:19am 
@Hammer_DK, the game has not received an update in over a year, nothing to 'break' the mod has happened. You may have a mod conflict on your end. Only a single mod can effect any given file/object/entity in the game so if you install mods which adjust properties of the same things only one of them will actually function for that thing.
Hammer_DK 12 Jul @ 9:03am 
The mods not working anymore sadly
Emelio Lizardo 24 May, 2024 @ 6:02am 
A tad bit overpowered. I lke that things can be upgraded in place instead of deconstruct/rebuilt.
Emelio Lizardo 24 May, 2024 @ 6:00am 
A tower fuel cistern to distribute liquid fuel would be nice.
Jaggid Edje  [author] 4 Jan, 2024 @ 2:18pm 
@Psionic Dragon, at this point in time I have no plans to make this mod customizable like that. It would take quite a bit of scripting vs. the simplicity of doing it as just preset values as it is now and I'm not feeling that ambitious.

Feel free to open the mod in the mod editor and make the changes that you desire though. That's what I do with mods by other people which I want to tweak. Once you have an edited local copy, the game will always use that as long as it has a version number that is equal to or higher than the Steam workshop version.
Psionic Dragon 4 Jan, 2024 @ 1:25pm 
First of all, thanks a lot for all the awesome mods. I am using several of them with no problems.

As for this one, I thought it was a bit.. OP.

Is there a possibility that you could make it work like your stacks mods where the user can just choose power provided per item, as well as battery capacity? I think x2 to x3 of the default numbers would feel a bit better IMO instead of the x4 to x5 of this mod.
blackhornet202 3 Jan, 2024 @ 6:23pm 
Ok, thank you. I will take a look at the forum.
Jaggid Edje  [author] 3 Jan, 2024 @ 12:25pm 
No, it does not deactivate achievements, @blackhornet202.
As for translation, I have no idea how that works but I hear it is quite simple.
You might want to check the steam discussion for the game, in the "workshop" sub forum. The answer might already by there, but if not, that's a good place to ask.
blackhornet202 3 Jan, 2024 @ 10:38am 
@Jaggid Edje.
Thanks for this mod. Can you tell me how i can translate it into german?

And did this mod deactivate achievements?
HumbleSage 25 Dec, 2023 @ 7:47am 
@jaggid Edje, you may be right, just wanted to get it reported around so it could get a look. I can get you a screenshot if you like. I use a balcony technique to mount more auto turrents high but ever since the update the ones in the middle don't power. So something is up, just not sure what. :steamhappy:
Jaggid Edje  [author] 24 Dec, 2023 @ 1:44pm 
Not likely related to this mod, @Humblesage.

I've seen posts in the discussion forum where people are reporting various other issues with power connections to devices on top of top-level ceilings (which is I assume what you mean when you say roof, seeing as you cannot actually build turrets on what the game calls a roof).
HumbleSage 24 Dec, 2023 @ 6:28am 
Looks like there is something going on here. turrents on roofs aren't powering unless they are in range of a power pole. Even though power sources are built on the buildings.
Jaggid Edje  [author] 15 Dec, 2023 @ 6:50am 
I haven't played a long term game since the last update, there could be some issue I'm just not seeing because I'm not playing for an extended period of time. Though I did test it in a save that is, itself, long term.

If I get more reports of similar issues, I will try to find the time to do more extended testing. I know the update we just had seriously broke some other mods, so I'm not dismissing your report out of hand. I'll keep on eye on comments here.
Legend33065 15 Dec, 2023 @ 6:25am 
only your mods. Crazy think it works in the beginning of the game, but later on im unable to place anything.
Jaggid Edje  [author] 15 Dec, 2023 @ 6:23am 
Not sure what to tell you, it's working perfectly for me.
Are you using any other mods? Could be some conflicts going on.
Legend33065 15 Dec, 2023 @ 6:14am 
Literally all the electrical devices get jacked up. One game I could place poles, the other I couldn't place batters, solar panels etc
Jaggid Edje  [author] 14 Dec, 2023 @ 12:18pm 
I just updated my game about 30 minutes ago, I will check it out.
Legend33065 14 Dec, 2023 @ 12:04pm 
Getting a message "Mod -related problem detected in the game logic. Try disabling the mods in case of unexpected game behavior." I cant place electrical poles. I get the above error message every time, I tried uninstalling and reinstalling the mod to no avail.
Legend33065 14 Dec, 2023 @ 11:56am 
I cant build electrical poles as of today
soprovicio 12 Dec, 2023 @ 10:22pm 
great :steamthumbsup:
hinoron1 12 Dec, 2023 @ 8:18pm 
Excellent!
I have but one gripe: That (barring any other mods that are increasing scavenge/expedition rewards of course) the new, more powerful power devices are REALLY hard to afford in the early game, especially if you've barely found any electronics. (Craft your own? Can't. Soldering bench requires power. Power requires electronics. Catch 22 until you discover some randomly... and sometimes the odds are not in your favour)
How to fix though? ... hmm...
Maybe we could leave the vanilla ones in there also? Mind you they'd look the same; that wouldn't make much sense.
Aha! How about create "new" models, scale-reduced versions of the vanilla power buildings, and label them "Small Wind Power" "Small Solar Power", "Small battery" with the vanilla build cost and production. Have them unlock together with their bigger cousins from the same research?
HumbleSage 10 Dec, 2023 @ 5:51am 
@Jaggid Edje, I wasn't aware of that. Then maybe I worded it wrong, I meant as long as they have a floor/foundation attached. That's not in the game. For example, if I build an open walkway between 2 buildings I think it should power them both if I only build power on one. You would run power through the foundation, if that makes sense.
Jaggid Edje  [author] 9 Dec, 2023 @ 4:57pm 
That's already how the game works as long as you actually enclose it such that it is defined as a "room", @HumbleSage.

Personally I don't see any benefit to taking the time to code more than that when the default game already has an easy way to achieve the same effect.
HumbleSage 9 Dec, 2023 @ 4:46pm 
Another great mod, one suggestion, Can you make the power work when buildings are attached via floor? This can reduce pole clutter and fugliness.
Jaggid Edje  [author] 7 Dec, 2023 @ 10:02pm 
@Running Red Fox, most of it will be instantly converted to whatever the new parameters this mod sets. Removing the mod mid playthrough will change it back, with no other harm done.

The exception is batteries. Existing ones will remain as they were before installing the mod, new ones built will use the new parameters.
𝐎ᥣᑯ𝐑𝖾ᑯ𝐅ⱺ𝗑 7 Dec, 2023 @ 9:49pm 
What happens to already played scenarios? I'm on day 5. What will happen to my current electrical equipment if I install your mod?
Jaggid Edje  [author] 19 Nov, 2023 @ 4:00am 
Yah, not a bug, just how the game handles batteries due to their dynamic properties. They are different from other buildings in that respect.

I could add lua to the mod to handle checking, but I don't see that worth the extra processing power when it's only purpose would be for the first time someone enables the mod if they do it mid-game.

The extra performance cost (albeit quite small) for that kind of fringe case doesn't seem worthwhile when it's just as simple to decontruct and build new batteries. Especially when you consider that doing that is actually "free" because you get more resources when you deconstruct with the mod installed than what it cost to build them before installing the mod.
curly 18 Nov, 2023 @ 6:54pm 
I ment - added mod, loaded save and existing wind/solar got upgraded without need to rebuild them. Didn't work for existing batteries - looks like bug, its not big deal ofc
Jaggid Edje  [author] 18 Nov, 2023 @ 5:58pm 
The mod does upgrade the batteries, assuming you actually build them after the mod is enabled.
Batteries have dynamic properties, due to the technologies that can be researched which upgrade them on the fly. Build new ones if you want the capacity that the mod offers.
curly 18 Nov, 2023 @ 5:53pm 
Moving doesn't help, rebuild - yeah. Just Wind and Solars got upgraded by mod, but not batteries
Jaggid Edje  [author] 18 Nov, 2023 @ 3:55pm 
Oh, I didn't even think of that.
What happens if you just "move" it to a new spot? If that doesn't do anything to reset it to the new values, your only option is to either deconstruct and reubuild the old ones, or accept that they aren't going to be as good. They were cheaper to build at least.
curly 18 Nov, 2023 @ 3:44pm 
right sorry, having trouble posting screenshot, but for new batteries is 2500/250 but for existings one, that I build before mod - they 1000/100
Jaggid Edje  [author] 18 Nov, 2023 @ 3:42pm 
No Idle power is not my mod. See if it works without that one enabled.

Also, can you take a screenshot and share it with a battery selected?
curly 18 Nov, 2023 @ 3:41pm 
@Jaggid Edje only yours mods: Grain silo, Game speed, Improved power, Immortal shooting and punching and No Idle power
Jaggid Edje  [author] 18 Nov, 2023 @ 3:38pm 
@curly, are you sure you aren't using another mod that also overrides batteries? If two mods are trying to do the same thing, only the last one which the game loads will be in effect.

I just tested it, using the subscribed workshop version and not my own local copy, and the batteries are adjusted properly for me. Really does sound like you have a conflicting mod enabled.
curly 18 Nov, 2023 @ 3:15pm 
Solars and Wind are fine, but batteries have storage of 1000 and charge rate of 100
Tuvka 17 Nov, 2023 @ 9:38am 
I meant a coating that conducts electricity, so as not to pull power poles across the entire base. For example, at one end of the base there are verifiers, and at the other there are turrets, and electricity is transmitted along the walls or along the floor if everything is covered with a foundation or floor. Maybe I'm talking nonsense :) I just wanted something similar to wires built into buildings. Foundation, floor, walls, fence, etc. It seems that in the game, in studies of structures made of nanotubes, it is written that they will conduct electricity, but testing showed that they do not.
三角初华 17 Nov, 2023 @ 6:52am 
I found "Increased connection range of Power poles to one another." may not work using your mod, can you check it?
I used Google Translate for this paragraph, please forgive me if it offends.
Jaggid Edje  [author] 17 Nov, 2023 @ 6:08am 
@Tuvka, Rooms already conduct electricity if the room is fully enclosed. You need to explain what you mean a little more, as I"m not understanding what you would want changed?
Tuvka 17 Nov, 2023 @ 3:49am 
Bro, is there a chance that you can make/add/change the foundation/floor/walls/ceiling that conducts electricity?
delboyspencer YNWA JFT97 14 Nov, 2023 @ 7:36am 
@Catriana Make sure they have activities to cook food, seems you have to baby step everyone in this game. This is what helped me with starvation and trying to store the food better because food rots too quick in this game
Jaggid Edje  [author] 13 Nov, 2023 @ 7:34pm 
If you use the Better Stacks or Bigger Stacks mods, those are the most common culprits for people starving. Though it will be caused by any mod that overrides food items which hasn't been updated.
Catriana 13 Nov, 2023 @ 6:52pm 
Seems to work just fine despite the error it is throwing :) So I shall ignore it!
Now to figure out which mod is making everyone starve...LOL
Thanks again Jaggid!
Catriana 13 Nov, 2023 @ 5:59pm 
Perfect! That makes it easier
Jaggid Edje  [author] 13 Nov, 2023 @ 5:57pm 
You should be able to see if it's working almost right away. As soon as you find some carbon nanotubes, I believe the carbon power pole shows up in your build menu even if you haven't researched electricity.

It's one of those things I keep making a mental note to fix, but haven't gotten around to. It's not like anyone would want to actually build a power pole before they have electricity.
Catriana 13 Nov, 2023 @ 5:53pm 
No changes to it other than opening it in Mod Manager in order to get a local save in my Mods folder. Perhaps it doesn't affect the function of the mod because it does show up in the list of loads above the error. I am going to start a new save and get far enough to see if I get the Improved Power items. If so, I suppose there is no need to worry about the "Error Loading" message in Mods Manager. (When I open the mod in Editor, it shows no errors, fyi). Will let you know after I test some more!
Love the mod by the way!! :)
Jaggid Edje  [author] 13 Nov, 2023 @ 5:40pm 
Have you edited the mod on your end at all? I have no such errors on my end. You are correct that okqbqTh is this mod.

If you haven't made edits on your end, can you provide any additional information on the error? Like more specifics, file name that it says isn't found, etc?

There are no special files associated with this mod, the base game itself already includes everything needed.
Catriana 13 Nov, 2023 @ 5:14pm 
I keep getting an "Error loading: Mod/okqbqTh/: File Not Found" being thrown in Mods Manager. Seems to be related to this mod. Any clue, Jaggid?
I have tried a complete unsubscribe, clear local files, and then full reinstall and it is still happening.
sydtrakked 11 Sep, 2023 @ 4:32pm 
After playing with this mod for a longer period of time now, I do believe it is a little OP.

I rarely need to worry about power anymore and I barely use 1 wind turbine and a few solar panels (and I haven't even researched the upgraded versions).

I'm still trying to decide if that's good or bad lol. I have to remind myself that I don't need to check production vs consumption as often as I used to.
Jaggid Edje  [author] 28 Aug, 2023 @ 1:36pm 
Well, to be fair, it is not entirely non-cheaty. I did not multiply the power increases and the material cost by the same factor. I even used a different multiplier depending on the technology, because I felt that the default game balance resulted in some power sources being far more favorable than others....to the point I never would build some of them at all.

I think of it as more of a "rebalancing" than a "cheating" in that respect, but I'm sure some people would disagree.