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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.
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.
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.
Thanks for this mod. Can you tell me how i can translate it into german?
And did this mod deactivate achievements?
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).
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.
Are you using any other mods? Could be some conflicts going on.
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?
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.
The exception is batteries. Existing ones will remain as they were before installing the mod, new ones built will use the new parameters.
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.
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.
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.
Also, can you take a screenshot and share it with a battery selected?
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.
I used Google Translate for this paragraph, please forgive me if it offends.
Now to figure out which mod is making everyone starve...LOL
Thanks again Jaggid!
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.
Love the mod by the way!! :)
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.
I have tried a complete unsubscribe, clear local files, and then full reinstall and it is still happening.
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.
I think of it as more of a "rebalancing" than a "cheating" in that respect, but I'm sure some people would disagree.