Stationeers

Stationeers

MorePowerMod
52 Comments
jarhead 26 Mar @ 8:36am 
Thanks
WIKUS  [author] 26 Mar @ 8:28am 
I might find the time to add a big survival RTG but no promises or ETA at the moment.
WIKUS  [author] 26 Mar @ 8:26am 
If you want to make your own mods the discord is a good place to start. Check the modding channels and search for guides and have a look at the pinned posts.
jarhead 26 Mar @ 8:20am 
Then can I ask for a RTG mod that makes 1 RTG (vanilla is 1x small grid cube) that is 3x small grid cube (just increase model size) and puts out 100kw instead of vanilla 600w? or can you tell me where to look to change item settings so i can make my own mods?
WIKUS  [author] 26 Mar @ 8:12am 
Yea all plausible ideas worth considering. I am a bit hesitant with refining this mod currently because the Devs said they want to redo the power system and nuclear reactors have also been confirmed. Will probably take a lot of time still but when this happens and I get back to this mod my modding skills will also have increased a bit. (My main focus at the moment is to add a bit of cheese with my mods) So if someone wants a single massive power bank then this mod currently provides. Thinking about it... if I were to make major changes like this it would be a separate mod.
jarhead 26 Mar @ 7:53am 
I was just thinking about having it not really be "nuclear" but that the "nuclear" batteries in game were more like "lithium iron phosphate" and the regular were "lead acid" or something. If it was really "nuclear" then it would be like 1k% of the large station battery (or a giant rtg that is a 3x/3x/3x size (small grid) or size of regular station battery) and generates 100kw (max of heavy cable). This is just me being bored so just typing to type (mostly). Could you add a giant rtg (just make model bigger and increase its output from 600w to 100kw)?
WIKUS  [author] 26 Mar @ 7:28am 
Those numbers were picked based on the amount that existing battery capacity increases when they become "nuclear". I will have a look at it though when I come back to this mod to add some more stuff.
jarhead 26 Mar @ 7:09am 
can you adjust this "nuclear station battery" to be same storage capacity as "large station battery" then make "large station battery" be 50% more than current and add a "large nuclear station battery" that will be 200% of new "large station battery" storage capacity? I think this would balance this mod better so you can go for a space vs cost in the builds.
WIKUS  [author] 28 Aug, 2024 @ 8:44am 
Nice... Flood lights are up next.
BoNes 28 Aug, 2024 @ 8:38am 
The latest update fixed the bright pink texture issue.
BoNes 22 Aug, 2024 @ 12:46pm 
It seems that the latest update has broken the textures in this mod. They show up as plain magenta (bright pink) textures instead.
WIKUS  [author] 23 Jul, 2024 @ 2:10pm 
Yea it appears to be strange like that sometimes. I also would have sworn I tested this when you reported it first and could not reproduce... but no way that bug wasn't there at that time :KScared:
BoNes 18 Jul, 2024 @ 1:16pm 
LOL

I've done quite a bit of coding myself... "naming convention" sounds about right. It all starts out with good intentions, "I'll name such and such like this, and this one like that" and then it all goes down the toilet in a flash.
Before you know it, you're asking yourself "why on earth did I name it like this?".

I'm just happy it's all been sorted. If it had nothing to do with my custom setup, then I'd say that other people would have possibly been affected by this and either not realised, or they just haven't posted here.
WIKUS  [author] 18 Jul, 2024 @ 9:55am 
That is great news so chances are it had nothing to do with your custom mods as I suspected earlier because I found some grave errors in my "naming convention" ( if I can even call it that :mern: ) that apparently caused this behavior.
BoNes 18 Jul, 2024 @ 8:41am 
I had to muck around with unsubscribing and resubscribing (due to Steam playing up and not updating the mod). But I'm happy to report that the nuclear station batteries now stay around when I load a save.

Thank you very much for the fix.
WIKUS  [author] 15 Jul, 2024 @ 12:24pm 
Fix uploaded.
On older saves the battery might still vanish but once the new structure is placed it will now stay on save load.
WIKUS  [author] 15 Jul, 2024 @ 4:10am 
Accidentally deleted somebodies comment here about the nuclear station battery being gone after save load.
Thanks fr letting me know.
Looks like latest update broke something. Currently investigating.
WIKUS  [author] 3 Jul, 2024 @ 4:53pm 
Good question... I don't know if it is ok since it contains code bits from the game.
BoNes 3 Jul, 2024 @ 8:13am 
I'm still not sure what the actual problem is... I know this is alot to ask, but would it be possible to have the source code for this mod, so I can put in some majorly verbose debugging into the logs (like printing something to the log at every step of initialisation)? Some serious debugging should be able to nail down where the problem is happening, and I'd get back to you with my findings.
WIKUS  [author] 2 Jul, 2024 @ 2:33pm 
Maybe worth a try to post your findings on the StationeersMods discord.
WIKUS  [author] 2 Jul, 2024 @ 2:30pm 
Yep very strange behavior this... were you able to confirm that your custom addons dll causes this somehow?
BoNes 2 Jul, 2024 @ 12:23pm 
The only mentions of this mod in the player.log is when it's loading (mod found & loading prefabs).

It's quite strange. Just this one structure gives me any issues, and there's no errors or warnings in the logs. It's had me scratching my head over it.
WIKUS  [author] 2 Jul, 2024 @ 12:16pm 
Any clues in your player.log?
BoNes 2 Jul, 2024 @ 8:43am 
I've tested the omni transmitter and the nuclear wireless battery, and both are loaded as expected... so it's something to do with the nuclear station battery in particular.
BoNes 2 Jul, 2024 @ 8:33am 
It's both the ones from before the update and newly placed ones.

I just found it strange that I don't have any issues from any of your other mods (nothing getting nuked randomly). I haven't placed any other buildings from this mod, so I'll test that too.
WIKUS  [author] 1 Jul, 2024 @ 1:35pm 
Does it delete the new ones too or is it just the batteries from before the update that get nuked on save load?
BoNes 30 Jun, 2024 @ 10:42am 
I'm not sure then... it could be some kind of conflict with another mod (I'm running many many mods, alot of them I've built myself).

My stationeers folder is pretty unique. I'm able to run Stationeers-Addons mods because I've rebuilt the DLLs from the source code to use the same version of harmony that BepInEx uses, then I've got BepInEx with StationeersMods installed too. So I can run mods that are made for any of the 3 APIs.

It could have any number of causes given my situation. But, I figured that I would post a comment here incase anyone else was experiencing the same issue.
Lady Sorcia 30 Jun, 2024 @ 7:27am 
BoNes I don't have this issue.
BoNes 30 Jun, 2024 @ 3:43am 
Since you released the new update... every time I load a save with nuclear station batteries, it deletes them on world load.

It doesn't show any errors in the logs, and changing the mod loading order (either before or after core) has no effect.
WIKUS  [author] 29 Jun, 2024 @ 7:31am 
At some point I will also look into the non-wireless quick chargers that you mentioned as it fits the mod very well.
Lady Sorcia 29 Jun, 2024 @ 6:27am 
Thank you. :cure::GoVentureStress::cure::GoVentureStress:
WIKUS  [author] 28 Jun, 2024 @ 6:37am 
Side bar indicator update is out.
You might have to rebuild the structure if it already exists on a save.
WIKUS  [author] 26 Jun, 2024 @ 2:37am 
Now I see what you mean... will try to come up with something or simply include the original bar.
Lady Sorcia 26 Jun, 2024 @ 2:17am 
A lot of that information can be found online but with batteries you can hover over them and it shows %. As for the large batteries (buildings) they have bars that incrementally go up when charged and down when discharging. At a glance it's hard to tell what the charge of a battery is unless you see the bars on the side of it, else you need the tablet or a screen set to view potential.
WIKUS  [author] 26 Jun, 2024 @ 12:50am 
That is true for all other devices in the game that use this kind of color indication right?
It also blinks when charge is low followed by a constant emission. Then it starts switching colors to orange yellow, green and finally blue.
Does Stationeers have some sort of color blind mode that could serve as reference for a color blind battery version? What colors are especially difficult? What types of color blindness are there?
Lady Sorcia 26 Jun, 2024 @ 12:13am 
"The charge indicators for the battery are at the top."
Call me crazy but I'm pretty sure the only indicator is the color and as a color blind person I can not see the color of the battery at a glance, I've had to build displays to see the power stored just to know what the battery is at a glance. :embarrassedh:
WIKUS  [author] 26 Jun, 2024 @ 12:07am 
Tested by spawning a full stack in and by stacking them to 10 manually.
Cannot reproduce.
There are no horizontal bar indicators.
The charge indicators for the battery are at the top.
Lady Sorcia 25 Jun, 2024 @ 11:50pm 
Also I'm color blind, shade of gray < horizontal bars.
Lady Sorcia 25 Jun, 2024 @ 11:49pm 
When I spawned it in on creative mode on the moon I was not able to place it at all out of a stack of 10, I used a sacker to separate one and it worked fine.
WIKUS  [author] 25 Jun, 2024 @ 1:16pm 
Thanks.
What exactly happens on placement for you?
Can place the battery just fine here no matter how I stack the kit.
Battery has charge indicator lights already present.
Devices not having a switch is intentional as mentioned in the mods description.
Lady Sorcia 24 Jun, 2024 @ 10:05pm 
Battery (building) can't be placed if it's in a stack.
Battery has no indicators on it and it should.
Battery has no switch on it and it should.
I also recommend a battery charger integrated that can supercharge nuclear batteries much faster then a standard charger at 500w.
Great mod :hana1::hana2:
WIKUS  [author] 11 Jun, 2024 @ 3:13pm 
Thanks Lemon. I uploaded a fix for that just now.
♥ Lemon ♥ 9 Jun, 2024 @ 1:41pm 
removing nuclear battery gives you large transmitter
WIKUS  [author] 15 May, 2024 @ 5:58am 
Remade the connection colliders since I was still unable to reproduce. Please let me know if that fixed it.
WIKUS  [author] 15 May, 2024 @ 2:28am 
Turns out it is a bug where connection won't work when the port points a certain way. Will have a good look at it.
Taralus 10 May, 2024 @ 5:04pm 
i will try resub ,, i am on DC as Taralus ,, just for maybe Future Discussions / Ich will mal versuchen neu zu installieren , bin auf DC für eventuelle zukünftige diskussionen
WIKUS  [author] 10 May, 2024 @ 11:11am 
Yea sorry can't reproduce. Fresh install, different machine.
WIKUS  [author] 10 May, 2024 @ 10:57am 
Hmm just checked to be sure... connector looks fine all logic works here as well. Gonna try and reproduce on a different machine to be completely sure. No manual switch is intentional. Have you tried un- and resubbing?
Taralus 10 May, 2024 @ 9:34am 
theres also 2 more problems ,, at last on my side ,,
1. the Cable will not connect where the Data/Power "Connector" is and
2 theres no switch to Activate,,,nor can i see it over Logic/IC 10 to do that ( the Recipe i changed by my own to build it )
WIKUS  [author] 10 May, 2024 @ 1:33am 
Thanks. Recipe is fixed now.