Timberborn

Timberborn

Flywheels
182 Comments
mikesmtx 19 Jul @ 12:07pm 
I'm just now getting into mods, as I get back into the game after a few year break. This is very well done, and a very needed solution. Early on, using the small ones as the main power shafts so you can work through the droughts is amazing.

I didn't read the description you have now before using, but it wasn't needed. They function like any energy storage system should, excess energy is saved, then used when the balance tips to maintain output.

Basically, invest big and early in your power station. Like 3 times what you think you need. Then make as many straight shafts the small flywheels as possible. I've never had a more fun "industrial zone" build. You gotta prioritize the resources, but the pay off is unlimited!
Battery Smooth  [author] 5 Jul @ 1:42pm 
@WOLF1028 good suggestion - description updated!
WOLF1028 4 Jul @ 9:28am 
@Battery_Smooth

Thank you for the in-depth description. Might I suggest copying it to the description?
ledge 4 Jul @ 4:47am 
Glad someone just stated what I was going to. No idea what these were for, thanks for the explanation.
Battery Smooth  [author] 3 Jul @ 12:02pm 
@WOLF1028 They're an alternative to gravity batteries, and they operate on similar principles - connect them to a network to store power, and they'll fill the gaps! The one thing to keep in mind with them is that if the network either has an under-supply of power, or has no supply or demand at all, then the flywheels will lose power over time (think of it like friction, if friction were a balancing mechanic!).

Junctions are a helper tool, created with the intention of making it easier to create 'stacks' of horizontal flywheels - they don't store power, but rather redirect it.
WOLF1028 3 Jul @ 9:38am 
I have no idea how these work...

Can I put a Paper mill on top and power it? Do they STORE power? Do i need to attach a windmill to it? What's the difference between the junctions and flywheels? Some have calculations. Some don't. Do they make power?

I play games, not an electrical engineer. Where's the description? Where are the photos?

Flywheels, flywheel by flywheeling. Use the Schwartz!
cmb-msn 30 Jun @ 5:05pm 
Flywheel junctions... In my opinion they should behave like manufacturing buildings: they allow a connection from all flat surfaces. That would mean that putting a junction down means you can (for example) put a windmill on top in any spot, or an off-centre vertical flywheel. With recent changes to the 'vertical power shaft' this feels like it would be in line with unmodded behaviour.

Not practical, but would be cool: being able to put a flywheel junction down that goes between two walls - a wall 2 high, 5 wide, then 3x5 empty spaces, then an identical wall, then somehow centre the large junction on top).
richardnicholson82 19 Jun @ 9:11am 
!!!!!!!!!!!!!!! THANK YOU !!!!!!!!!!!!!!!!!!!!!!!
tincankemek 16 Jun @ 8:39am 
this already update...oh i really love this mode...
Battery Smooth  [author] 14 Jun @ 7:45am 
Hi all, @personal.moniker was right - issue with the previous specification not being cleared. This should be sorted now. If anyone has any issues with version 3.1.0.60, please let me know :)
personal.moniker 13 Jun @ 2:39pm 
There are duplicate GreedyBuilders and Emberpelts json files in the Blueprints/PrefabGroups folder of v0.7.9.3 alongside the marked-optional versions, deleting them will resolve the "GeneratedObjectSpecAlreadyExists" errors when using GB/EP alongside this mod.
Ugly Hamster 12 Jun @ 8:08am 
Huh, have exact same issue as Zargachi, trying to use this mod with Emberpelts crashes it with that exact exception.
Vas 10 Jun @ 10:53am 
To add information to my crash report, I was using Greedy Builders.
Zargachi 10 Jun @ 3:41am 
GeneratedObjectSpecAlreadyExistsException: The given spec path was already generated "blueprints/tools/tool.smallflywheel.emberpelts"
Zargachi 10 Jun @ 3:41am 
trying to start new map with emberpelts and is crashing fsr
Vas 9 Jun @ 2:57pm 
So it looks like there's still a minor crash. I tried disabling More Groups as Bob suggested but still broken.
https://pastebin.com/keciAdW5
r055co 9 Jun @ 9:01am 
Thank You! Thank You! Thank You!!!!!!!
serekau 9 Jun @ 8:44am 
Thanks for the update
Uncle Grumbles 9 Jun @ 7:41am 
Thank you :steamhappy:
VodaCode 9 Jun @ 7:03am 
THIS IS THE BEST MOD EVER!! (if the map is small and somtimes it goes out)
Overheadcam 9 Jun @ 5:52am 
Legend! Nice work
darkdroider 8 Jun @ 10:10pm 
:heartris::heartris::heartris:
darkdroider 8 Jun @ 10:09pm 
my hero...thanks @Battery Smooth
zagara77 8 Jun @ 8:11pm 
thank you for your hard work battery smooth. this is one of my favorite mods.
El_Frijole 8 Jun @ 7:47pm 
Thanks for the update. You rock.
ワンオペ工場主 8 Jun @ 7:11pm 
Thanks for the update. The game now starts.

However, I'm experiencing additional problems, now I can't connect to all vertical flywheels.
Also, some of the textures on the Large Horizontal junction are broken.
改名解毒丶 8 Jun @ 7:10pm 
水平飞轮无法连接
Battery Smooth  [author] 8 Jun @ 5:58pm 
Hey all, mod updated for the latest release! Shame about the timing!

To answer a couple of questions, this mod is actually one of the easiest to update (hence why my other mods like Pantry and Power Shaft Extensions still remain un-updated), it really just comes down to finding free time to update it I'm afraid!
I'm hoping that this should be the last update-break until whatever fun adventures await us for Update 8!
El_Frijole 5 Jun @ 1:17pm 
It's a bummer the mod finally got updated to be working again and then a new game update breaks it again a couple days later. It's a really cool mod. Hopefully it doesn't take too long for another fix.
Will pick sniper 3 Jun @ 10:53pm 
@nordstern This is one of more complex mod (such as energy drain, etc) so it may take some time. Be patient.
Mr. Meeseeks 3 Jun @ 2:54pm 
This is the only mod causing me to crash
Vas 3 Jun @ 1:10pm 
Tons of mods broke in this last update. This is just one of them.
nordstern 3 Jun @ 9:50am 
Maybe the modder will save time if he change the mod, so it does not make su much troubles.
nordstern 3 Jun @ 9:49am 
Why does every update break these mod? Its i think the only mod of 30 i am using which makes problems after a patch, hotfix or Update.
改名解毒丶 2 Jun @ 6:42pm 
请更新
LadyAquanine735 2 Jun @ 6:20pm 
Simple Floodgate Triggers is having issues too, if that helps.
r055co 2 Jun @ 5:57pm 
Yep, it's crashing
Reacher 2 Jun @ 8:55am 
Same crash on load after today's update.
Possibly this part of the update?
"When selecting any buildings connected to a power grid, all objects in that grid are now highlighted - this includes shafts and batteries."
Bigdaummy 2 Jun @ 8:10am 
I'm also having an issue with flywheels crashing the game since the update
krixt 2 Jun @ 7:04am 
Installed this mod yesterday, before today's update. Haven't even had a chance to build a wheel and it's broken :(
Asghan 2 Jun @ 4:57am 
Todays update of Timberborn no longer works with FlyWheels :(
wittorio98 2 Jun @ 3:56am 
@Overheadcam the game was updated
Overheadcam 2 Jun @ 3:54am 
Confirmed disabling flywheels allows loading, exception is:

Could not load type of field 'Battery.Flywheels.FlywheelSystem.FlywheelAnimator:_transputSpecificationsProvider' (1) due to: Could not resolve type with token 0100000f from typeref (expected class 'Timberborn.MechanicalSystem.ITransputSpecsProvider' in assembly 'Timberborn.MechanicalSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.MechanicalSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.MechanicalSystem.ITransputSpecsProvider member:(null)
wittorio98 2 Jun @ 3:54am 
Hello @Battery Smooth. plz update the mod.
Battery Smooth  [author] 26 May @ 3:48pm 
@Santosari13 Yeah the latest experimental update changed how power transmission specifications work. I'll get it back up and running ASAP
santosari13 26 May @ 10:01am 
Hello @Battery Smooth. I would like to say that I absolutely love this mod and wished it was a part of the base game because it is very helpful, better yet than the battery. Second, I have a problem with this mod because it was working perfectly and all of a sudden it started causing bugs crashing my game. Of all the mods I disable and tried the game this one was the one causing the crash. Maybe it has to do with the update they did yesterday, I am not sure. Please take a look at it.
Scroller 26 May @ 4:54am 
@Battery Smooth - My concern was the rate of stored power lost when there was nothing being powered. It was more rapid than I had expected. It may simply have been that I started using a the wrong flywheel at the wrong stage in the colony's development. It bears further experimentation.
Battery Smooth  [author] 25 May @ 9:34am 
@valhalla if you’re using this mod with update 6, there was a change in the way mods are structured to allow multiple version compatibility. I’m unsure what the behaviour is for u6 and older with the structure so that may be what’s causing the issue.

@scroller yeah, they’ll lose power over time (as a means of balancing them). If the power network is using more power than is being generated (power storage is ‘in use’), or if there is no input or output at all, then they will start experiencing this loss. It’s purely to help balance them. The larger and framed flywheels experience less loss, so you might have more luck with a framed variant!
crashfly 24 May @ 3:43pm 
the best way to describe it is like this:
you have a set amount of power that is used and a set amount is stored
whatever you make in excess of what is used, gets stored. if your excess is only a small amount, then what is stored will charge very slowly, and when not enough will be used very quickly.

so the end result is that you will likely need to have more power being made (wheels, etc) and likely a bit more storage as flywheels.
Scroller 24 May @ 10:04am 
@Texugo Maldito - The flywheel I tried was one of the (upper) middle models (around 20,000, if I recall correctly). It had stored power from water wheels , hence no power during a drought. Up til the drought, the flywheel hadn't been used. Once the drought was in force, the power loss from the flywheel was rapid and, as mentioned earlier, lasted around 24 hours and around a third of the power was wasted since it kept draining.

If I'm understanding what you're saying, it sounds like I would need dozens or more to last through even a short drought. How much power does a single flywheel lose overnight, exactly? Is it related to how much power is drawn during the day? That could partially explain what happened with mine.