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- Circuit breakers come with 10 fuse clips. After 10 triggers, they break down and require repair.
- Single shot fuses for cheap & early game.
- Mod customisation menu with lots of settings.
I’ve tested everything myself, but if I missed something, feel free to report bugs.
A few weeks ago i was making some upgrades for this mod. But my hard disk crashed and i lost that work, alongside some analysis data for my thesis. (I auto-sync all my important folders to cloud now.)
But i'll get there again sometime. We'll have more options and sauce, little by little hopefully:)
i have free time, time to time, but these little times i tend to appreciate with shorter fun activities.
but this is still in mind somewhere. believe it:)
retexture mod is nice, makes me jealous, but it looks more like a power transformer box rather than a circuit breaker. maybe if i dare to add a power transformer into the equation in future, we'd talk about retexturing the retextures, who knows.
Tho it would be cool to have some extra mod options in case I'm feeling a bit masochistic, like still loosing some battery power similar to RT's, or maybe just add weaker versions of the breaker that unlock early, and put the good one at a higher tech level.
- a primitive fuse, like a thin cable, costing just a steel, and being the weakest point of the circuit, for a controlled zztt, i mean, wire burns were not too big of a deal for me but... yeah maybe.
- i'd merge 1 and 2 :)
- auto power on, like nothing happened at all. by itself it'd be boring but maybe can be colourised with extra drawbacks. maybe a slight battery drain etc.
- premature trip, was one of my initial ideas as well. adding power transformers for the current management, if the current is not managed good enough, breakers would keep tripping...
- and something else i wanted to do is make something that works with fluffy breakdowns... non-maintained electric buildings causing more short circuits and extra damage etc.
well, maybe someday...
1. primative fuses: a low tech version that will destroy itself, and due to poor design (useing wood as a resistor? idk, something "primative"), it has a chance to start a fire (at least you can control where the fire is...)
2. fuses: a low tech version that completly destroy themselves
3.circuit breaker: what you have
4. advanced circuit breaker: if it's connected to a cable, it will auto-reset. Basically, it's a switch that a conduit goes into, then goes out of. However, one of those "purple wires" (you know what I mean, right) can connect, and if it has power, it will be able to re-set it. So, might be good to have a separate power grid with no batteries...
5. more advanced one that has no power limit (see bellow comment)
mechanic: load
basically, irl these work by looking at current flow. That means, if you are consuming too much power, it will trip even if there is no issue. If it's just barely above, it might take some time, but the more you put through it, the worse it gets.
So, the idea is: each one of thes OCDP (Over Current Protection Devices) (the official name for this group of devices, as well as surge protectors, GDFI's, and so on). has a "limit". If you draw more than that limit, they will either trip, or "melt" (so a circuit breaker could melt and act as a wire now, being useless).
However, if you split the power, it works. Let's say you are drawing 1.2 times the max power, puting 2 in will now be .6 times the max power.
I had a huge ton of ideas but doesn't seem doable with my time and mind state currently. Feel free to shoot. But i don't even feel like organising my ideas and writing them down, sorry:)
My initial plan was to have settings for this mod as well, drain amount, explosion risk etc, like in the previous mod that i did for RT Fuse, but my time and mind is very busy with my phd thesis currently.
This mod is simply the draft i was holding back to improve, but felt compelled to release as soon as possible since old mod's users was asking for update. Maybe i can have time to improve on later. I like the interest so far though. And open to suggestions. Short ones;)
oh, quick question. Do you plan on makeing an ideas (or suggestions) discussion? if so, i'll wait for it to put my idea. if not, would you like me to make one for you (drawback is that you can't edit the first comment to put plans.
For instance, if you make it, you can put planned features (at least major ones), so people don't suggest already planned things.
"@CTH2004, descriptions and the pictures."- I didin't quite get the difference. I got how this one works, and how the other works, but not the connection
"With this mod strategic placement matters, and batteries can save their stored energy. "- ah, I get it, RT's effectivly allows a specific object to break (or toggle), instead of breaking other stuff. Yours allows you to isolate them, meaning that it doesn't just controll the drain, but block cascades!
okay, I officially am changeing mods, sorry RT! (:
p.s. that gives me an idea. I would put it here, but when it reached 2 paragraphs...
@CTH2004, descriptions and the pictures. With this mod strategic placement matters, and batteries can save their stored energy. You can also check my answer to a similar question on the previous page.
Circuit breaker is basically a power switch which turns off in case of a short circuit (Zzztt).
So when the switch is off, the connection in between turrets and PPCs would cut, until one of your pawns switch it on again.
This mod doesn't override any function other than the short circuit event, so there shouldn't be any incompatibility with anything, other than other short circuit mods, which is stated in the description.
Imagine the description pictures with a Rimatomics building instead of a smelter. The results will be the same.
Separating your nuclear reactors from power net with circuit breakers would increase your safety a ton, since cables normally can cause fires in case of a 'Zzztt'. So it's a good thing.
I liked that style so far, but i wanted to add another, realistic approach, to include more logic and also challenge to it.
Even though we all (have to) skip steps when modding, The logic behind circuit breakers is that, they are little wires, getting cut in case of power surges, preventing electricity to flow in wrong ways and damaging equipment.
This mod does only that, breakers cut the circuit, the rest happens automatically.
If the batteries are in the wrong side, they go uff; if they are in the safe side, they keep their juice.
So in my opinion;
+ RT Fuse: Accustomed, Simplistic, Less Risky
+ Circuit Breaker: Realistic, Challenging, Rewarding
I was planning for bigger theatrics, but this'll have to do for a while.
I was not very satisfied with the texture as well, and i'll probably update it later. And of course, you can do a retex. Also you can send me a link, and I can put the link up here too.