Take On Mars

Take On Mars

I/O Plugs For Everything
20 Comments
Staalby  [author] 28 Oct, 2020 @ 7:15am 
@Halokllr That is not possible with this mod, it only changes a single file to do the changes. Which is also why it is compatible with pretty much any mod, as long as it doesnt change the same file where mounts are defined.
Halokllr 20 Oct, 2020 @ 5:23pm 
Can you edit the config's manually for more power? Never modded or anything like that.
jarhead 22 Nov, 2018 @ 6:46pm 
Can you do this for the 3d printer parts as well?
They only have input and I was trying to use it as a relay since it was near the base.
Staalby  [author] 16 Mar, 2018 @ 10:21am 
@SnowSky No. Not that I'm aware of. The file in which you change the mounts, is very simple with only two option. If it can be placed on buildings or not. And if it is required to be on the ground. Such as the drill, to drill the soil. Whereas a solar panel can be both of those places.

Best,
SnowSky 16 Mar, 2018 @ 3:56am 
Small question regarding the mountfixes:
Would it be possible to make a mountfix that turns the Solarpanels to the sun? (So to say always get the best direction for maximum efficiency?)
and would it be also possible to make mountfixes that can be fixed on vehicles?
Staalby  [author] 5 May, 2017 @ 11:15pm 
When I saw that you could change the outputs (thanks to you) I saw the potential to lower the use of the horrible cable management even further. To make your life on Mars a bit easier.

I didnt change anymore than the config files to retain compatibility, likewise with the models and colours. As such it is compatible with pretty much any mod that doesnt change that. Such as mods that change the cost, mountpoints or sockets. Power output and all the technical stuff is in the controller files.

Best,
DHLF 5 May, 2017 @ 1:15pm 
Why have I never thought about adding those power plug changing mechanics to all the other machines as well?
Maybe I was too focused on the solar panels as.. their wirering was really ugly ^^

The solar panels have two output sockets. For what? They produce just enough power for the (now finally existant) life support module.
I really didnt knew nothing about modding when i was playing around with the gamefiles.
So I stopped when I just got one plug changed to input.
To change the colour of the plug.. well.. there seems to be no easy way like painting a different colour in a gamefilee therefore I did not want to spend more time to get deeper into modding :D

You did also add an incompatibly list, nice!
cstreet13 4 Sep, 2016 @ 6:00pm 
Awesome! Thanks!
Staalby  [author] 4 Sep, 2016 @ 11:19am 
@ cstreet13 Done.
cstreet13 4 Sep, 2016 @ 11:04am 
Can you update this to include resource costs for the machines? It's starting to feel like cheating when I use this mod....
Myst Leissa 21 May, 2016 @ 12:35pm 
Well tbh I wasn't using Reiterated's Version in the first place (I was using someone's fix for the SP Items being missing)
Staalby  [author] 21 May, 2016 @ 12:55am 
I'm sure that ReIterated will get around to it. Have you tried contacting him or posting a comment on the mod?

As it is his mod, I would much perfer it was left to him. Also, it is a much more complex and larger than this one, and I'm not sure I could make sense of it.
Myst Leissa 20 May, 2016 @ 9:44pm 
Staalby - as about the only Modder that I've had contact with on TKOM - I would like to ask if you could consider making a rewrite of the Resource Cables mod to sync it to the May 20th Update?
Staalby  [author] 15 May, 2016 @ 1:29am 
@JuStX2 Yes. The cables are left untouched in this mod. Only the sockets in the machinery is changed. The flow direction is still the same through the cables.

Although you can ignore the color on the machines, as i did not change the models to reflect the change in sockets. The game will not let you plug in the wrong end of a cable either way. :)
Myst Leissa 14 May, 2016 @ 8:12pm 
Stupid Question: For the Purposes of I/O Plugs - does the color of the wire attached matter at all (like green/red heads)?
~* BiZZ Keryear *~ 14 Feb, 2016 @ 2:38pm 
I think I will ... whenever it is ...(since it got delayed the last time ... for 3 times already ... and this time the est. release isn't close to that date what I estimate ... and usually underestimate time needed)
Staalby  [author] 14 Feb, 2016 @ 7:34am 
No problem. The mod is very non-invasive and has no effect on stability. It only changes some booleans from false to true and a few letters for the mount fixes.
I hope you like it when the time comes. Best of luck on your endeavors!
~* BiZZ Keryear *~ 13 Feb, 2016 @ 2:30am 
Thank you so much for this (though I am not using it, now ... till release ... since I am on testbuild and I think it only can go wrong ... more worng ... when having a really unstable program* and then adding mods on top on that)

*=e.g. can't save results in a crash all the time
Staalby  [author] 5 Feb, 2016 @ 2:34pm 
That was also my reason for making it. And the lack of I/O plugs for the rest of the machines. I'm glad you like it! :-)
cstreet13 5 Feb, 2016 @ 2:00pm 
At last! Really tired of needing 10 separate mods to do this...