Take On Mars

Take On Mars

Battery 3 kWh 9 kWh 18 kWh
46 Comments
Knightsleeper 13 Dec, 2020 @ 12:31am 
Thank You SyBozz. You are helping me keep Take On Mars forever alive.
SyBozz  [author] 10 Dec, 2020 @ 12:59pm 
@Knightsleeper You can use this mod as long as Credit is given and the display text isn't changed.
Knightsleeper 10 Dec, 2020 @ 10:59am 
I would like to use you mod in a Take On Mars rebuild mod of the game. I can give you credit for your mod work on the main menu screen with the credits tab on the lower right side. By clicking on it, you can see game credits. Your work is very good. Please allow me to use your mod and help me keep Take On Mars forever alive. My project is very important to me and I need your support.
Harbingerman 10 Apr, 2019 @ 5:31pm 
Since you are not around I am uploading the patched version and will give credit for sure; nice Mod hope it works ! Tryin this in my scenarios right out of the box ! My resource Mod will make this an endgame product !
Harbingerman 6 Jun, 2018 @ 3:32pm 
Hello ! I am going to modify your MOD to work with my Resource Mod (It is very extensive and hardcore as it takes 2 to 3 game months to get the materials for the larger batteries). I actually produce one battery with chemical components (zinc sulphate and sulfuric acid for example). From what I read the Solar Panels give Max Bat out at 6KWH and the MMRTG at 9KWH. Although they show 2 batteries each on the units, and my 'battery' is the battery component part of the Battery shown on the unit. SO... I am using 1 'battery' part / 1KWH of power output. I actually use battery parts and battery acid to make a 'BATTERY'; this is the COMPONENT used, like Iron or Silicon. To modify your Mod I am dropping the amount of major components listed by about 30% more or less. Your Mod works standalone with mine just doesnt have the Battery Part ResCost requirement. I would like to include your updated Mod on my Workshop page and am asking to do that first.
J.BROWN 13 Aug, 2017 @ 1:25am 
super.
SyBozz  [author] 16 May, 2017 @ 7:06pm 
No problem when you look in to my workshop items there is a patch for this problem hope it works for you
dis0nored 16 May, 2017 @ 7:04pm 
apologies for deleteing comment still trying to figure out why
dis0nored 16 May, 2017 @ 7:04pm 
Yeah, I used that mod
SyBozz  [author] 16 May, 2017 @ 9:56am 
New update with new recipe
Knightsleeper 16 May, 2017 @ 8:05am 
I will test and also help you in more development. thank you very much.
SyBozz  [author] 16 May, 2017 @ 7:58am 
yes the sleeping mod too but this is w.i.p. so there can be a few bugs by changing the time i don`t find out what it actually all change.
Knightsleeper 16 May, 2017 @ 7:54am 
Hello friend. Im building a mod pack and your Idea is very useful for the game, Even your sleeping mod. I would like to use some of your contents in a mod im working on. I will give you full credit and place this credit on my steam workshop page. can I use your content in my mod pack?
SyBozz  [author] 16 May, 2017 @ 7:53am 
yes of course and if there any problem with the mod you can ask me for help btw i will update this mod for a new recipe in a few hours only at information.
SyBozz  [author] 14 May, 2017 @ 10:37pm 
No problem this is help for me and the communityto find the beste choice.
Myst Leissa 14 May, 2017 @ 10:35pm 
cool thnx.
SyBozz  [author] 14 May, 2017 @ 10:34pm 
Okey i think aluminium iron sili.oxide and argon is a good choice. I do make a update today or tomorrow at the moment i`m working on a new mod.
Myst Leissa 14 May, 2017 @ 10:30pm 
should not*
Myst Leissa 14 May, 2017 @ 10:27pm 
agreed - but imo it should need any materials that call for a large refinery to produce - that's my pet pevee right there - The Large Refinery is like the "Last Limit" for my gameplay most times...after which I pretty much have "The Sky's the Limit".
SyBozz  [author] 14 May, 2017 @ 10:23pm 
Ok no problem i will change that the next time but if we use argon it could be a little bit more of it :D
Myst Leissa 14 May, 2017 @ 10:20pm 
I would like to put forward an Idea of Argon instead of Magnesium Oxide - Seems fair considering the properities of the material and the relative ease of early acquistion.
SyBozz  [author] 14 May, 2017 @ 10:10pm 
I`m not 100% sure but i think that will not work it must be a workshop item but if you have ideas for a better recipe i could change that in the next update.
Myst Leissa 14 May, 2017 @ 10:05pm 
That brings me to the question: If I change the cfg file does it still work in Multiplayer? - I know the host would have no problems but the mod doesn't exist on the Steam Workshop to actually download to the clients...
SyBozz  [author] 14 May, 2017 @ 9:42pm 
There are so many resources and i want to make it easy but not to easy so with magnesium oxide you can craft this at begin but it will take a a little time. If you want to change the recipe unpack this mod and change the cost in one of the .cfg files or if you think there is a realistic recipe you can suggest it.
Myst Leissa 14 May, 2017 @ 9:04pm 
Curosity Question: Why Magnesium Oxide? It kinda is an end-game-type material imo and rules out the printing of these early on when they're needed the most.
SyBozz  [author] 14 May, 2017 @ 4:31am 
@Mr. Monochrome

Yes I think I have the directory open by packing the first time.
Thanks for your tip that will help.
Mr. Monochrome [Hood Certified] 13 May, 2017 @ 10:46pm 
@SyBozz

Just a tip for ya... make sure you have the mod unchecked/disabled in the addon menu before packing or uploading. Can save you from a game crash. Also make sure you don't have the directory open outside of the game before packing.

Keep up the good work!
SyBozz  [author] 13 May, 2017 @ 8:12am 
*Version 1.2 out now
For Information look at the changelog and description.
SyBozz  [author] 12 May, 2017 @ 2:25pm 
Yes I know but at the moment the battery max output is the load of battery so if only 2kWh load 2kW are output and i found some bugs in main game. My new Code I write at the moment (since 10hours) have new gui and need min 50W to load, have a discharge of 5Wh and when output > input battery will discharge too. The thing is I never work with c or c++ before so it`s hard for me :D
jarhead 12 May, 2017 @ 2:17pm 
The problem with kwh measurment is that when it comes to batteries there is now set standard.

All 3 examples are of a 9kwh battery.
(I have come across all 3 types although lower capacity while searching for a good battery backup for my computer.)

Example (a) stores 9kwh but releases 9kw in one hour due to high voltage
Example (b) stores 9kwh but releases 9kw per hour for 10 hours due to high amp
Example (c) stores 9kwh but releases 1kw per hour over several hours due to both lower voltage and amp
SyBozz  [author] 12 May, 2017 @ 6:58am 
Hahaha sorry there I was probably too fast :D i'm actually an electrician... shame on me
orbanaschol 12 May, 2017 @ 6:49am 
The unit for the battery charge is kWh and not kW/h. That's because energy is power multiplied with time. ;-)
SyBozz  [author] 12 May, 2017 @ 5:03am 
Thanka. At the moment i`m writing a complete new script that not is like the mmrtg script (only things that i need) and added battery discharge and that they need min ~50 watts to load.
Mr. Monochrome [Hood Certified] 12 May, 2017 @ 4:27am 
The left battery bar doesn't appear to be filling up only the number is changing.
SyBozz  [author] 11 May, 2017 @ 11:34pm 
I add the wall battery for outpost and modular base.
jarhead 11 May, 2017 @ 7:08pm 
Whats new in the v1.1 update?
SyBozz  [author] 11 May, 2017 @ 9:50am 
*Version 1.1 out now.
SyBozz  [author] 10 May, 2017 @ 3:59pm 
I hope so and no Problem.
jarhead 10 May, 2017 @ 3:57pm 
I will test this later. (thanks)
SyBozz  [author] 10 May, 2017 @ 2:29pm 
Oh I never saw that ther is a modular wall with sockets... but yes i make this mod tomorrow and make 6 inputs so if someone use the output they have 2.
Janack 10 May, 2017 @ 2:18pm 
Yeah, something like that for the Modular Base and for the original hab; athough only one socket for incoming powert, no out going power; if possible.
SyBozz  [author] 10 May, 2017 @ 1:39pm 
Did you mean the "Small Wall With Sockets" for the outpost? When yes that is no problem and i can made it tomorrow.
Janack 10 May, 2017 @ 1:15pm 
Cool mod, could this be incorperated into say a pannel for either the mark 1 or mark 2 building?
SyBozz  [author] 10 May, 2017 @ 11:35am 
I don`t wan`t that someone make the same or something like that too.
SyBozz  [author] 10 May, 2017 @ 11:34am 
No Problem I can understand your position.
Mr. Monochrome [Hood Certified] 10 May, 2017 @ 11:33am 
I've reviewed your mod and it does indeed function differently. I apologize.