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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Personally I think I'll be dropping this mod from my mod list. I had an alternative idea for managing power for a long time. Rather than reducing the power draw of a few items which is a pain for mod compatibility. I could instead increase the amount of power generated from power sources. In the future I'll likely be adding a new tweak to my tweaks collection that allows you to scale power generation items by a multiplier of your choosing, much like the Improved Vanometric Power Cell tweak.
Done, it'll be up shortly.
Didn't wall light have its own options menu where you could tweak the power usage?
Alright, I've added it. I've never used the mod, that's why it hadn't been done yet.
I love you (I don't, but I do, not like that, you know what I mean!). Thank you.
I don't think that's really fitting to add as this mod is for frequently used power hungry items that you build multiple copies of. Although you could always add it yourself its not terribly hard its all simple xml patching.
I imagine that device is designed to run using backup batteries. Although it sounds like you probably do what i do which is ignore batteries and instead build constant sustainable power items.
This is a very simple xml patch mod that can't cause such issues. There's also no such thing as power transmitters in the vanilla game or this mod so I'm assuming its being added by another one of your mods. It sounds like whatever power mod you're using has some serious issues. Since all my mod does is patch some power values it shouldn't conflict with anything except a mod that does the same thing but such a case the last loaded mod should simply overwrite the other.
So checking the files the Dubs patch was one of the few that was looking for mod name instead of def name. I changed it and uploaded it so it should work now for the lite version too I believe. Just unsubscribe and resubscribe to ensure it updates.
This mod really isn't intended to be realistic. The vanilla power requirements are probably more in line with realism if that's your intention. The point of this mod is simply to reduce the power requirements of various items so you can build in a more realistic fashion. If you want to build houses or a realistic looking community you'll likely be placing multiple devices you would otherwise only need 1 of. Without this mod it means building a much larger power network to compensate. The point of the mod is so you don't need to do that.
Honestly the smarter approach would probably have been to simply increase the power output of power generating machines. The results would have been largely the same and the mod would have been more compatible. However that's not how I did things when I originally made this mod.
If you have issues with the existing power requirements feel free to modify them for your game. I've included instructions in the description to do so.
The Old Computer may be almost right if we assume it's equivalent to a laptop with limited speed/capacity. But the new value for the Modern Computer is 60w, which is only 20w more than the Old Computer. That's not enough, esp. when we consider that modern computers have a clear tendency of needing more & more power (& producing more heat) with each upgrade cycle.
My desktop PC is not cutting edge by any imagination. It has 1 video card, 2 memory sticks & an Intel i5. Aside from the video card, the other parts are 6-7 years old. On idle, when it's doing almost nothing, it uses about 80 watts. (I have a power meter which measures this real-time.) That's not including the monitor. Obviously, when gaming or using certain software, it climbs significantly.
Conclusion: While 80w for a Modern Computer would be more accurate, even that seems a bit low to be realistic. (I'd say 90 or 100w seems more appro to me.)
Yes, your right. Not sure why I changed that one. I might end up changing that back later. To be honest I never use the things because I find their OP even without a higher power cost. If they required material to repair stuff it would be more balanced.
I don't use github or similar places since I've never had a need or reason to. If you want to add some patches just post a zip with them and I'll take a look at it. I would ask that you please use an existing patch as a template so its tidy/fast. Although if your knowledgeable about xml patching please feel free to do something that's more efficient on performance if you can.
As for any changes I do about 1/3 of the power value. Generally I do stuff that has massive power draws, is heavily used or makes sense to use a lot if you were to design a realistic or aesthetically pleasing base.
Oh! Thank you for the recommendation! I'll switch over, then; thanks for your help once again.
I'm a bit surprised your using a fairly obscure mod that for that. The Vanilla Furniture Expanded - Farming module has advanced hydroponics and a few other nice additions. Personally I think you would be better off switching to the vanilla series mod but if you would prefer to keep using that mod I suppose I could do a patch quickly for it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=749150111&searchtext=Advanced+Hydroponics
That would require coding which is outside my expertise. It's also not something I'd be interested in doing sorry to say.
I haven't touched cooling/heating items yet and I'm not sure I ever will. I've always felt those are generally less about aesthetics and more about gameplay mechanics. So unless I change that stance I wouldn't change the AC units. The lamp/fan combo I've never actually used but looking at the file it uses 50W which gives light and cools the room somehow so that should be fairly reasonable for its cost. As for the sewage treatment you shouldn't need more than two. They aren't super expensive and they can handle a large amount of people so I don't really see a need to reduce their cost.
I really like this mod, as i can focus more on building up my base, instead on having to wonder where i will get all the needed power from.
thx for the fix, it works perfectly now. :)
I checked the patch in game and as you said it didn't work. I couldn't see what was wrong so I remade it from scratch, tested it in game and it works now. I decided to compare the two files it turns out I missed a thing when I changed it to test for defs so it bugged out. Sorry about that.
first of all, thanks for this mod, it makes the game far better on the power consumption issue. I really love this mod.
It seems however that the mod does not work with machine column at the moment.. The Ice colums still use 500W and the Sun column even 3500W (which is far too much, its basically a geothermal reactor for each sun column). It seems your fix unfortunaly didnt work or the author of the other mod changed something again. Could you take a look at it again? Thanks in advance.
Ugh, thank you for telling me. I've uploaded another fix and this time changed it to check for the def name. So unless the author does something really stupid like renaming a def it should be safe from further shenanigans.
That's... disappointing.
Btw author of Machine Columns yet again in their inifite wisdom changed the mods name. That's what triggered my previous question. Just letting you know :)
You would think so but for whatever reason there is no patch operation to check for package ids. The existing FindMod operation was not changed and still looks for the name used in the about file rather than the unique package id. Hopefully this will get changed in 1.2.
The patches don't affect mods thankfully so there's nothing to change there. As for my mods the only one I'm actively updating is Advanced Bionics Expansion. The rest are just little fixes here and there when people have issues or requests. So it's thankfully not that time consuming.
Fixed, this is what happens when you go renaming your mod. Also why I should have just stuck to testing for a def name for my patches.
Since you asked I've uploaded an update with it. I did the sun column and the ice column.