RimWorld
542 oy
More Batteries
3
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Dosya Boyutu
Gönderilme
Güncellenme
8.891 MB
19 Ağu 2016 @ 4:02
19 Haz @ 6:06
35 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
More Batteries

Açıklama
This mod aims to add more depth to the batteries in the game. It is compatible with existing colonies.

Known issues:
* No known (verifiable) issues *

Links:
-----------------------------------------------
Archotech Battery Cost Reduction (optional patch)
-----------------------------------------------
Source code[github.com]
License (GPLv3)[github.com]
Support Me on Ko-fi![ko-fi.com]

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Batteries:
----------------------------------------
Improved Battery:
Capacity: 850wd
Efficiency: 55%
Cost:
- 120x Steel
- 2x Components

Advanced Battery:
Capacity: 1200wd
Efficiency: 65%
Cost:
- 175x Steel
- 2x Uranium
- 3x Components

Glitterworld Battery:
Capacity: 1800wd
Efficiency: 80%
Cost:
- 250x Steel
- 1x Uranium
- 2x Components
- 2x Advanced Components

Archotech Battery:
Capacity: 3250wd
Efficiency: 120%
Cost:
- 500x Steel
- 10x Uranium
- 10x Archotech Power Cells (25 Plasteel, 6 Advanced components, 5 Gold, 500 Silver)
- 2x Components
- 4x Advanced Components
----------------------------------------

Technologies added:
----------------------------------------------
- Archotech Power Storage
- Archotech Battery
- Specific Components
- Glitterworld Battery
- Advanced Battery
- Improved Battery
-----------------------------------------------
181 Yorum
Stolij  [yaratıcı] 8 Ara @ 14:02 
(2/2) I hope these suggestions will help you to find a solution, since I couldn't recreate the problem you described on my own systems, I can't really help you any further. I'll put a basic overview of my test set-up here as well (mods used):

Base Game -> No problem
Base Game + More Batteries -> No problem
Base Game + More Batteries + Archotech Cost Patch -> No problem
Base Game + More Batteries + Archotech Cost Patch + [Rest of Mods (around 80 or so)] -> No Problem
Stolij  [yaratıcı] 8 Ara @ 14:02 
@Aki-San (1/2) This mod only provides configuration files for the game (e.g. XML only), defining extra battery types and their research projects (and some relevant items). As far as I know, to produce the type of behavior you're describing, a mod would need to use a binary patching system like Harmony to pretty much 'hook into the game'. Like I mentioned, this mod does not do that, which means that I can only really think of a few possible situations that could cause the problem you were describing. These are mainly:

1. Some other mod is hooking into the building selection code, and is somehow misbehaving when the buildings (batteries) provided by this mod are (attempted to be) selected.
2. The base game install on your system is somehow corrupted, but for some reason, this does not affect the main execution flow of the game (very unlikely, but if I understand correctly, you mentioned that your debug menu is also malfunctioning when spawning in items?)
Aki-San 8 Ara @ 7:40 
yes, but works fine with like 10-20 other mods adding stuff.
i was using this and the "cheaper archotech" fix together on a 1.5 save. maybe there was the problem. also it didnt like to load the item-spawn menus, so its trying to pull something.
Stolij  [yaratıcı] 8 Ara @ 0:30 
@Aki-San That's not intended behavior, like other buildings the added batteries should be selectable.

When I loaded up a test map with both my own (decently sizable) set of mods and one with only More Batteries enabled, all batteries were selectable fine for me.

Perhaps you have some kind of mod installed that alters/affects the way building selection and/or interaction works?
Aki-San 7 Ara @ 5:12 
i cant select the batteries. they seem to work. is this intended?
Mark誌 19 Ağu @ 6:46 
Considering some specific gameplay styles, I was wondering if it might be possible to add an option to research that would generate the relevant blueprint?
Stolij  [yaratıcı] 3 May @ 2:06 
@Skyler Redbird That's okay, but in that case, I can't really help you any further, as the logs contain essential (and necessary) details for diagnosing what went wrong with the game internally.

In any case, I wish you good luck in finding a replacement mod that works for you. If you ever find the relevant crash log, I'd still be interested in looking at though.
Skyler Redbird 2 May @ 13:18 
im not sure how to do all that. like i said before this is just fyi. im ignorant when it comes to computers
Stolij  [yaratıcı] 1 May @ 1:58 
@Skyler Redbird Do you happen to have any game log(s) of the crash (a player.log file, and/or output from the message log console)? Without them, I can't really determine how or why the game crashed for you (especially since like I mentioned before, I cannot seem to trigger the same crash by following the steps outlined in your first comment).
Skyler Redbird 30 Nis @ 18:39 
one mod per run.