安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Now it works much closer to the OG mod. different but better than my first fix
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559105206
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559105206
Totally agree. I had so many blueprints incorporating this mod. Now (as of a few months ago when I gave up on it
i mean abou Feelings not Coding, fluids yes cool but that what i mean is the simple thing, that i can have Energy-Cells in my pocket, load the energy-cells in an Battery and transpor the energy cells into another Battery. That is what the mod do, but visual and logical with fluid-tanks.But this what the mod does but only with cell that have an percent.
great mod (the only mod with this mechanics) but i found NiMH-Fluid in Barrels a little bit cheasy. Is it possible to make an mod with hard cells against fluid cells. Like Lithium-Ion Cells or so? The Better Ressources Mod has some good lithium things.thx.
1.limit the number of Recharger Mode and Auto refill auto push the fluid, not full 300,use 200 or 250 and so on, left space to produce charged fluid or empty fluid
2.dont use float, use int, and set a capacity of the battery itself, charge the battery first, after one unit charged, give the power to fluid. you can check the game "Dyson Sphere Program", its battery system is useful and easy to manage
whats more, could you make a item, with it engineer can use the fluid to charge himself? i hate the "low power"
It toke a while but finally I had the time to look into it, so:
The mod should now work again as expected.
-Calculation of Fuel timer should work again.
-Consuming and Charging calculation adapted to game changes.
-Fluid Battery now also deliver energy in CreativeMode if no Fluid is stored.
Background: The consumption of 'charged fluid' is calculated by the game internal functions, I have to do the same calculation to add the correct amount of 'emtpy fluid' but as the moment of both calculations is not the same the values might differ a bit.
But recently there was a fix in the game internal calculation and this was the reason why the calculation has been far off since then. So with the current version there should be much less loss.
I found a possible, minor bug: When I'm in the cockpit of my ship, while it is connected to a base via connector block, I get the audio and visual warning "No Fuel" every few seconds. The batteries are all filled with charged fluid. The warning stops when disconnecting from the base. Possible cause: If the warning is triggered by the battery not being completely filled with fluid, maybe the warning is triggered by removing uncharged fluid (before replacing it with charged fluid from the base)?
@Dummy08 Fantastic mod, but currently experiencing the same problem as Fvracer_x. After installation the battery options at some point become unusable, being unable to set/change the mode.
great mod tho besides the leak :)
But just 2019 I learned of a real-life example for it: Aluminium Air Batteries: https://en.wikipedia.org/wiki/Aluminium%E2%80%93air_battery
They are classed as a battery, as you can not electrically recharge them. Directing electricity into it will not help. However you can replace and then recycle the annode, effectively "recharging" it. You can not recharge them, but can refuel them. And then you can recycle "fuel waste product".
The process is currently so complicated, they are only actually used in military vehicles. Stuff that needs a powerfull energy source, is not suiteable for a normal generator and that can not wait for conventional recharging/battery swap.