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Updating rift_station script to Game new Update.
1. remove this mod
2. install "power lines is looooong" mod
3. use debug command: debug_recreate_buildings 1
use debug command for each of your outpost
Do not use this mod in campaign, it will cause major problems once you start using outpost, and even removing the mod will not fix these problems. It requires a full rebuild of basically all buildings and even then I'm not sure it is fixed completely.
Cannot recommend using this mod in the campaign until that massive issue has been fixed.
[quote]
"WARNING:
The mod will work correctly only in a new survival game or new campaign."[/quote]
Says it does.
I love all your mods, you know I'm always up in these comments talking about how much you are require to make this game playable.
That said, I do believe Dungeonmaster is correct, this is causing some pretty severe global output problems. While it does globalize energy like you say, it seems to be causing some strange knock on problems. Let me know if you need a save or screenshot to show you what is going on.
Thanks as always.
Updating to Riftbreaker 2.0.
Maybee only use it for "survival mode" not campaign.
I can't make a beta-only version of the mod.
The disappearance of power is likely a result of the game's optimization, not directly caused by the mod. But ultimately, I find this outcome unacceptable.
I made this mod only because of request.
I think the problem is that energy is not calculated on inactive maps. On inactive maps only storage, mining and depletion of global resources are calculated. And energy is ignored, and changing the energy resource type to global does not help.
Is this because of wind turbines or solar panels that don't have a consistent power rate?
When you move to a different map, your energy production stops for some buildings, and only some of it comes back