Stationeers

Stationeers

Re-Volt
78 条留言
Sukasa  [作者] 12 月 9 日 下午 9:17 
I'll be getting an update out for this mod within a day or two, hopefully, now that the update has hit stable
Sukasa  [作者] 12 月 7 日 下午 6:47 
Generally, no problem adding it to an existing save. At worst if you were running some cables at exactly 5kW into a transformer or APC then you might have a cable burn-out risk
WreckerRecreation 12 月 6 日 上午 9:37 
Is this mod easy to incorporate into an existing world save (500+ days). Or is it different enough from base game that it would be most recomended to start a new world?
Sukasa  [作者] 11 月 30 日 下午 3:16 
Interesting. I imagine that has to do with the APC needing to be fully wired up in order to operate properly, probably then my patches to fix the quiescent current aren't handled properly. I'll have to get that fixed, thanks for the report!
UberMacro 11 月 30 日 下午 2:59 
Started a new world today and noticed on initial setup some weirdness with Area Power Controller. I removed all the mods then started retesting and narrowed it down to Re-volt. When an APC has no cable attached to the output, it will be in a discharging state. IE: When an APC is connected to a wind turbine and has a battery installed but nothing connected to its output, it will not charge that battery and the light will flash red/blue. Connecting a cable to the output (even if just one piece with no device attached) will cause the APC to go into its proper charging green/blue state.

Thanks for all your work!!
Davetiger 11 月 25 日 下午 6:18 
excellent thank you, love this mod!
Sukasa  [作者] 11 月 25 日 下午 6:14 
You can set the charge/discharge ratios to 1.00 to effectively disable the battery limiting. And yeah I can make a note to increase the limit for the small breaker
Davetiger 11 月 25 日 下午 2:13 
also anyway to change the breaker to go to at least the 5k of a small cable instead of maxing at 4k? I see heavy aren't in game yet so don't expect them to be there but the small ones don't have the full cable limit...
Davetiger 11 月 25 日 下午 2:11 
is there anyway to disable the battery power limiters? if I have 100kw I want the battery to charge at 100kw
Sukasa  [作者] 11 月 23 日 下午 5:58 
Hi, can I ask for clarification what you are requesting with the "recording function" for the load center?
Wsufyrjd 11 月 21 日 上午 5:16 
I support DragonLight.
Please add a pin to the "download center" to the right of each switch that performs the recording function for this switch.
It would be much more convenient.
Sukasa  [作者] 11 月 16 日 下午 4:09 
So far as I am aware there are no issues with it in Beta. If any come up, I'll be sure to fix 'em
merath 11 月 15 日 上午 6:28 
any one know if beta has broke any of it yet
Jamberry 11 月 14 日 上午 10:58 
Amazing mod!! I love it.
Vortek Gamer 11 月 6 日 下午 4:21 
thanks for the responds and also nice to hear (if I understand this right) that the Heavy Breaker trip point can be changed from the config. Also thanks for the responds on the wet protection and was wondering if it was a feature or not or was planned. This will help me out still to plan out my base with this mod.

I also would like to say think you for making this mod and did improve the gameplay and able to have circuit breakers as well as I was thinking about that for the last year so I do not have to use the fuse (which when blown you have to replace the cable as well).
Sukasa  [作者] 11 月 6 日 上午 6:25 
The 75kW setpoint for the Heavy Breaker will, unlike the smaller breakers, be adjustable in mod config - especially because if you have more cables you'll want higher trip setpoints. Unfortunately I can't really implement wet-device protection easily as that's all handled per-device and not always in the same way
Vortek Gamer 11 月 6 日 上午 3:18 
also I just thought of this as well. is there a feature that if an electronic device and/or the breaker it self that is making contact to liquid/water would trip the breaker as well as short protection and to save the cables.

I thought of this as I am in early stage of my base building on my save (Which is perfect time to add the mod without having to adjust anything) and planning things out even planning in case of a flood.
Vortek Gamer 11 月 6 日 上午 3:10 
Awesome! just wondering why 75kW? Max cable can handle is 100kW, could it be around 85kW?
Sukasa  [作者] 11 月 5 日 下午 9:57 
I'm currently working on the Heavy Breaker, will will work for loads up to 75kW :)
Vortek Gamer 11 月 5 日 上午 6:18 
This is first time playing Stationeers since I subbed this mod and noticed on the breakers that the breaking point is at 4.5Kw on both basic and smart. I like to have a power control for this point Breaker at the power/battery room and like to make sure non of the heavy cables get burnt out. I also have a mod that I added that added 2 more cable type that can transfer more power at once. is there any work around and any plan to update this or add my types of breakers like for an ex. Heavy Breaker
Sukasa  [作者] 11 月 2 日 下午 12:24 
Otherwise if there's still a problem there I can happily take a look at things if you're able to share your save
Sukasa  [作者] 11 月 2 日 下午 12:23 
@Eideard As part of the balancing changes, batteries have a maximum power input/output. Are you sure the batteries aren't the limiting factor here? You can increase the charge/discharge limits in mod settings if so.
Eideard 11 月 2 日 上午 10:42 
Hi, I installed the mod, but unfortunately found an error. I didn't set up any of the devices, just installed the mod. After installing it, I noticed that my base was losing power. After some searching, I found out that 8 gas fuel generators that I operate on a line with 11.8 kW each supposedly only output 18.1 kW (according to Cable Analyzer). I can't get past this output either. This means that my batteries are not being charged and I am losing energy. I noticed the same thing with my wind turbines. All together (separated by transformers), they normally generate 100 kW on 4 different lines during a storm. With the mod, only 54 kW.
Jade 11 月 2 日 上午 4:55 
I have been wanting something like this forever. It has been so cumbersome trying to build breaker rooms in vanilla.
Sukasa  [作者] 11 月 1 日 下午 1:12 
Unfortunately not, some of their protective function relies on functions implemented in the ReVolt power tick handler
Vortek Gamer 10 月 31 日 下午 8:08 
any chance of having circuit Breakers stand-alone mod for those they are not ready to use the overhaul part?
Kypotan 10 月 28 日 上午 2:17 
Tested Power Transmitter with v1.3.1, works now :steamthumbsup:
Sukasa  [作者] 10 月 27 日 下午 6:05 
I've pushed an update, v1.3.1, which should fix this bug :)
Sukasa  [作者] 10 月 27 日 上午 10:26 
@MadelynPlays I'm on the Stationeers discord - any chance you can fire me off that screenshot in a DM? Even if it's barely legible I'd like to take a shot at it anyways, just to try and find whatever bug/oversight is still extant
MadelynPlays 10 月 27 日 上午 10:08 
nvm, i have tried recreating the error to get the logs for you, but no dice. Making a new world, spinning up some running electronics and what not seems to accept having the mod added after the fact just fine.

My original world was pre the storms update, which I know updated solar panels, so maybe that was it? Sorry but the only copy of the error i had was a barely legible screenshot i took just before it crashed, so I don't have any more info.
MadelynPlays 10 月 27 日 上午 9:55 
@sukasa, i'd love to share the stack trace but I've since launched the game without hte errors and it looks like it's overwritten my log file.

My installed mods list though I can provide you

Inventory Tweaks
Modular Consoles Mod
Lib Construct
Player Communications
Battery Backup Light
WallIndicator
CCTV
Flood Light Mod
Ore Mining 50
Beefs SEGI Plus
Re-volt
Beef's Rover Fixes

I will work on seeing if i can reproduce the error to get you a stack trace.
Sukasa  [作者] 10 月 26 日 下午 1:12 
Interesting, I haven't seen that before. Do you have any existing mods, and/or can you share the stack trace?
MadelynPlays 10 月 26 日 下午 1:03 
I am also getting a long litany of repeating red text when trying to run this mod talking about Network electronics ticks and negative unexpected numbers. I'll do my best to copy the message i'm getting. I'm also only getting it in an existing save.


Electronics Thread Exception.</b> Index was out of range. Must be non-negative and less than the size of the collection.
parameter name: index
Actual value was 0.</color>
[ERROR] exception: index was out of range. must be non-negative and less than the size of the collection. parameter name: index actual value was 0.



Again only happens in an existing game i added the mod to. I hope this helps you sort out what's going on. The mod seems really cool, i look forward to using it on my new saves.
Nemo 10 月 26 日 上午 3:29 
I really Like the Idea of this Mod!
Sadly I get a wall of red Text and crash the game, when I try to build at Power Transmitter.
It says Exception in the electronics Tick and some index errors...
Schack 10 月 23 日 上午 9:58 
Hi Sukasa
Nice mod you have made .-)
Like the Load center but would like to have more control over the equitment is turns on/off.
Don't know if its possible, but a Load Center with a IC10 chip inside.
Then you can program the IC10 chip to control the different on/off functions and use HASH to deside what to turn on/off on the different buttons.
Sukasa  [作者] 10 月 21 日 下午 6:20 
@Savanik that's out of scope for this mod, but Deadly Electricity includes that feature, and works with Re-Volt.

@Kastuk So like breakers, but strictly on/off without a trip function? Sounds useful!
Kastuk 10 月 21 日 下午 1:02 
Suggesting simple electric switchers, same as breakers, but with single purpose to cut the line on use.
Savanik 10 月 21 日 下午 12:15 
Could we have an option where consumed Watts = Heat?
DragonLight 10 月 21 日 上午 6:13 
Could have an advanced Load Center thats twice as tall with more switches in it. Each switch could be labeled, and have a screw pin on the right of each switch that functions as a Batch Writer for that switch.
Sukasa  [作者] 10 月 20 日 下午 7:18 
@Pancho For now, unless I redesign it, the load center just gets wired to one cable network. Once placed, Re-Volt's new power logic will automatically categorize any device on the network into one of the five switches. If the corresponding switch is off, the device gets no power.

Some devices, such as batteries, transformers, the Load Center itself, etc are explicitly excluded from this logic and will always be powered as long as the cable network has power.
Pancho 10 月 20 日 下午 7:16 
How does the load center work exactly? do i have to label anything?
DragonLight 10 月 20 日 上午 11:45 
Honestly this should be in vanilla game. The power options are so limited. Good to see this.
Sukasa  [作者] 10 月 19 日 下午 12:35 
I've added the option to restore that check, defaulting off, which will be in the next version.
Pch91 10 月 18 日 下午 9:13 
It would be interesting to have a configuration, even if not default, that allows you to prevent this from happening...

having this care and concern in planning energy networks is very interesting and fun, as is creating different phases for different areas of the base...
Pch91 10 月 18 日 下午 9:10 
I managed to solve it here :)
thanks
Sukasa  [作者] 10 月 18 日 下午 9:03 
You should still be able to join networks. The patch only disables the recursive-network check, where the game will force-burn-out cables if it can find any active current path from any battery, APC, or transformer from its output back to its input. Or is your intent that you want to prevent players from being able to do so?
Pch91 10 月 18 日 下午 8:33 
no, but it can make the game more difficult by having to make separate networks and not being able to join the same phase

Sukasa I'm putting it on the server but it won't let me in saying that the version of re-volt and libconstruct isn't the same. However, I've put the prints on GitLab...
Sukasa  [作者] 10 月 18 日 下午 8:00 
@Pch91 is there an exploit I've missed in my patches that would require that?
Pch91 10 月 18 日 下午 6:39 
add option to disable recursive network...