Teardown
Electrical Pack
Salad Fries  [开发者] 8 月 14 日 上午 11:27
Bugs/Suggestions
Hello! Just wanted a place for bugs and suggestions. If you encounter any bugs or have any suggestions, definitely feel free to add them here :)
最后由 Salad Fries 编辑于; 8 月 16 日 上午 7:17
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正在显示第 1 - 14 条,共 14 条留言
circuit mod
Salad Fries  [开发者] 8 月 14 日 下午 2:40 
引用自 Macaroni and cheese
circuit mod

Hello! Are you referring to being able to control the individual circuit breakers in a panel? If so, this mod actually already does that :)
When assigning loads to either of the elec panel scripts (elec panel-MCB, elec panel-MLO), you can use "-#" at the end of the "fed from" parameter to assign to an individual circuit breaker within the panel.
EX, if the panel is named "A", you could put in your "fed-from" parameter either "A" or "A-1".
-"A" will circuit to the panel as a whole. Turning off the main circuit breaker or cutting power to the entire panel will be the only ways to turn off a load with this designation.
-"A-1" will circuit to just circuit breaker #1 within the panel. This can be turned off using either circuit breaker #1, the main circuit breaker, or cutting power to the entire panel.

Or, are you referring to something more in line with processing circuitry within a computer? Unfortunately, I am not knowledgable enough on that subject to feel comfortable designing a framework for that. I apologize :(
I might be able to add a basic set of logic gates (AND, OR, XOR, etc) though. The electrical pack kind-of/sort-of already operates this way currently, though it definitely isn't intentional.
Ex, the transfer scripts are essentially just "or" logic gates for the power. I can definitely look into potentially adding dedicated logic gate scripts.
Guellan 8 月 16 日 上午 10:21 
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Merlix 8 月 16 日 下午 12:47 
There is a possibility to make all this cool stuff spawnable ??
Guellan 8 月 16 日 下午 4:30 
引用自 Merlix
There is a possibility to make all this cool stuff spawnable ??
There is?
Salad Fries  [开发者] 8 月 17 日 上午 7:42 
引用自 Merlix
There is a possibility to make all this cool stuff spawnable ??
Hi Merlix! The components in this pack rely heavily on (instance based) script parameters to function. Without the script parameters filled out, the components will be non-functional. Spawnable items (to my knowledge) can't have script parameters, meaning any item made spawnable will be purely decorative & non functional.

Out of curiosity, what are you seeking in regards to spawnable items? Spawnable items are pretty common request & im not really sure where it is coming from from a play-style perspective. (in my 1300 hours playing teardown, I think I've only used spawnable items maybe 5 times tops).

Asking as in my mind, the only useful things to make spawnable would be things like vehicles or the large heavy weights or something. I can't really think of a use for assets like the ones in this pack, but I know there are many play styles and just want to make sure I better understand before going through the effort of creating spawnable items.

引用自 Guellan
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Hi Guellan, definitely feel free to utilize the power poles in this mod if desired! This mod is designed for that :)
I don't anticipate separating out the power poles int their own dedicated mod as I feel that would create confusion.
Guellan 8 月 17 日 下午 12:22 
引用自 Salad Fries
引用自 Merlix
There is a possibility to make all this cool stuff spawnable ??
Hi Merlix! The components in this pack rely heavily on (instance based) script parameters to function. Without the script parameters filled out, the components will be non-functional. Spawnable items (to my knowledge) can't have script parameters, meaning any item made spawnable will be purely decorative & non functional.

Out of curiosity, what are you seeking in regards to spawnable items? Spawnable items are pretty common request & im not really sure where it is coming from from a play-style perspective. (in my 1300 hours playing teardown, I think I've only used spawnable items maybe 5 times tops).

Asking as in my mind, the only useful things to make spawnable would be things like vehicles or the large heavy weights or something. I can't really think of a use for assets like the ones in this pack, but I know there are many play styles and just want to make sure I better understand before going through the effort of creating spawnable items.

引用自 Guellan
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Hi Guellan, definitely feel free to utilize the power poles in this mod if desired! This mod is designed for that :)
I don't anticipate separating out the power poles int their own dedicated mod as I feel that would create confusion.




Ok I was just trying to see if I could get a new power pole mod.
Guellan 8 月 17 日 下午 12:23 
Powerpole*
is ther also like short cirucut like when a wire or so is damaged
Salad Fries  [开发者] 8 月 19 日 下午 12:53 
引用自 Guellan
引用自 Salad Fries
Ok I was just trying to see if I could get a new power pole mod.

Hi Guellan, I apologize, I might be misunderstanding your request. Are you requesting custom power poles to add into a map you are making? if so, this showcase mod does include custom power poles & can be easily imported in the editor.



引用自 nightwingstarfligt
is ther also like short circuit like when a wire or so is damaged
Hi nightwingstarfligt, The system is currently designed so that if any component is broken, it loses power & everything downstream of the component will subsequently lose power.
I'd like to suggest looking at the "Vida Hospital" map, which uses this mod. In the map, there is something that I believe demonstrates this mod's ability to (i think) do what you're suggesting... In the garage level up near the ceiling, there are 2 rectangular ducts connecting the main electrical room to the two branches of power feeding the building. Breaking these ducts will cause the associated branches to lose power.
This is accomplished with the "elec equip - bus" script.

Unfortunately, I haven't found a way (yet) to make ropes work with the mod. They can be utilized decoratively with the start & end points connected to vox components that are functional.
EX, two power poles with a rope connecting between them... where the rope connects to each power pole, there is a small voxbox with the "elec equip - bus" script associated with it. If this small voxbox gets broken, it would do 2 things:
1 - the rope would disconnect & dangle.
2 - power downstream of it would be lost.

I feel this would fairly closely simulate a rope based power system & would allow for a broken cable to (most of the time) cause power loss. There is still potential that the rope breaks, but not the voxboxes connecting to it though, which would result in power still being supplied, seemingly wirelessly.
EVGSTORE1 8 月 25 日 下午 8:57 
Hi Salad Fries, very well done mod! I do have a few suggestions too. Initially I would recommend possibly seeing if there is a way to have the generators "start" in a sequence, such as for audio instead of just having the sound start (similar to how using a tractor in game starts up), also maybe for the theme I would have the lights come from a fade up if possible upon power restoration. Secondly, maybe if possible add a parameter to a emergency lighting circuits to have them stay on for an extended period after power restoration (I have seen this a handful of times with newer units, this is more to just cover the minimal gap from power transition. For standby power sources such as batteries. I would recommend maybe also adding a time limit to the source's load (adjustable).

For rope breakage, I'm not sure how or what you could implement but I do remember in the past (I have not modded or kept up to date with the new Teardown modding API in a few years) you could detect a rope's breakage by tagging an actual [rope] and then using "IsJointBroken" to detect its breakage.

For spawning, I could recommend maybe a ability for power hookup and 3rd party sources. The ability to connected a auxiliary power source such as a generator would be very neat. You could detect a connection maybe similar to how YuLun setup TAT by placing joints at the meeting points. If not through spawning, map creators could always just add some sort of portable generator in the map under the correct scripting and users would just have to connect them properly using pre-created cables with ends that could connect similar to your plugs but maybe use different connectors (similar to powercons or camlocks) (would have to have a peaceable joint to keep cables attached somehow) or maybe it would be possible to have a similar rope creation tool like infinite cable that places point A & B and sets a tag for breakage.

But besides this I feel this mod if very well designed and thought out, the only accessory I could think of would be to have auxiliary generators (it would be very cool to tow a generator on site using TAT and have to connect it to the system).

Also integration with other systems from the past such as fire alarm or smoke alarms would be good for emergency light management, as in many commercial buildings some systems are connected for when an emergency is detected, emergency systems engage even if power is still online (less likely, but some systems also have exit signs flash).
Salad Fries  [开发者] 8 月 28 日 下午 4:11 
引用自 EVGSTORE1
Hi Salad Fries, very well done mod! I do have a few suggestions too. Initially I would recommend possibly seeing if there is a way to have the generators "start" in a sequence, such as for audio instead of just having the sound start (similar to how using a tractor in game starts up), also maybe for the theme I would have the lights come from a fade up if possible upon power restoration. Secondly, maybe if possible add a parameter to a emergency lighting circuits to have them stay on for an extended period after power restoration (I have seen this a handful of times with newer units, this is more to just cover the minimal gap from power transition. For standby power sources such as batteries. I would recommend maybe also adding a time limit to the source's load (adjustable).

For rope breakage, I'm not sure how or what you could implement but I do remember in the past (I have not modded or kept up to date with the new Teardown modding API in a few years) you could detect a rope's breakage by tagging an actual [rope] and then using "IsJointBroken" to detect its breakage.

For spawning, I could recommend maybe a ability for power hookup and 3rd party sources. The ability to connected a auxiliary power source such as a generator would be very neat. You could detect a connection maybe similar to how YuLun setup TAT by placing joints at the meeting points. If not through spawning, map creators could always just add some sort of portable generator in the map under the correct scripting and users would just have to connect them properly using pre-created cables with ends that could connect similar to your plugs but maybe use different connectors (similar to powercons or camlocks) (would have to have a peaceable joint to keep cables attached somehow) or maybe it would be possible to have a similar rope creation tool like infinite cable that places point A & B and sets a tag for breakage.

But besides this I feel this mod if very well designed and thought out, the only accessory I could think of would be to have auxiliary generators (it would be very cool to tow a generator on site using TAT and have to connect it to the system).

Also integration with other systems from the past such as fire alarm or smoke alarms would be good for emergency light management, as in many commercial buildings some systems are connected for when an emergency is detected, emergency systems engage even if power is still online (less likely, but some systems also have exit signs flash).

Thanks!
Regarding the generator, There is currently an ignition sound that plays during the startup sequence, though it is fairly subtle. I'll definitely look into adding a delay after power starts up to fill any gaps.

I really like the idea of a draining battery. I'll definitely look into it.

Thanks for the heads up on the wire detection. I'm not sure how to fit it into the current scripts, but will give it consideration.

Auxiliary generators might be neat. I think I can likely implement something like that, but will need to investigate further.

Regarding integration with other systems, I like the idea and it does have real world application. If I get a fire alarm system developed, I will definitely create integration with the electrical system.
Guellan 10 月 1 日 下午 2:32 
引用自 Salad Fries
引用自 EVGSTORE1
Hi Salad Fries, very well done mod! I do have a few suggestions too. Initially I would recommend possibly seeing if there is a way to have the generators "start" in a sequence, such as for audio instead of just having the sound start (similar to how using a tractor in game starts up), also maybe for the theme I would have the lights come from a fade up if possible upon power restoration. Secondly, maybe if possible add a parameter to a emergency lighting circuits to have them stay on for an extended period after power restoration (I have seen this a handful of times with newer units, this is more to just cover the minimal gap from power transition. For standby power sources such as batteries. I would recommend maybe also adding a time limit to the source's load (adjustable).

For rope breakage, I'm not sure how or what you could implement but I do remember in the past (I have not modded or kept up to date with the new Teardown modding API in a few years) you could detect a rope's breakage by tagging an actual [rope] and then using "IsJointBroken" to detect its breakage.

For spawning, I could recommend maybe a ability for power hookup and 3rd party sources. The ability to connected a auxiliary power source such as a generator would be very neat. You could detect a connection maybe similar to how YuLun setup TAT by placing joints at the meeting points. If not through spawning, map creators could always just add some sort of portable generator in the map under the correct scripting and users would just have to connect them properly using pre-created cables with ends that could connect similar to your plugs but maybe use different connectors (similar to powercons or camlocks) (would have to have a peaceable joint to keep cables attached somehow) or maybe it would be possible to have a similar rope creation tool like infinite cable that places point A & B and sets a tag for breakage.

But besides this I feel this mod if very well designed and thought out, the only accessory I could think of would be to have auxiliary generators (it would be very cool to tow a generator on site using TAT and have to connect it to the system).

Also integration with other systems from the past such as fire alarm or smoke alarms would be good for emergency light management, as in many commercial buildings some systems are connected for when an emergency is detected, emergency systems engage even if power is still online (less likely, but some systems also have exit signs flash).

Thanks!
Regarding the generator, There is currently an ignition sound that plays during the startup sequence, though it is fairly subtle. I'll definitely look into adding a delay after power starts up to fill any gaps.

I really like the idea of a draining battery. I'll definitely look into it.

Thanks for the heads up on the wire detection. I'm not sure how to fit it into the current scripts, but will give it consideration.

Auxiliary generators might be neat. I think I can likely implement something like that, but will need to investigate further.

Regarding integration with other systems, I like the idea and it does have real world application. If I get a fire alarm system developed, I will definitely create integration with the electrical system.



How do I use to utility poles as they are in your game?
Okil6 12 月 17 日 上午 6:58 
HEy are you considering starting on a multiplayer version and how do i like not make every house coppied to turn the power off when i use the panel in the house?
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