Oxygen Not Included

Oxygen Not Included

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Wireless Power
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Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
554.296 KB
9 Jan, 2021 @ 1:18pm
23 Oct, 2021 @ 10:34am
12 Change Notes ( view )

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Wireless Power

In 1 collection by Zonkeeh
Zonkeeh's Mods
18 items
Description
Send power around your base wirelessly, by the use of 3 unique buildings!


Description
Ever wanted to provide power to various areas of your base without running wires everywhere?

This mod enables 3 distinct buildings to send, store and receive power from the Wireless Power Grid, providing balance options maximise usability.

Note: This mod is advanced and so it is not recommended for new players, it also helps to read the notes below.

Mod Version: 1.0.4.3
DLC Support:
Latest Tested Game Version: 481873




Specifics
  • Adds 3 buildings to provide wirelessly accessible power: Wireless Battery, Sender & Receiver.

  • Batteries are needed for the Wireless Power Grid to function. They store power and act much like the traditional batteries.

  • Senders add power to batteries located on the same channel of the Wireless Power Grid. They act as power consumers on a local power circuit and send a configurable amount of power.

  • Receivers take power from batteries located on the same channel of the Wireless Power Grid. They act as power generators on a local power circuit and take a configurable amount of power.

  • Multiple Senders & Receivers can be located on the same channel, each interfacing dynamically with wireless Batteries on the same channel.

  • Many Batteries can also be located on the same channel, energy can be taken/added to any which have the available power or capacity available.

  • Grid capacity is determined by the amount of Batteries present on a channel. Each battery stores it's own power, allowing you to change channels and precise power transfer.

  • Power on the Wireless Power Grid is sent to the most full batteries first and is received from the least full batteries first. Senders & Receivers will (and often do) distribute their power needs to multiple batteries if one battery runs out/fills up.

  • By default, these buildings aim to be (Slightly) balanced by using an Energy Falloff mechanic which causes a percentage of the transferred power to be lost. This value can be changed in the configuration file.

  • These buildings are located in the Power building menu and require the "Low-Resistance Conductors" research to unlock.

  • These buildings can also be customised in the configuration file for this mod, allowing custom intervals, capacity and material costs to be set.

  • Buildings are also now built out of steel, this can be changed in the configuration file.

  • Senders & Receivers display a Grid Transfer Threshold which denotes how full a battery must be to send/receive power.

  • All buildings display their current connection and activity status in their screens and as various status cards.

  • Senders & Receivers have an automation input to determine operation, whilst Bateries have automation and act like smart batteries.

  • Only one type of either Senders or Receivers can exist on a single circuit at a time (i.e. can only connect either senders or receivers).

Wireless Battery


Wireless Sender


Wireless Receiver


Disclaimer: Images do not contain the new Grid Capacity status item, Grid Transfer Threshold and Wireless Battery Threshold UI options (Images from v.1.0.1)

Configuration File
Configuration of this mod and a basic template can be found in the following locations:
  • Windows • ~\Documents\Klei\OxygenNotIncluded\mods\Steam\2356326908\Config.json.template
  • Mac • ~/Library/Application Support/unity.Klei.Oxygen Not Included/mods/Steam/2356326908/Config.json.template


Options
Disclaimer: In the case where invalid arguments are given the default values will be used.


MaxNumberOfChannels - Denotes the maximum number of wireless channels available. (Default: 10)

UseColourInStatusItems - Determines whether status items are displayed with colour. (Default: true)

EnableVerboseStatusItems - Determines whether some extra status items, denoting the lifetime and cycle-by-cycle stats are shown on the building. (Default: true)

RestrictTransferToExactSecond - Determines whether the wireless transferers will check for power every sim (0.2 seconds) or every second. This doesn't affect the overall power sent/received every game second, just whether to check frequently for a percentage of the power or only to check every second for the whole amount. For example, if a sender was set to transfer 5kw every second: Having this value set to False would check the power circuits every 0.2 seconds for 1kw; Set to True would check the power circuit every 1 seconds for 5kw. (Default: true)

UseEnergyFalloff - Determines whether wireless energy falloff is used when transferring power. (Default: false)

CustomEnergyFalloffPercentage - Denotes the percentage of power lost during the transfer process, using a float from 0 to 1. (Default: 0.05 [5%])

BatteryCapacity - Denotes the capacity of the Wireless Batteries as a float. (Default: 40000)

BatteryJoulesLostPerSecond - Denotes the joules lost per second for Wireless Batteries, similar to smart batteries in the base game, using a float. (Default: 0.75)

DefaultTransfer - Denotes the default transfer amount for the Wireless Senders & Receivers, using a float. (Default: 200)

MinTransfer - Denotes the minimum transfer amount for the Wireless Senders & Receivers, using a float. (Default: 10)

MaxTransfer - Denotes the maximum transfer amount for the Wireless Senders & Receivers, using a float. (Default: 5000)

BuildUsesOnlySteel - Determines whether wireless power buildings can only be made with steel. (Default: true)

BatteryBuildTime - Denotes the time taken to build the Wireless Battery in seconds, using a float. (Default: 60)

BatteryMaterialCost - Denotes the amount of refined metals needed to construct the Wireless Battery, using a float. (Default: 400)

SenderReceiverBuildTime - Denotes the time taken to build the Wireless Senders & Receivers in seconds, using a float. (Default: 30)

SenderReceiverMaterialCost - Denotes the amount of refined metals needed to construct the Wireless Senders & Receivers, using a float. (Default: 200)


Links & Issues
All of my mods can be found on the steam workshop here or alternatively they can be downloaded and source code can be viewed on my Github page[github.com].

Mod requests & issues can be reported on my Github[github.com] as following steam comments is often hard.


Other
Huge thanks to the folks on the ONI Discord Server[discord.gg].

Credit to @PeterHan for PLib[github.com], an Oxygen Not Included modding library used here for it's UI features.



Hope you all enjoy!
190 Comments
crashfly 7 Aug @ 9:39pm 
@bat stealer - did you ever check to see that this mod has not been updated in 4 years?
it is abandoned. please move on.
Bat stealer 7 Aug @ 6:35pm 
i thunk dis brokan:steamsad:
Milk 14 Apr @ 5:46am 
not working. Report Time:2025/04/14
DarkSoldin 13 Feb @ 12:07pm 
no funciona se crashea el juego
28 Nov, 2024 @ 6:40am 
This mod was the source of crashes when opening a colony, it could be a compatibility issue seeing as i am using 30+ mods I would list them but i don't have all day. Good mod though!
kuban ban 24 Jul, 2024 @ 8:24am 
not working
NAREBOX 29 Jun, 2024 @ 4:34pm 
Working?
Rade 5 Jun, 2024 @ 12:11pm 
@白鸽与风铃草 Did you manage to do the update? Unfortunately, with my lack of experience and limited knowledge i was not successful.
Dave 2 Jun, 2024 @ 6:33pm 
NO longer works. Crashes when new game
kuxynator 9 May, 2024 @ 5:00am 
@白鸽与风铃草 there is a github repo, see link above.
... source code can be viewed on my Github page... .