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Deadly Electricity
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File Size
Posted
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1.916 MB
27 Sep @ 1:11pm
7 Oct @ 10:20am
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Deadly Electricity

In 1 collection by Hisha
Deadly Mods
4 items
Description
NOTE: This mod is compatible with StationeersLaunchPad. If you have StationeersLaunchPad installed it will automatically be loaded by subscribing, no additional steps required.
See: https://github.com/StationeersLaunchPad/StationeersLaunchPad

If you do not have and do not wish to install StationeersLaunchPad, you will have to install bepinex and manually copy the dll file from the mods scripts folder to the bepinex plugin directory
for the mod to be installed.
WARNING: Without StationeersLaunchPad this mod WILL NOT be automatically enabled by simply subscribing to it.


Description:
This mods adds some changes to how cable networks work and makes working with Electricity slightly more complicated. You may want to think about how you lay your cables from now on. Oh, you may also want a way to turn off the power.. you'll see what I mean.


Oh you want to know more? Well alright..


Cables are now less efficient, the larger the network the less efficient the network as a whole is. This inefficiency is converted into heat through the cables.

Additionally, cutting live wires can have various outcomes depending on how much power is available to the network. Ranging from just a small spark and a thrown wirecutter all the way up to lethal damage to your suit or body. I highly recommend cutting power to a cable network before removing cables. There is no change to adding cables and there is no change to adding and removing machines to a network

Lastly, you will want to manage the power generation capability of your power networks as excessive power production will cause strain on connected generators and will eventually cause damage and, if neglected for too long, start fires in your power plants. To prevent damage to generators, excess power can be redirected to other components such as electric heaters to turn the excess power into heat rather than damage to your generators.
17 Comments
ska 24 Oct @ 2:36pm 
I think adding that option would definitely put more "deadly" into "deadly electricity".
Kastuk 24 Oct @ 1:45pm 
Suggestions too:
- shocking by collision with damaged cables
- induced current near heavy loaded cables (glitching of low voltaged circuits nearby by interferencing noise in parallel small cables)
- stunning effect of electric welder
Hisha  [author] 24 Oct @ 1:29pm 
Hmm, I suppose it would be possible but I'm just considering if it crosses the line of when it's fun and when it's just annoying. I can certainly look into adding it as an option if I can but I think I would have it be turned off by default. Unless you all tell me that's actually what you guys want ^^
ska 23 Oct @ 4:18pm 
Any chance to add damage while adding cables or is this a technical limitation of the game?
Kastuk 21 Oct @ 12:58pm 
Burning of underused RTG power is really Hot Stuff.
Hisha  [author] 16 Oct @ 1:05am 
I had a look together with the Re-Volt dev and our conclusion is that it seems like our mods should be compatible. Please do let us know if you experience any problems that could be from incompatibility :D
Hisha  [author] 7 Oct @ 10:23am 
I just pushed a new update that should resolve the issue with excessive heat and made the config for it have more of an effect. It also halves the damage taken from cutting a live cable and created two configuration options to adjust this as well. Enjoy! :D
Hisha  [author] 6 Oct @ 2:57pm 
A fixed version is currently being tested and I hope to be able to release a fix tomorrow :D
As a workaround until then you can go into the mods config (either in-game in the workshop menu or in the configuration file for the mod in the bepinex directory) and set powerShareConvertedPerCable to 0 to disable it for now. Thanks for checking out the mod though!
Reillusion 6 Oct @ 11:06am 
Absolutely love your mods, man! Subscribing to the whole family of deadly stationers.
As others have mentioned, there seem to be some issues with heat in the cables — in low atmosphere, I’m seeing temperatures spike into the tens of thousands.
Maybe it would make sense to simulate cable temperature, so that heat transfer stops once they reach around 100°C?