Stationeers

Stationeers

Better Power Mod [StationeersLaunchPad]
129 kommentarer
PtDaFool 27. sep. kl. 2:41 
Panels seem to be OP as hell with this mod. Wind power, not so much.

I think there's still some tweaking to do with the mod, but overall I think it works well :)

Does the mod still work? Well yeah kinda - seems to be OP on Mars, haven't tested it on other planets yet, so there might still be some differences, or instances where it doesn't work.
Mr Anderson 16. sep. kl. 12:52 
Hi,

With the latest game update my solar panels on Vulcan are still capped at 500W.
I have installed StationeersLaunchPad and StationeersLaunchPad Library.

Does this mod still works?

BR
Anderson
0043{WolfStreak} 18. aug. kl. 19:44 
Hello.

I do not get any tooltips when looking at wind turbines with this mod anymore. Solar panels still have them, but this one does not
intelic76 18. aug. kl. 17:41 
Looks like I should have unsub/sub'd this mod first before posting on my last post, as that took care of the issue for me it, no more error.
intelic76 18. aug. kl. 17:36 
So do we remove StationeersMods and use just Stationeers Launchpad in place? I tried that and I'm getting the same error as Shinoshi. Its looks like its hard coded to look for a file in the Z: path; Z:\VS Projects\StationeersSharp\Source\StationeersLibrary\Mods\Mod.cs:223
Vivien  [ophavsmand] 24. juli kl. 14:01 
Shinoshi 24. juli kl. 12:19 
Also is there a discord for LaunchPad Mods, like there was for StationeersMods?
Shinoshi 24. juli kl. 12:16 
Launchpad gives me this:


Field not found: System.Collections.Generic.List`1<System.Reflection.Assembly> StationeersLaunchPad.LoadedMod.Assemblies Due to: Could not find field in class
at StationeersLibrary.Mods.Mod.OnLoaded (System.Collections.Generic.List`1[T] prefabs) [0x00157] in Z:\VS Projects\StationeersSharp\Source\StationeersLibrary\Mods\Mod.cs:223
at BetterPowerMod.Plugin.OnLoaded (System.Collections.Generic.List`1[T] prefabs) [0x00000] in Z:\Coding\StationeersSharp\Source\BetterPowerMod\Plugin.cs:24
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <b89873cb176e44a995a4781c7487d410>:0
Vivien  [ophavsmand] 9. maj kl. 12:09 
Hello all! if you are reading this StationeersMods has been officially DISCONTINUED, all future mod updates will occur on a new framework called StationeersLaunchPad, github link and more info in description
slickerous 19. apr. kl. 14:51 
Is there any info on why my game shows this mod and the library mod has already been loaded in red when I start my game? I have tried unsubscribing and deleting from the mods folder. Nothing seems to work. I see the text about just putting the DLL in the plug-ins folder, should I do that for both the library and the power mod?
Smishmorgen 19. apr. kl. 5:10 
@Vinus Correction, one of the large turbines is making 3,000,000 power during a storm, not 300,000. I'm on europa
Smishmorgen 19. apr. kl. 5:08 
@vinus @Haktoff. Same here. One of the small wind turbines is making 180000 power and one of the large turbines is making 360000 during a storm. Was there a change recently? This wasnt happening a few weeks ago.
Catatonic Ember 17. apr. kl. 22:08 
Yeah, a single frame is over the height of a player, it must be 4m2. Therefor, the solar panels would have similar coverage
Jeb Kerman 17. apr. kl. 18:01 
I was thinking - by setting solar panel to irradiance levels, this mods treats solar panels as 1m2 but in vanilla I think they're meant to be 2x2 or 4m2 of area. This may explain the 4x drop on power generation on Mimas. Also worth mentioning that there is a setting in the mod to disable this.
Vivien  [ophavsmand] 16. apr. kl. 8:28 
@Haktoff this is normal behavior since solar panels can make any amount of power even if it blows the cable
Catatonic Ember 16. apr. kl. 1:02 
@Haktoff are you sure this is a mod error? Check with a Network Analyser and use a Fuse, optionally try a transformer to limit power flow. Even if it is an error, using a transformer should save the cables
Haktoff 16. apr. kl. 0:46 
I started a new game yesterday on Europa. One Upright wind turbine in a storm is blowing heavy cables like party poppers. Wasn't doing this in my previous game
slickerous 15. apr. kl. 12:50 
I couldn’t get the mod to work. What am I doing wrong? I put this and the library in my stationeersmod folder. When I fire up the game I get some red errors saying it has already been loaded. But in game wind turbines don’t change at all.
Jeb Kerman 4. apr. kl. 19:39 
This mod does more to solar panels than fix max wattage. After struggling a lot on Mimas, I realized that it makes solar panels there max out at 1/4 of the power of the base game (16W vs 63W on a brand new save).
LeoTheArtist™ 30. mar. kl. 13:02 
Rip, only thing I suggest is trying to completely rewriting that bit?
Vivien  [ophavsmand] 30. mar. kl. 3:24 
still havent found a solution, keeps crashing the game :steamsad:
_sashkaa 30. mar. kl. 3:23 
Wind turbines' tooltip is still borked.
Vivien  [ophavsmand] 22. mar. kl. 7:12 
i will hopefully have that fixed today
LeoTheArtist™ 21. mar. kl. 16:29 
Do hope the mod updates and brings back the info popups for the turbines eventually since the game updated and I think SMods has updated to the latest version?
Vivien  [ophavsmand] 21. mar. kl. 12:29 
yipee :steamhappy:
LeoTheArtist™ 21. mar. kl. 12:12 
It is :steamthumbsup:
Vivien  [ophavsmand] 21. mar. kl. 11:30 
i think ive fixed it
-₪EPIC₪- Fail 20. mar. kl. 20:11 
Ok so I have done some debuging and it seems the issue is partly with the about file. The dependancy part is wrong. check the discord to see more about it.
Klafnon 20. mar. kl. 19:39 
same here
-₪EPIC₪- Fail 20. mar. kl. 18:46 
same issue.
Cannon 20. mar. kl. 15:38 
Tried again as well, power mod is last. unsubscribed to both stationeersmods and better power mod, better power mod still looking for dependency "o or 0@Any and fails to load. when i remove the better power mod, all the other stationeersmods all load without issues. Better power doesnt want to cooperate
LeoTheArtist™ 20. mar. kl. 12:13 
Doesn't work sadly
Vivien  [ophavsmand] 20. mar. kl. 11:35 
try putting the mod as the last thing in the list (you can disable it and reenable it so it will be at the bottom faster)
Jeb Kerman 19. mar. kl. 19:04 
Subscribing to the dependency and unsubscribing and subscribing to the mod does not fix the error for me.
Cannon 19. mar. kl. 18:31 
FYI it also is happening with advanced tablet and external suit reader
Cannon 19. mar. kl. 18:28 
Same error missing dependency 0@Any got to wait for a fix as my base power drains traumatically without our awesome power mod
merath 19. mar. kl. 15:43 
ya i got LeoTheArtist eror as well
KickingOsprey89 19. mar. kl. 11:00 
I have subscribed to that library but still get the same error.
LeoTheArtist™ 19. mar. kl. 9:04 
Not our issue unfortunately.
Annastasya 19. mar. kl. 2:48 
Righthand side, it shows a new dependency for "Stationeers Library [StationeersMods]"
This isn't the StationeersMods mods itself and needs to be subscribed to for the new version of this mod to work.
KickingOsprey89 18. mar. kl. 22:07 
Getting an error after today's update. The same one that LeoTheArtist mentions.
LeoTheArtist™ 18. mar. kl. 17:39 
New error to the mod after update today.

Mod loading failed, missing the following mods with workshop handles {O@Any Version}.
(could be an 0 or an O lol)

Not descriptive at all but I know its the library that's been recently added to be required so it's not detecting it properly.

On top of that, when trying to subscribe to said library via the subscribe button in that error prompt, it fails to do.
Catatonic Ember 15. mar. kl. 17:54 
That dismissed the error specifically about BetterPowerMod. Still getting the same errors, though they say nothing of what script caused it. For clarification, the trader supplies, this I believe also includes (cut off) all the supply crates for different new worlds
Vivien  [ophavsmand] 15. mar. kl. 14:35 
since most of the people using this mod probably arent using beta anyway
Vivien  [ophavsmand] 15. mar. kl. 14:35 
it was crashing the game on stable so i temporarily disabled it until they push beta to stable
LeoTheArtist™ 15. mar. kl. 9:07 
Still haven't gotten the dll to work but the workshop version does now (thanks to the update).

However, the info hud doesn't work for the wind turbines still. Assuming it's just been disabled at this point.
Vivien  [ophavsmand] 15. mar. kl. 7:55 
@SpaceRug you probably need to unsubscribe and resubscribe because steam sometimes doesnt update automatically
Catatonic Ember 15. mar. kl. 6:00 
So many errors that it gets cut off. They're all 'error registering duplicate DataCollection Id: [id]'. Where [id] is all the new world options, all characters (default, robot, zrillian) as well as their different forms (default, emergency, hardsuit...), one for venus's storm, and various tool belts and trader supplies. The only error which is different is the one in the image, which is '[EXCEPTION] missingfieldexception: field not found: system.collections.generic.list`1<moddata> .modconfig.mods due to to: could not find field in class', this also is the last error and is caused by BetterPowerMod.
Catatonic Ember 15. mar. kl. 5:53 
Getting an error which crashes the game soon after loading a save file. Might be related to the Gas Masks? I'm getting a bunch of other errors on startup about the Gas Mask in various worlds. Link to image can be found here: https://pasteboard.co/tVYA7qAmiAxK.png
Mad_Shooter 14. mar. kl. 18:54 
Still not working for me, Tried all the things but nothing has helped... more panels until i can get it to work. :steamsad: