Stationeers

Stationeers

MorePowerMod
67 Comments
Julia 27 Oct @ 8:26pm 
Works now. Thank you <3
WIKUS  [author] 27 Oct @ 6:17pm 
Thanks @Julia... I finally found the issue. Uploaded a fix just now
Julia 27 Oct @ 5:23pm 
Tested it again today after resub but nuclear battery stell says no frame, but there is one
Boylonian 22 Oct @ 2:39pm 
Great to know. Thanks!
WIKUS  [author] 20 Oct @ 9:57pm 
Thanks yea that mod uses in fact StationeersLaunchPad. Just missed updating this in the about.xml. SLP would be able to load it either way but thanks for letting me know.
Boylonian 20 Oct @ 5:31pm 
Just checking to confirm that this does use StationeersLaunchPad, not StationeersMods? It's tagged for StationeersLaunchPad but the Description says StationeersMods.
WIKUS  [author] 18 Oct @ 8:52am 
Uploaded a few fixes just now. You might have to un- and resubscribe in case Steam refuses to update it on its own.
Nepruha 18 Oct @ 8:43am 
No battery is installed. Requires a frame.
WIKUS  [author] 18 Oct @ 6:24am 
Looking at it right now... something really broke with transmitter.
Got a fix for the battery "frame support issue" though.
Alastor1933 18 Oct @ 1:21am 
HELP POWER TRANSMITTER LARGE DOESN'T WORK and throws something like this when using kit to place it:

"EXCEPTION) argumentoutofrangeexceptionc index was out of range. must be non-negative and less than the size of
:20:2parameter name: Index"
WIKUS  [author] 26 Sep @ 11:59pm 
Thanks, I will look into this today.
thediddler 26 Sep @ 7:25pm 
dont know where to report bugs for this mod, but I cant place the station nuclear battery anywhere, it says "Need frame below for support" as im trying to place it directly on top of a finished Iron Frame :( (EDIT: Can ONLY place the nuclear battery on the side of a frame whether its half finished or not, will not let me place on top)
Kvazio 18 Sep @ 7:38am 
Thank you a lot!
WIKUS  [author] 18 Sep @ 4:18am 
Loads fine... no bug reports since last update.
Kvazio 18 Sep @ 3:24am 
Is it work with StationeersLaunchPad?
jarhead 26 Mar @ 8:36am 
Thanks
WIKUS  [author] 26 Mar @ 8:28am 
I might find the time to add a big survival RTG but no promises or ETA at the moment.
WIKUS  [author] 26 Mar @ 8:26am 
If you want to make your own mods the discord is a good place to start. Check the modding channels and search for guides and have a look at the pinned posts.
jarhead 26 Mar @ 8:20am 
Then can I ask for a RTG mod that makes 1 RTG (vanilla is 1x small grid cube) that is 3x small grid cube (just increase model size) and puts out 100kw instead of vanilla 600w? or can you tell me where to look to change item settings so i can make my own mods?
WIKUS  [author] 26 Mar @ 8:12am 
Yea all plausible ideas worth considering. I am a bit hesitant with refining this mod currently because the Devs said they want to redo the power system and nuclear reactors have also been confirmed. Will probably take a lot of time still but when this happens and I get back to this mod my modding skills will also have increased a bit. (My main focus at the moment is to add a bit of cheese with my mods) So if someone wants a single massive power bank then this mod currently provides. Thinking about it... if I were to make major changes like this it would be a separate mod.
jarhead 26 Mar @ 7:53am 
I was just thinking about having it not really be "nuclear" but that the "nuclear" batteries in game were more like "lithium iron phosphate" and the regular were "lead acid" or something. If it was really "nuclear" then it would be like 1k% of the large station battery (or a giant rtg that is a 3x/3x/3x size (small grid) or size of regular station battery) and generates 100kw (max of heavy cable). This is just me being bored so just typing to type (mostly). Could you add a giant rtg (just make model bigger and increase its output from 600w to 100kw)?
WIKUS  [author] 26 Mar @ 7:28am 
Those numbers were picked based on the amount that existing battery capacity increases when they become "nuclear". I will have a look at it though when I come back to this mod to add some more stuff.
jarhead 26 Mar @ 7:09am 
can you adjust this "nuclear station battery" to be same storage capacity as "large station battery" then make "large station battery" be 50% more than current and add a "large nuclear station battery" that will be 200% of new "large station battery" storage capacity? I think this would balance this mod better so you can go for a space vs cost in the builds.
WIKUS  [author] 28 Aug, 2024 @ 8:44am 
Nice... Flood lights are up next.
BoNes 28 Aug, 2024 @ 8:38am 
The latest update fixed the bright pink texture issue.
BoNes 22 Aug, 2024 @ 12:46pm 
It seems that the latest update has broken the textures in this mod. They show up as plain magenta (bright pink) textures instead.
WIKUS  [author] 23 Jul, 2024 @ 2:10pm 
Yea it appears to be strange like that sometimes. I also would have sworn I tested this when you reported it first and could not reproduce... but no way that bug wasn't there at that time :KScared:
BoNes 18 Jul, 2024 @ 1:16pm 
LOL

I've done quite a bit of coding myself... "naming convention" sounds about right. It all starts out with good intentions, "I'll name such and such like this, and this one like that" and then it all goes down the toilet in a flash.
Before you know it, you're asking yourself "why on earth did I name it like this?".

I'm just happy it's all been sorted. If it had nothing to do with my custom setup, then I'd say that other people would have possibly been affected by this and either not realised, or they just haven't posted here.
WIKUS  [author] 18 Jul, 2024 @ 9:55am 
That is great news so chances are it had nothing to do with your custom mods as I suspected earlier because I found some grave errors in my "naming convention" ( if I can even call it that :mern: ) that apparently caused this behavior.
BoNes 18 Jul, 2024 @ 8:41am 
I had to muck around with unsubscribing and resubscribing (due to Steam playing up and not updating the mod). But I'm happy to report that the nuclear station batteries now stay around when I load a save.

Thank you very much for the fix.
WIKUS  [author] 15 Jul, 2024 @ 12:24pm 
Fix uploaded.
On older saves the battery might still vanish but once the new structure is placed it will now stay on save load.
WIKUS  [author] 15 Jul, 2024 @ 4:10am 
Accidentally deleted somebodies comment here about the nuclear station battery being gone after save load.
Thanks fr letting me know.
Looks like latest update broke something. Currently investigating.
WIKUS  [author] 3 Jul, 2024 @ 4:53pm 
Good question... I don't know if it is ok since it contains code bits from the game.
BoNes 3 Jul, 2024 @ 8:13am 
I'm still not sure what the actual problem is... I know this is alot to ask, but would it be possible to have the source code for this mod, so I can put in some majorly verbose debugging into the logs (like printing something to the log at every step of initialisation)? Some serious debugging should be able to nail down where the problem is happening, and I'd get back to you with my findings.
WIKUS  [author] 2 Jul, 2024 @ 2:33pm 
Maybe worth a try to post your findings on the StationeersMods discord.
WIKUS  [author] 2 Jul, 2024 @ 2:30pm 
Yep very strange behavior this... were you able to confirm that your custom addons dll causes this somehow?
BoNes 2 Jul, 2024 @ 12:23pm 
The only mentions of this mod in the player.log is when it's loading (mod found & loading prefabs).

It's quite strange. Just this one structure gives me any issues, and there's no errors or warnings in the logs. It's had me scratching my head over it.
WIKUS  [author] 2 Jul, 2024 @ 12:16pm 
Any clues in your player.log?
BoNes 2 Jul, 2024 @ 8:43am 
I've tested the omni transmitter and the nuclear wireless battery, and both are loaded as expected... so it's something to do with the nuclear station battery in particular.
BoNes 2 Jul, 2024 @ 8:33am 
It's both the ones from before the update and newly placed ones.

I just found it strange that I don't have any issues from any of your other mods (nothing getting nuked randomly). I haven't placed any other buildings from this mod, so I'll test that too.
WIKUS  [author] 1 Jul, 2024 @ 1:35pm 
Does it delete the new ones too or is it just the batteries from before the update that get nuked on save load?
BoNes 30 Jun, 2024 @ 10:42am 
I'm not sure then... it could be some kind of conflict with another mod (I'm running many many mods, alot of them I've built myself).

My stationeers folder is pretty unique. I'm able to run Stationeers-Addons mods because I've rebuilt the DLLs from the source code to use the same version of harmony that BepInEx uses, then I've got BepInEx with StationeersMods installed too. So I can run mods that are made for any of the 3 APIs.

It could have any number of causes given my situation. But, I figured that I would post a comment here incase anyone else was experiencing the same issue.
Sorcia 30 Jun, 2024 @ 7:27am 
BoNes I don't have this issue.
BoNes 30 Jun, 2024 @ 3:43am 
Since you released the new update... every time I load a save with nuclear station batteries, it deletes them on world load.

It doesn't show any errors in the logs, and changing the mod loading order (either before or after core) has no effect.
WIKUS  [author] 29 Jun, 2024 @ 7:31am 
At some point I will also look into the non-wireless quick chargers that you mentioned as it fits the mod very well.
Sorcia 29 Jun, 2024 @ 6:27am 
Thank you. :cure::GoVentureStress::cure::GoVentureStress:
WIKUS  [author] 28 Jun, 2024 @ 6:37am 
Side bar indicator update is out.
You might have to rebuild the structure if it already exists on a save.
WIKUS  [author] 26 Jun, 2024 @ 2:37am 
Now I see what you mean... will try to come up with something or simply include the original bar.
Sorcia 26 Jun, 2024 @ 2:17am 
A lot of that information can be found online but with batteries you can hover over them and it shows %. As for the large batteries (buildings) they have bars that incrementally go up when charged and down when discharging. At a glance it's hard to tell what the charge of a battery is unless you see the bars on the side of it, else you need the tablet or a screen set to view potential.
WIKUS  [author] 26 Jun, 2024 @ 12:50am 
That is true for all other devices in the game that use this kind of color indication right?
It also blinks when charge is low followed by a constant emission. Then it starts switching colors to orange yellow, green and finally blue.
Does Stationeers have some sort of color blind mode that could serve as reference for a color blind battery version? What colors are especially difficult? What types of color blindness are there?