Timberborn

Timberborn

Flywheels
190 Comments
crashfly 30 Aug @ 4:26pm 
@rane - unfortunately the game does not support that at this time. by extension, this mod does not either.

i actually asked that question a long while back. at the time, i do not think it is possible to implement that option.
Rane 30 Aug @ 6:13am 
This is an interesting alternative to the gravity battery. I took to burying them below my industrial units and piping the power upwards to connect to the bases of my buildings.
Can I suggest a checkbox to allow for 'discharge only'? Sometimes when I'm picking things up from where I put them in early game, I need to delete what I built, but then I'm like 'aww, wasted power.' If I could mark them as 'discharge only,' would the buildings pull their power first and deplete them? Or is that way too complicated to code, micromanaging where the power comes from like that?
crashfly 26 Aug @ 4:54pm 
@southerncitygamer - the bigger flywheels just have the powered portion centered to the direction they are going. the largest {that i tend to use most often} is the upright large flywheel {3x5x5}. its power gets stored at the center of the 5x5 area. if you 'pre-built' the power shafts, you should see that the power system the flywheel will be attached to will light up showing you that you have a good connection.
SouthernCityGamer 26 Aug @ 6:29am 
I have yet to figure out how to utilize the bigger ones, does anyone know of a video showcasing these?
crashfly 25 Aug @ 7:53pm 
@Imricdaelf120741 - then why do you use them? and why are you complaining here?
most of the rest of us think this is better than the gravity battery, and i for one like the cost. no one is forcing you to use them even if you do have what you think is a better way.
Imricdaelf120741 25 Aug @ 7:42pm 
These are hilariously overpowered, much too cheap and easy to unlock for the amount of power they can store. And I can put them in water too without any efficiency loss.

I'd love to see a configurable settings even if it's just cutting half the power capability for the same cost. Regardless, great mod.
Battery Smooth  [author] 25 Aug @ 9:12am 
@♥♥♥♥♥♥♥♥ It's unlikely anything to do with this mod I'm afraid. It doesn't interact with those systems in the game in any way, so it won't have any impact on reproduction. Nor would it be harmony, as that is just a dependency injection library
♥♥♥♥♥♥♥♥ 20 Aug @ 7:38pm 
I just started using this mod, and I've been loving it. But around cycle 6, on folktails, the beavers stopped having children completely. I tried waiting it out but its almost cycle 8 now and they still haven't had any more children. I don't have any other mods installed, but I did notice that for some reason when I installed this mod it also installed the Harmony mod, even though its not in the list of required items. I don't know what to do at this point, because I really like this mod.
mikesmtx 19 Jul @ 12:07pm 
I'm just now getting into mods, as I get back into the game after a few year break. This is very well done, and a very needed solution. Early on, using the small ones as the main power shafts so you can work through the droughts is amazing.

I didn't read the description you have now before using, but it wasn't needed. They function like any energy storage system should, excess energy is saved, then used when the balance tips to maintain output.

Basically, invest big and early in your power station. Like 3 times what you think you need. Then make as many straight shafts the small flywheels as possible. I've never had a more fun "industrial zone" build. You gotta prioritize the resources, but the pay off is unlimited!
Battery Smooth  [author] 5 Jul @ 1:42pm 
@WOLF1028 good suggestion - description updated!
WOLF1028 4 Jul @ 9:28am 
@Battery_Smooth

Thank you for the in-depth description. Might I suggest copying it to the description?
ledge 4 Jul @ 4:47am 
Glad someone just stated what I was going to. No idea what these were for, thanks for the explanation.
Battery Smooth  [author] 3 Jul @ 12:02pm 
@WOLF1028 They're an alternative to gravity batteries, and they operate on similar principles - connect them to a network to store power, and they'll fill the gaps! The one thing to keep in mind with them is that if the network either has an under-supply of power, or has no supply or demand at all, then the flywheels will lose power over time (think of it like friction, if friction were a balancing mechanic!).

Junctions are a helper tool, created with the intention of making it easier to create 'stacks' of horizontal flywheels - they don't store power, but rather redirect it.
WOLF1028 3 Jul @ 9:38am 
I have no idea how these work...

Can I put a Paper mill on top and power it? Do they STORE power? Do i need to attach a windmill to it? What's the difference between the junctions and flywheels? Some have calculations. Some don't. Do they make power?

I play games, not an electrical engineer. Where's the description? Where are the photos?

Flywheels, flywheel by flywheeling. Use the Schwartz!
cmb-msn 30 Jun @ 5:05pm 
Flywheel junctions... In my opinion they should behave like manufacturing buildings: they allow a connection from all flat surfaces. That would mean that putting a junction down means you can (for example) put a windmill on top in any spot, or an off-centre vertical flywheel. With recent changes to the 'vertical power shaft' this feels like it would be in line with unmodded behaviour.

Not practical, but would be cool: being able to put a flywheel junction down that goes between two walls - a wall 2 high, 5 wide, then 3x5 empty spaces, then an identical wall, then somehow centre the large junction on top).
richardnicholson82 19 Jun @ 9:11am 
!!!!!!!!!!!!!!! THANK YOU !!!!!!!!!!!!!!!!!!!!!!!
tincankemek 16 Jun @ 8:39am 
this already update...oh i really love this mode...
Battery Smooth  [author] 14 Jun @ 7:45am 
Hi all, @personal.moniker was right - issue with the previous specification not being cleared. This should be sorted now. If anyone has any issues with version 3.1.0.60, please let me know :)
personal.moniker 13 Jun @ 2:39pm 
There are duplicate GreedyBuilders and Emberpelts json files in the Blueprints/PrefabGroups folder of v0.7.9.3 alongside the marked-optional versions, deleting them will resolve the "GeneratedObjectSpecAlreadyExists" errors when using GB/EP alongside this mod.
Ugly Hamster 12 Jun @ 8:08am 
Huh, have exact same issue as Zargachi, trying to use this mod with Emberpelts crashes it with that exact exception.
Vas 10 Jun @ 10:53am 
To add information to my crash report, I was using Greedy Builders.
Zargachi 10 Jun @ 3:41am 
GeneratedObjectSpecAlreadyExistsException: The given spec path was already generated "blueprints/tools/tool.smallflywheel.emberpelts"
Zargachi 10 Jun @ 3:41am 
trying to start new map with emberpelts and is crashing fsr
Vas 9 Jun @ 2:57pm 
So it looks like there's still a minor crash. I tried disabling More Groups as Bob suggested but still broken.
https://pastebin.com/keciAdW5
r055co 9 Jun @ 9:01am 
Thank You! Thank You! Thank You!!!!!!!
serekau 9 Jun @ 8:44am 
Thanks for the update
Uncle Grumbles 9 Jun @ 7:41am 
Thank you :steamhappy:
VodaCode 9 Jun @ 7:03am 
THIS IS THE BEST MOD EVER!! (if the map is small and somtimes it goes out)
Overheadcam 9 Jun @ 5:52am 
Legend! Nice work
darkdroider 8 Jun @ 10:10pm 
:heartris::heartris::heartris:
darkdroider 8 Jun @ 10:09pm 
my hero...thanks @Battery Smooth
zagara77 8 Jun @ 8:11pm 
thank you for your hard work battery smooth. this is one of my favorite mods.
El_Frijole 8 Jun @ 7:47pm 
Thanks for the update. You rock.
ワンオペ工場主? 8 Jun @ 7:11pm 
Thanks for the update. The game now starts.

However, I'm experiencing additional problems, now I can't connect to all vertical flywheels.
Also, some of the textures on the Large Horizontal junction are broken.
改名解毒丶 8 Jun @ 7:10pm 
水平飞轮无法连接
Battery Smooth  [author] 8 Jun @ 5:58pm 
Hey all, mod updated for the latest release! Shame about the timing!

To answer a couple of questions, this mod is actually one of the easiest to update (hence why my other mods like Pantry and Power Shaft Extensions still remain un-updated), it really just comes down to finding free time to update it I'm afraid!
I'm hoping that this should be the last update-break until whatever fun adventures await us for Update 8!
El_Frijole 5 Jun @ 1:17pm 
It's a bummer the mod finally got updated to be working again and then a new game update breaks it again a couple days later. It's a really cool mod. Hopefully it doesn't take too long for another fix.
Will pick sniper 3 Jun @ 10:53pm 
@nordstern This is one of more complex mod (such as energy drain, etc) so it may take some time. Be patient.
Mr. Meeseeks 3 Jun @ 2:54pm 
This is the only mod causing me to crash
Vas 3 Jun @ 1:10pm 
Tons of mods broke in this last update. This is just one of them.
nordstern 3 Jun @ 9:50am 
Maybe the modder will save time if he change the mod, so it does not make su much troubles.
nordstern 3 Jun @ 9:49am 
Why does every update break these mod? Its i think the only mod of 30 i am using which makes problems after a patch, hotfix or Update.
改名解毒丶 2 Jun @ 6:42pm 
请更新
LadyAquanine735 2 Jun @ 6:20pm 
Simple Floodgate Triggers is having issues too, if that helps.
r055co 2 Jun @ 5:57pm 
Yep, it's crashing
Reacher 2 Jun @ 8:55am 
Same crash on load after today's update.
Possibly this part of the update?
"When selecting any buildings connected to a power grid, all objects in that grid are now highlighted - this includes shafts and batteries."
Bigdaummy 2 Jun @ 8:10am 
I'm also having an issue with flywheels crashing the game since the update
krixt 2 Jun @ 7:04am 
Installed this mod yesterday, before today's update. Haven't even had a chance to build a wheel and it's broken :(
Asghan 2 Jun @ 4:57am 
Todays update of Timberborn no longer works with FlyWheels :(
wittorio98 2 Jun @ 3:56am 
@Overheadcam the game was updated