Stationeers

Stationeers

Deadly Electricity
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?
Hisha  [author] 29 Sep @ 9:02am 
I am working on a refactor of this to make it work better, as a work around you can set powerShareConvertedPerCable to 0 in the mods configuration to prevent the excessive heat :D
SlothOverlord 29 Sep @ 4:54am 
Im playing on Europa with Structure Thermodynamics and the temperature from my 3 room base went up from 20C to 60C in 2 minutes. My water boiler/furnace setup was good at keeping the temperature at 20C, but it took a good minute to raise the temp by 1C
Hisha  [author] 29 Sep @ 12:35am 
Hmm, I will investigate to see if I can make some improvements there for the next update
Thunder 28 Sep @ 4:08pm 
The cable heating code i think needs some adjustments, it feels super intense, even after editing the value in config for 0.000001 it was impossible to cool down a small starting base on Vulcan. 5x2 base and 6kj continous cooling was getting it down only to 310ºC, then stable. After setting cable heating to 0 in config, the temperature dropped 1ºC per second with the same cooling.
Thunder 28 Sep @ 2:40pm 
I'm shocked how awesome this mod is, thank you!
IAmTheRealBeef 27 Sep @ 1:31pm 
Zzzzap!
Kastuk 27 Sep @ 1:23pm 
Shocking!