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With power restored, which to my understanding just increases the various shut off dates by X amount, we are unable to use gas pumps/etc.
if we put a generator down, we are able to use them as normal.
I have verified that power is not being cut by Blackouts (with the debug command) and i've forced both ShutOffs and Restores, but the state remains the same - lights/etc have power, but some appliances don;t.
It feels like it must be related to the latest update here but i'm having real trouble nailing it down - any ideas?
The server is currently on day 134, with Restore Utilities having "restored" power until around day 172, I think.
If i print ElecShutModifier however, i get back day 96. This would explain why some things think we don't have power, since we're way beyond that point.
The dev console on server then reports that ElecShutModifier is (correctly) set to 172.
I'm not sure how the override is supposed to work - I have tried setting it to 172 and reloading the lua but it seems to reset to 0 and do nothing.
The (probably excessively) complex process employed by Restore Utilities also prevents other sandbox-settings related mods from working, such as Sandbox Settings Sync Fix by UdderlyEvelyn and Daikon.
I am still trying to work around it, but I wanted people to understand why this is an issue in the first place. Blackouts works fine in its current form by itself, but when other mods completely recreate and resync sandbox options and especially the ElecShutModifier is repeatedly modified by another mod in unpredictable ways, this is likely to result in conflicts of interest between such mods. I will try to think of a way to ensure that the ElecShutModifier value required for this mod to behave as expected is restored properly in spite of any other mods that change it, but given all the different times in the flow of the game's execution where a mod could change ElecShutModifier in a way that impacts this one, we will never be able to fully guarantee this mod's behaviors will be unaffected by such a change.
Short-term, what I can do is ensure that when power is restored *by our mod*, it returns to the value of the override setting if that setting is being used. This should allow our mod to play more nicely with other mods that affect ElecShutModifier.
One thing I would expect not to work is restoring power manually using Restore Utilities after Blackouts has caused the blackout, because Restore Utilities adds days to the ElecShutModifier manually in a way that would not be aware of the prior value stored by Blackouts.
For those who are not essentially using multiple mods that produce blackouts in their own ways, there is no need to worry about anything in this conversation as far as we know, as it should not apply to you. This mod should safely grab your base sandbox option for ElecShutModifier and back it up for later use long before it ever triggers a blackout involving that variable, so unless another mod adjusts that variable before we do, all should be well.
I've also done some testing with manual blackout triggering and black restore triggering and the power continues to behave as expected, so all looks good to me!