ARK: Survival Evolved

ARK: Survival Evolved

Original Wired Solar Panels v2.2a
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Bolisaris  [desarrollador] 14 MAR 2017 a las 1:29 a. m.
Ideas for future updates
If you would like something added to the mod say so here
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Mostrando 1-15 de 31 comentarios
Knut A. 14 MAR 2017 a las 9:16 p. m. 
https://www.frankgayservices.com/wp-content/uploads/2017/01/solar-panel-install.jpg

and instead of the wires going from the panels (Which cause the problem with different snap points between wall panels and ground panels) a "battery pack" that is placed close to the panel and uses standard snap points like generators. (IE vertical is vertical and horisontal is horisontal) for wires between battery pack and panel you could use the same patent as the outlet to consumer.

http://krisdedecker.typepad.com/.a/6a00e0099229e8883301bb0820445e970d-pi
Valya the Drunken Master™ 20 MAR 2017 a las 7:27 a. m. 
Maybe placement Compability with S+Mod Structures?
We encountered some problems in placement with the Panel mod on S+ structures, specially those with internal wireings, specially the Wall mounted panel snaps to rather ankward and silly looking positions, the Rest works fine, once placed it supplies even the internal wireings in the S+ stuctures with energy.
So it might just be a placement thing.
Wich isnt gamebreaking, so when theres time for it a lookover would be a cool thing, if not its still fine.
NU_Alchemist 24 MAR 2017 a las 12:35 a. m. 
1.Solar panels that are same slope as roofs/ceiling parts and lay flat on them. Wind Turbines that work on The Center. ones u can set on the ground/ceilings/foundations with omni light attached can be used as street light or base perimeter light. Attachable to rafts that could replace sails.
https://s-media-cache-ak0.pinimg.com/564x/c2/bd/26/c2bd267acbc0f9294d00b97ccc6e10cf.jpg
https://www.blogcdn.com/www.engadget.com/media/2011/02/solar-wind-bridge-02-04-2011.jpg
http://www.wind-works.org/cms/typo3temp/pics/Eole-Cap-Chat-1995-001-800x120_ee51397c71.jpg

Maybe smaller/compact floating/balloon type Wind turbing that u can launch into the air attached via cable to base on the ground with solar top skin.
https://s-media-cache-ak0.pinimg.com/736x/c9/22/4e/c9224e3dee351c488a72f21fd286b6e8.jpg

2.Hydro electric generators too for water bases and docks that work under water with outlets for them. Hybrid of Hydro and Solar would also be good.

3.Server Config would be handy also. Let us set the durability of the stuff.
Última edición por NU_Alchemist; 24 MAR 2017 a las 12:41 a. m.
Bolisaris  [desarrollador] 24 MAR 2017 a las 2:19 a. m. 
I am relatively new to modding and I am (at the moment) trying to teach myself the programming side of things, once I get the gist of how to do things I will look at server configuration until then you will have to wait. As for the others I will take a look see what I can do.
NU_Alchemist 29 MAR 2017 a las 9:43 a. m. 
nice tyvm for the mod
Hirnsausen 5 JUN 2017 a las 6:24 a. m. 
IDEAS
1
Make both areas paintable: the blue area, as well as the other parts.
2
Also consider to make a sloped solar roof, paintable, transmitting wirelss energy. :-)
3
Solar Helmet - providing energy to units around where you are at the moment.
Bolisaris  [desarrollador] 5 JUN 2017 a las 12:45 p. m. 
1. not possible as the mod relies on textures.
2. I will look at making a sloped roof panel at a later date.
3. that is the silliest idea yet, for a start how do you connect wires to a movable object like a helmet, how do you transfer the power to objects around you, but thanks for the suggestions.
Hirnsausen 7 JUN 2017 a las 10:00 a. m. 
3: wireless energy transfer. many of my items run without cables.
And yes, i am known to breed out the most interesting, silliest ideas one can possibly hear about. :-D
Bolisaris  [desarrollador] 7 JUN 2017 a las 10:20 a. m. 
I was not having a go at you by the way, any ideas are welcome.
Hirnsausen 7 JUN 2017 a las 10:51 a. m. 
I know. :-)
『Gecko』 20 JUN 2017 a las 10:54 a. m. 
Just one suggestion:

Day and Night influence!

Simply linking the "working" function to daytime. It should deliver energy while hitting 6:30 AM and stop providing any at 19:30 - this would be quite more realistic and immersive.
Valya the Drunken Master™ 20 JUN 2017 a las 12:37 p. m. 
Publicado originalmente por Pacheon:
Just one suggestion:

Day and Night influence!

Simply linking the "working" function to daytime. It should deliver energy while hitting 6:30 AM and stop providing any at 19:30 - this would be quite more realistic and immersive.

Then i would recomend Buildable battery packs for Additional battery power.
Combinable to adapt to growing power consumption of growing bases and such.
Bolisaris  [desarrollador] 21 JUN 2017 a las 4:33 a. m. 
This is something that is above me at the moment, needs srcipting knowledge and I do not possess that just yet.
『Gecko』 21 JUN 2017 a las 10:57 a. m. 
The DevKit uses C# for some asset coding, right?
Try to find the definition of the solar panel, script a public classes which obtains info about day time, activation process/runtime and generally declare it with a if-statement (if gametime >= 650 && gametime <= 1950 runSolarPanelXYZ(); else ...).
Might sound complicated, but it is as easy as MSSQL PHP scripting.
Evident 15 AGO 2017 a las 3:19 a. m. 
Would you add an option if possible to not let players place them inside of caves. It would be great to force them to have to place all panels outside, and run there wires inside the cave. More realistic too.
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