weixin_39669204
2021-01-12 05:26 阅读 0

Bionic UPS and UPS adapter mod

This is to add a CBM that allows you to use your internal power system as a UPS. This is also to add a mod that allows ordinary items (flashlights, tazers, etc.) to run off of a UPS.

该提问来源于开源项目:CleverRaven/Cataclysm-DDA

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21条回答 默认 最新

  • weixin_39751871 weixin_39751871 2021-01-12 05:26

    Great!

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  • weixin_39714528 weixin_39714528 2021-01-12 05:26

    Oooh. I like that idea. I always have extra plutonium from finding a bunch of teleporters. The idea of using a hotplate off a Adv UPS is awesome. Or a welder! Yeah. That would be REALLY helpful.

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  • weixin_39910043 weixin_39910043 2021-01-12 05:26

    Isn't there already a mod that lets you run items off the advanced UPS (or regular) that don't normally?

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    No.

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  • weixin_39902472 weixin_39902472 2021-01-12 05:26

    Nope, just a mod for making them rechargeable.

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  • weixin_39543478 weixin_39543478 2021-01-12 05:26

    This reminds me of #2410 - and now it's linked and can be closed once this has been merged.

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    I'm debating how much power it should take for the average device to use UPS. I was under the impression it used less power, but if I'm wrong should I just make it use the same # of charges it would have used anyways?

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  • weixin_39902472 weixin_39902472 2021-01-12 05:26

    There used to be an implicit conversion rate between battery charges, ups charges, and bionic power, I don't recall if that was ever unified, take a look at loading batteries into UPSs and eating batteries for the battery power bionic for rates.

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  • weixin_39768444 weixin_39768444 2021-01-12 05:26

    I think it was ten battery power per bionic power, but I'm not sure. Looking over recipes.json, the numbers are all over the place. I wonder, maybe instead of having each value set manually, maybe we could move to a more dynamic system? For example, let's say something requires WELD_100 to make. The regular welder would be our baseline, so that would be 100 charge. A makeshift welder, which doesn't work as well, might apply a modifier of 1.5, aka 50% more, or 150 charge. Finally, the integrated toolset would have a modifier of 0.1 (with a bionic/regular power ratio of 10-1), would need 10 bionic charges. This would save us the headache of keeping the values of literally HUNDREDS of entries balanced, and allow for more tool flexibility (new types of welders would just have to have their modifier values entered in, and not be added to EVERY blasted recipe entry.

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  • weixin_39751871 weixin_39751871 2021-01-12 05:26

    That's a good idea,

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    As it is right now:

    5 Battery = 5 UPS = 3 adv. UPS = 1/2 Bionic Power

    I'm thinking maybe bump the amount of charge you get from batteries to 5 Batteries = 1 Bionic Power to make things smooth. Either that or make the UPS more efficient, such as 10 Batteries = 5 UPS. Either or would be a smooth/easy fix. Which one seems the less unbalancing?

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  • weixin_39902472 weixin_39902472 2021-01-12 05:26

    I don't follow why "smoother" is a consideration. It's already super easy to get charged up, no need to make it easier. What would be worthwhile would be inflating bionic power storage and usage so that everything is using the same units, but that might be a pretty large project, haven't looked.

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    I think I've gotten everything accounted for. Anything else I should add?

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  • weixin_39902472 weixin_39902472 2021-01-12 05:26

    Looks straightforward and correct, I'll put it on my queue for merging and testing if nobody beats me to it.

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  • weixin_39902472 weixin_39902472 2021-01-12 05:26

    Not a funny comment. Please don't imply that other project contributors are genocidal fascists.

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  • weixin_39635314 weixin_39635314 2021-01-12 05:26

    I am confused: is this feature finished? I'm having trouble getting the UPS conversion mods to work. Mp3 player, for example, will turn on (and only after that will check if it's powered, by the way) and run off of UPS normally. Flashlight or PDA will claim their batteries are dead. Seems to work fine with handheld gaming device and gunsmith repair kit. Haven't tested UPS bionic yet.

    Moreover, there is no text to identify installed mod, the item will look unmodified. There is also the issue if not being able to retrieve your previous mods from an item, but having the message "you replace your mod X with mod Y", but it's a separate one probably.

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    Items such as flashlights should need the ups to be active(on) and should then run. Same with anything that uses charge over a long period of time.

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  • weixin_39635314 weixin_39635314 2021-01-12 05:26

    Yeah, I am aware of that and was testing it with UPS on. Just in case, I downloaded latest build just now, hit "play now" without touching anything and wished for UPS, batteries, PDA, flashlight, and 2 ups conversion mods. After applying mods, recharging and turning on UPS, I tried to activate flashlight and PDA. "Batteries are dead".

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  • weixin_39669204 weixin_39669204 2021-01-12 05:26

    The flashlight functions must use a different call than the other tools. I'll look into it.

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  • weixin_39635314 weixin_39635314 2021-01-12 05:26

    Probably because they are coded to fade when remaining charge is low, IIRC.

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  • weixin_39805364 weixin_39805364 2021-01-12 05:26

    Sorry if that's already outdated, or something, but since it doesn't seem to be closed.:

    I'm playing with version af70625 and tools using the ups conversion don't seem to be recognised while crafting. My CBM is active, I've got 83 charges and yet I can't use a modded vacuum sealer to craft a single item. From the ingredients overview, I'd say the sealer is missing (the modded one not being recognised.)

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