[u]New mod for [b]1.5[/b][/u]: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3367738537]Circuit Breaker[/url]
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A mod about short circuits.
Better served with [url=http://steamcommunity.com/sharedfiles/filedetails/?id=728314182] RT Fuse [/url] and/or [url=http://steamcommunity.com/sharedfiles/filedetails/?id=812653710] Power Logic[/url].
Compatibility
[b] Can be added to a save, can be removed from it. [/b]
[i] - On removal, if you have buildings from this mod (on-wall fuses for RT mod) it will throw some errors. After a save without them, all should be clear.[/i]
[b] Mods changing Short Circuit Event Utility: [/b]
- Compatible with RT Fuse and Power Logic. (Both recommended but not essential.)
- Compatible with bigger/ss/plus/more etc. fuse mods for RT Fuse.
Features
[list]
[*] Adjust the battery drain in "Zzzt" events. (Game default is total, Mod default is random.)
[*] If you have RT Fuse:
- On-wall circuit breakers. [i](In a dropdown menu with RT Circuit Breakers in the Power tab)[/i]
- Adjust the mitigation power of your fuses. [i](This won't change their description.)[/i]
[*] If you have Power Logic:
- Make your fuses prevent explosions too.
- Increase their chance of activation [i](Mod's default is %50)[/i]
- Make them just flick when activated instead of breaking down.
[*] Change the explosion and fire occurences.
[*] Add breakdown chance to the short circuited building.
[*] Change the explosion radius (at your own risk.)
[*] Change the short circuit notification to message or letter.
Add a fuse sound to the short-circuited building.
[*] A Dev-Mod Gizmo on batteries I pressed a lot when making this mod. With it, you can force any battery to short circuit and see how everything's holding up.
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Prerequisite
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=2009463077] [b] - Harmony [/b] [/url]
[i] [b]Some things to keep in mind if you use Power Logic fuses;[/b]
- Power Logic Fuses doesn't mind how much power is coming at them. They will face up to anything, but only if placed just right, and only just right. They work similar to the real life fuses.
- Place your circuit breakers on a straight line. Don't let them to take corners. They don't like corners.
- They will usually not care about the Short Circuit events happening behind other batteries. But sometimes they do. Maybe you better try and see it for yourself.
* RT Fuses on the other hand, provide a mitigation capacity. I like to think them as power transformers or similar power managing units, rather than simply fuses. You can place them anywhere you like in the powernet and they will keep your batteries safe from exploding as long as their total mitigation power is greater than (or equal to) the total stored energy in the system.
* With this mod, RT Fuse and Power Logic fuses can be used in the same map. I had them working properly with a big patch. I didn't try them on the same powerline though. Let me know if you find out a reason for not to.[/i]
Credits
[list]
[*] [b]Tynan Sylvester[/b], for making probably the greatest game ever so far.
[*] [b]Brrainz[/b], for the supreme Harmony.
[*] [b]Supes[/b], for Power Logic and code insights.
[*] [b]Ratysz[/b], for RT Fuse.
[*] [b]Marnador[/b], for the beautiful [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fludeon.com%2Fforums%2Findex.php%3Ftopic%3D11022.0] RimWorld Font[/url][ludeon.com].
[*] [b]Mike Koenig[/b], for [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fsoundbible.com%2F1295-Dying-Light-Bulb.html] dying-light-bulb[/url][soundbible.com] and [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fsoundbible.com%2F1107-Electricity.html] electricity[/url][soundbible.com] sounds.
[/list]
My other mods:
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3367738537]Circuit Breaker[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3128037954]Spike Trap Blues[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3125277188]Anti-Blight and Firefoam Dispensers[/url]