(old) Primary Generators - charged
I have not updated this to 1.4 even though it most likely still works because I don't plan on maintaining this mod, leaving it without my new rebalance on the other version. I haven't heard anyone say it doesn't work on 1.4 so give it a try it probably works
This mod adds 6 new generators: 3 industrial-era generators, and 3 spacer-era generators.
Generator
Input
Net Output
Cost
Power Augment (small)
-2000W
+500W
180 Steel, 5 Component
Power Augment (medium)
-3000W
+1250W
300 Steel, 9 Component
Power Augment (large)
-4500W
+2250W
675 Steel, 21 Component
Energy Cell
-3500W
+1500W
100 Steel, 25 Plasteel, 2 Adv. Component
Energy Chamber
-5250W
+3000W
170 Steel, 45 Plasteel, 3 Adv. Component
Energy Manifold
-8000W
+7000W
380 Steel, 95 Plasteel, 6 Adv. Component
There's a research tab to unlock them. 3 projects total.
[img]https://i.imgur.com/9GE3PWy.png[/img]
[u]By the way, this mod may cause some red errors on loading a save. They are harmless. It's either the game complaining that there's two power-related buildings on top of eachother or complaining that the 1x1 power cell hurt it's feelings. It should sort itself all out in like 5 seconds or so[/u]
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Philosophy:
I wanted to make a generator design that is as dependable as a geothermal generator, but with it's own "challenge" in the vein of solar/wind generators. So, I came up with these. They produce energy at all times in the same manner as the geothermal generator, with a twist. For geothermal, you need to build them in specific locations -- with primary generators, you need to kickstart them with an alternate source of energy first. This means that after a solar flare, a zzt event, or whatever else: you need to direct large amounts of power to the generators for them to turn back on. This isn't so much of a challenge itself, it just presents a need to carefully plan your energy grid for your colony. You can't just slap them anywhere in your colony and expect them to share all the power with everything else. Unless you can.
Potential solutions:
[list]
[*] Have all your geothermal/solar/wind energy connected, directed through the primary generators, through a switch, and then through to your colony. The switch will shut off the colony's power, allowing the generators to hog the energy and turn on- multiplying your energy pool by however many primary generators you constructed.
[*] Have a large battery room you can isolate from the colony to use in the kickstart.
[/list]
A cool scenario I could imagine is if a colony is powered mainly through these generators, using solar power as it's alternate source, is hit by a solar flare in the evening. They won't have the solar energy for the kickstart until the morning, leaving them defenseless until the morning. Could make for an interesting story.
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[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2564129100][img]https://i.imgur.com/qiC12Up.png[/img][/url]
The cool stuff with the green stars on the example picture is from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149]Vanilla Furniture Expanded- Props and Decorations.[/url] And I forgot to mention [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2546954423&searchtext=more+vanilla+fences]where I got the chainlink fence from.[/url]
Credits:
Kiktamo, for his idea to use Vanilla Expanded Framework to make this work
All those people who made the framework