Extended Vanilla: Personal Equipment


A complete overhaul to the ordinary personal vanilla equipment, this mod(pack) adds several tiers and types equipments, even custom ones, like personal assembling units and backpacks, that boost your crafting speed and inventory. You can change multiplel parameters of most items. Compatible with Krastorio 2 and jetpack from Earendel.

Content
8 days ago
0.15 - 2.0
35.1K
Combat Armor

g energy balance?

18 days ago

i dont know if this is a mod interaction with py or something but it seems the energy generation balance is completely out of whack.
e.g. i got roboport mk3 and a handful of robots. now they can charge with 10 at the same time at 1.25MW so 12.5 MW total max. first of all the internal buffer is 7.5 MW which is im assuming the energy the roboport can store and max output is 7.5 which means it cant really recharge 10 at 1.25 MW anyway. but thats not even the issue. the issue is, how am i supposed to create that amount of energy?
i got a fission reactor mk1 but that can only output 1 MW... which is less than the same amount of solar panels that would occupy the same space would generate. on top of that, the mk4 variant only has 3MW so i would need basically 4 of those to power one mk3 roboport fully. and then the bigger roboports cant be powered at all by anything as i cant find something stronger than the mk4 fission reactor. and theres only place for 4 of those (at least with the power armor i have...).
it feels like an mk4 fission reactor should be able to power pretty much anything and the others should definitely much, much more powerful. probably by factor 10 or something. or how else am i supposed to build power? am i missing something?

17 days ago
(updated 17 days ago)

Hi mate. Roboports drain a lot of power, since they have their internal buffer of energy, and can recharge multiple entities at the same time.
If you look even the mk2 tier drains 4.0MW, and if you think that in your armor you can have multiple personal roboports working at the same time, well things already start to make more sense. (And I won't tell you that a single legendary quality mk2 personal roboport can drain you 25MW of energy.)
Personal batteries exist for solving this issue, otherwise they'll only be wasted space.

And this applies to roboports yes, but also lasers and shields: all of them drain more power than you can produce normally.
Despite these considerations, you shouldn't worry about the issue, since normally bots do not drain all this power when you use them.
(At least if we are not talking about modded bots, and you're not trying to dismantle an entire base.)
_77

17 days ago

im using py so im not sure if there anything much different there but when building a few larger blueprints then half the time the bots dont do anything because they are recharging and im not sure if pys solar panels / fission power give much different power than vanilla but a fission reactor (mk1) having less energy production than a fission reactor (when considering same space occupied) is pretty weird, considering the expensive fuel you have to use

17 days ago

Try equip more batteries.
I sincerely never played Py suit so I dunno what problems there could be when both mods are installed.
I'm currently doing a vanilla+ run in solo - So you can be sure that if I see something strange or that needs some rebalancement I'll edit that.

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