Fluidic Power


Overhauls the power network to use the game's built-in fluid system in an attempt to make electricity more realistic. Adds working transformers for high power transmission, and creates various new and interesting power distribution challenges. Similar to the mods Flow Network and High Voltage, but significantly different by being the first mod that uses no on-tick power calculations. This means the UPS impact should be minimal for non-gigantic bases.

Content
4 months ago
1.1
1.75K
Power

g [Fixed] Visable to craft before researched

1 year, 8 months ago

When starting a fresh game, you see the recipe for crafting the medium and substation source poles before the research to make the normal poles.

1 year, 8 months ago

Eh, there are other instances like the fluids of course... disregard this.

1 year, 8 months ago

Thanks for the report! I do need to fix the poles being visible to early :)

1 year, 7 months ago

This is now fixed in the latest version. I also fastly improved how the technologies were handled because that code was ancient!

1 year, 7 months ago

Confirming the fix, it looks good to me. Thank you.

1 year, 7 months ago
(updated 1 year, 7 months ago)

Oops, I overlooked the now missing transformer and energy sensor... I need those. :)

Edit: No rush, I rolled back to the previous version for now.

1 year, 7 months ago

Oof, that's not good. Oops XD

1 year, 7 months ago

Fixed in the newest release :)

1 year, 7 months ago

The transformer and energy sensor recipes have indeed returned, thanks again!

New response