Fluidic Power deprecated


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
6 months ago
1.1
1.78K
Power

g K2 crusher

7 months ago

Transformers, energy sensors and source poles can not placed into the K2 crusher, not sure if this is something that can be adjusted. Distribution poles and accumulators can be crushed. I have tested other mod items and it seems to be hit or miss as to if they can be crushed or not.

6 months ago
(updated 6 months ago)

I guess not much interest on this, it is quite a minor thing.

Rather than start another discussion for yet another minor thing, I'll mention this here. I have started using a beacon mod that also uses the classic beacon. I noticed the Electric Engines mod by nerfkidjcb and liked the looks of his charging station. So I adopted his graphics and related code (MIT) to replace the animation layers and item icon for the Fluidic transformer, pretty nice looking.

6 months ago

Hello! Sorry, I don't have much free time so Fluidic Power is not high on my priority list right now :) I still want to have a look at the crusher at some point.

noticed the Electric Engines mod by nerfkidjcb and liked the looks of his charging station. So I adopted his graphics and related code

That does sound like it would look cool. I'm a bit nostalgic so I like the old beacon graphic, but I'll keep it in mind. Thanks for the idea!

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