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
7 months ago
1.1
1.78K
Power

[Fixed] Substations don't appear to be able to use more than 60MW

posted by JamesFire 7 months ago
Bugs
5
last message by Stringweasel 7 months ago

[Fixed] Substations have incorrect wire reach

posted by JamesFire 8 months ago
Bugs
5
last message by Stringweasel 7 months ago

5Dim Energy not supported

posted by jackychen2005 1 year, 6 months ago
Bugs
1
last message by Stringweasel 1 year, 6 months ago

[Fixed] Crash when Tiberium destroys a power pole

posted by Arathok 3 years ago
Bugs
4
last message by Stringweasel 3 years ago

[Fixed] alert_for_mixed_fluids

posted by Ninjardo 3 years ago
Bugs
6
last message by Stringweasel 3 years ago

[Fixed] Crash and question

posted by Arathok 3 years ago
Bugs
5
last message by Stringweasel 3 years ago

[Fixed] Unknown entity name: heli-placement-ent

posted by TalDoMula 3 years ago
Bugs
3
last message by TalDoMula 3 years ago

[Out of Scope] Problem with "Building Time Repacked"

posted by EmuLegs 3 years ago
Bugs
3
last message by Stringweasel 3 years ago

[Out of Scope] Collision mask issue with Space Exploration

posted by rdjrjqouqcu 3 years ago
Bugs
1
last message by Stringweasel 3 years ago

[Fixed] Poles from startup mod

posted by fireduck 3 years ago
Bugs
2
last message by Stringweasel 3 years ago

[FIXED] Mining by hand glitch?

posted by Redaun 3 years ago
Bugs
3
last message by Redaun 3 years ago