Electric Grid

by 0n0w1c

An overhaul of the electric network, engineer an Electric Grid! The overhaul is optional.

Overhaul
2 days ago
2.0
539
Power

g A huge pole has disappeared

4 days ago

I didn't quite understand, but the latest changes removed the huge pillar from the game, for some reason it just disappeared.

4 days ago

Yeah, that's right, if you don't have the "No More Quality or No Quality" mods installed, the huge pillar disappears.
It seems to me that this is not entirely correct, since in this case the user will have to choose whether to play with this addon or with quality.

4 days ago
(updated 4 days ago)

The new behavior is correct. Quality adds a supply area to every pole. The supply area turns transmission only poles into distribution poles. Quality defeats the wiring rules and pole changes of the overhaul. If people want to play with Quality active, they can still use this mod but only the Transformator will added to the game. The overhaul is meant to change how power is distributed, to play differently.

4 days ago
(updated 4 days ago)

If the Devs change how the Quality bonus is applied to power poles or give the 2.0 API the ability to make transmission only poles, I will happily update the mod.

To explain too much, but maybe you would like to know the details:
Most Quality bonuses are applied by multiplying (ex. 30% bonus), however for electric poles, the bonus is added (ex. +4). So when this mod changes the base pole to 0 supply area, instead of it remaining 0 (0 x .3), it is set to 4 (0 + 4). As far as I know, this can not be changed. Without transmission only poles, the wiring rules make no sense. Will the Devs change this in the future? Maybe, but I doubt it.

3 days ago

Unfortunately, I don't have the basic knowledge of writing LUA to try testing different options...
For example, if the base uses addition (0 + 3 = 3) instead of multiplication (0 x 3 = 0), is it possible to specify in this mod for the pole that if a quality that adds +4 is used, then 4 should be added, but with a minus sign (-), then the result will be a negative value (0 + -4 = -4) (if the base allows negative values ​​in principle, otherwise it will be 0).
And since the pole does not use the power supply area, a negative value will not hurt.

P.S. Is it possible to test this way?

3 days ago

I had not thought to try negative numbers, oddly they are indeed acceptable. However, it does not work like we had hoped. Assigning -4 to the big pole, a pole with a -8 x -8 supply area is produced. But even if it did work as desired, it would only work for one quality level. In the base game, every entity has a prototype defined and the API allows many things to be changed, like the wire and supply area of an electric pole. However, Quality is coded differently, it is mathematically applied to the base prototype at runtime. There is no specific prototype to change, I am unable to set the max wire length or supply area of any pole other than normal, all of the higher quality poles are generated.

I did make a request for the devs to restore the ability to make transmission only poles. But don't expect anything to come from it. Transmission only poles are not a part of the game and electric network mods are not very popular.

3 days ago

Eh, it's a pity it didn't work out, but thanks for trying :)

3 days ago
(updated a day ago)

In this forum thread, Rseding91 replied:
"Quality was specifically not implemented as a bunch of prototype copies because that approach is messy and error prone for the rest of the game logic."

Quality greatly effects modding, but Quality is extremely popular as evidenced by the very low number of downloads of the mods that remove it.

2 days ago

I agree, quality is not a fundamental factor of the game, but it is still quite significant, and I would not like to choose between one and the other. Well, maybe some other thoughts will arise, I will definitely write :)

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