About this mod
Overhauling how electricity works. Connect multiple power sources in chain (still only one upstream connection) to form grids with more granular statistics and better tuning options how batteries should be charged. EXPERIMENTAL BepInEx Mod, which should auto-install the required files on first run (game restart needed).
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Donations
This mod changes a lot regarding electricity, so chances are high, beside
extensive testing, that I messed up at some point. Until further testing is
done by early adopters (basically you, if you are really reading this). I have
refactored the code in order to drop the previous BepInEx requirement.
This should make it better encapsulated and easier to install/use, but it
also has a good chance that I messed up stuff that was previously working.
MAKE A BACKUP OF YOUR SAVES BEFORE
USING THIS MOD! YOU'VE BEEN WARNED!
This mod is probably incompatible with anything else that is touching electricity!
Also this mod is not EAC compatible, so you need to turn EAC off!
Should also work for multiplayer, but hasn't been tested that well yet.
Main features
- Power sources can be connected like every other power item
- Power can be taken from any upstream power source
- Prioritize renewable energy before using gasoline
- Additional grid demand/supply and charge statistics
- Batteries are all charged/discharged when in a bank
- Solar power gradually fades in and out at dawn and dusk
- Decide from which upstream power types to charge batteries
Additional electricity mods
These mods are all additional mods that have been tested with this mod.
But they also work on their own. Therefore pick the ones you like and
install them additionally to the Electricity Overhaul mod.
- https://github.com/OCB7D2D/OcbElectricityWindPower (GitHub)
- https://github.com/OCB7D2D/OcbElectricityButtonsPush (GitHub)
- https://github.com/OCB7D2D/OcbElectricityWorkarounds (GitHub)
- https://github.com/OCB7D2D/OcbElectricityWireColors (GitHub)
Vanilla Map Loading
With version 2.0.0, vanilla maps are automatically detected and "upgraded" with default values,
as e.g. Battery Banks get some additional individual options to define what power source should
be able to re-charge them (by default, only renewable energy is used to charge batteries).
Once the save files are written again, these options will then be persisted in the save.
Probably a good time to make a backup, in case you need to revert to the vanilla state!
Power distribution logic
Distribution of power always starts at a root power source, one that doesn't have any further power source connected upstream. From there
the power is distributed to all local power consumers connected to that power source. Those will then try to take their required power from all connected upstream power sources in the following order:
- Closest solar power panel
- Closest generator or battery bank
Note that this logic exposes a few quirks when the required power exceeds the power available. This could of course be further optimized, but it's
questionable if the additional needed CPU power legitimates this.
SMX UI Support
There is no compatibility patch yet for SMX UI.
You will not be able to adjust what charges battery banks.
Will be added once this new A21 version is stable enough.
Darkness Falls Support
This mod should be compatible with DF (A21) out of the box.
Undead Legacy Support
For now you can still use the older A20 BepInEx version!
The A20 mod is compatible with Undead Legacy out of the box, e.g. no further
compatibility patches are needed. But you will need to make sure that
this mod loads after the regular Undead Legacy (UL) mods. You can e.g.
accomplish this simply by renaming the folder to `ZElectricityOverhaul`.
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Checkout my other mods on nexus:
Most popular: OCB Stop Fuel Waste
Most underrated: OCB Crooked Deco
For further information see the GitHub Page or the Original Forum Thread