If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. Paypal: paypal.me/MrPurple6411 Patreon: patreon.com/MrPurple6411 Github: github.com/sponsors/MrPurple6411 Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. (Not every time but enough to be worrying) So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
I have a mod downloaded that converts Celsius to Fahrenheit. However, it does not do so for this mod on the thermometer feature. Could you add in the option to select whether it's shown in "C" or "F"? Thanks! Much appreciated.
I'm not sure if this is working as intended or I am having some issues, but using even the Mk3 Engine Efficiency upgrade, the effects seem to be minimal. The power usage is the same as without the module for the shield, and there is only perhaps a 50% difference between with and without the mk3 module for silent running and just general driving around, measuring power consumption over a set time period.
I have the MoreCyclopsUpgrades mod installed, and whilst I did have the Slot Extender Mod, getting rid of this doesnt seem to have made a difference. I am just puzzled as there does seem to be some slight improvement in efficiency with the module, just certainly not 600%
Any insights would be appreciated! Or is the 600% efficiency not actually supposed to be 6x more efficient than without the upgrade?
Either way really appreciate your mods MrPurple, they've given me a great excuse to go back and play this wonderful game a second time :)
On further testing, seems like its working as intended at 600% efficiency for standard running, driving for a minute the cyclops uses no module- 10 energy mk1 (vanilla) - 3 energy mk3 - 1 energy
For silent running, sonar and shields there seems to be a 10-30% reduction in power consumption. I'm unsure if this is as intended, or whether there is something I'm missing? I guess as they say mileage may vary but interested to hear what others have found!
One minute of silent running uses: no module - 60 energy mk1 - 60 energy (mk1 module i believe only effects standard engine use so this is expected) mk3 - 50 energy
One minute of Sonar uses: no module - 120 energy mk1 - 120 energy mk3 - 110 energy
30 seconds of shield uses: no module ~350 energy mk1 ~325 energy (i think the discrepancy is probably just errors in my testing) mk3 ~266 energy
It seems the mod isn't working at all. Even with the MK3 module, Sonar pulses, silence mode and shield all consume the same amount of energy as it's in vanilla. Do I need to have that Auxiliary Upgrade Console installed on the Cyclops? Because I'm using the SlotExtender Mod so I didn't bother making one.
To use this mod you are also required to use the MoreCyclopsUpgrades mod. In my case, the MoreCyclopsUpgrades mod caused errors when using the Slot Extender mod. So it appears the MoreCyclopsUpgrades mod & Slot Extender are not compatible. Even when the Slot Extender Cyclops option is unchecked I still get errors. So I have to choose one or the other ... etc.
6 comments
Paypal: paypal.me/MrPurple6411
Patreon: patreon.com/MrPurple6411
Github: github.com/sponsors/MrPurple6411
Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together.
(Not every time but enough to be worrying)
So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
I have the MoreCyclopsUpgrades mod installed, and whilst I did have the Slot Extender Mod, getting rid of this doesnt seem to have made a difference. I am just puzzled as there does seem to be some slight improvement in efficiency with the module, just certainly not 600%
Any insights would be appreciated! Or is the 600% efficiency not actually supposed to be 6x more efficient than without the upgrade?
Either way really appreciate your mods MrPurple, they've given me a great excuse to go back and play this wonderful game a second time :)
no module- 10 energy
mk1 (vanilla) - 3 energy
mk3 - 1 energy
For silent running, sonar and shields there seems to be a 10-30% reduction in power consumption. I'm unsure if this is as intended, or whether there is something I'm missing? I guess as they say mileage may vary but interested to hear what others have found!
One minute of silent running uses:
no module - 60 energy
mk1 - 60 energy (mk1 module i believe only effects standard engine use so this is expected)
mk3 - 50 energy
One minute of Sonar uses:
no module - 120 energy
mk1 - 120 energy
mk3 - 110 energy
30 seconds of shield uses:
no module ~350 energy
mk1 ~325 energy (i think the discrepancy is probably just errors in my testing)
mk3 ~266 energy