Overloaded: Difference between revisions
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{{Mod | {{Mod | ||
| title = {{Qud shader|overloaded|overloaded}} | | title = {{Qud shader|overloaded|overloaded}} | ||
| type = Electronics | | type = General, Electronics | ||
| id = ModOverloaded | | id = ModOverloaded | ||
| rarity = R | | rarity = R | ||
Line 11: | Line 11: | ||
| difficulty = 1 | | difficulty = 1 | ||
| complexity = 1 | | complexity = 1 | ||
| desc = | | empsensitive = yes | ||
| realitydistortion = no | |||
| desc = &COverloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. | |||
| gameversion = 2.0.202.74 | | gameversion = 2.0.202.74 | ||
}} | }} | ||
{{Missing info|Table needs to be filled out with more effects of overloaded on different items}} | {{Missing info|Table needs to be filled out with more effects of overloaded on different items}} | ||
{{name}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has. | {{name|caps}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has. | ||
Because certain other [[item mods]] can cause an item to become power load-sensitive, {{name}} can amplify the effects of those other mods when combined with them. | Because certain other [[item mods]] can cause an item to become power load-sensitive, {{name}} can amplify the effects of those other mods when combined with them. | ||
Line 28: | Line 29: | ||
!Overloaded effect | !Overloaded effect | ||
|- | |- | ||
| [[Energy-loaded missile weapons]] | | [[Energy-loaded missile weapons]]<br>''(Excluding arc winders)'' | ||
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}} | | +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}} | ||
|- | |- | ||
| | | {{favilink|arc winder}} | ||
| | | +2 extra damage dice (from {{Heart|W}}4d4 to {{Heart|W}}6d4) | ||
|- | |||
| {{favilink|high-voltage arc winder}} | |||
| +3 extra damage dice (from {{Heart|W}}6d4 to {{Heart|W}}9d4) | |||
|- | |- | ||
| [[Gaslight]] weapons | | [[Gaslight]] weapons | ||
Line 42: | Line 46: | ||
| [[Gas pump]]s | | [[Gas pump]]s | ||
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}} | | +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}} | ||
|- | |||
| [[Vibro weapon|Vibro]] weapons | |||
| +1 Penetration Value | |||
|- | |||
| {{favilink|Gas tumbler}} | |||
| +60% to density of gases, +8% to gas dispersal rate reduction | |||
|- | |- | ||
| {{favilink|displacer bracelet}} | | {{favilink|displacer bracelet}} | ||
| +2 to maximum displacement range {{Code Reference|class=Displacer}} | | +2 to maximum displacement range {{Code Reference|class=Displacer}} | ||
|- | |||
| {{favilink|hologram bracelet}} | |||
| rowspan=2 | +2 to hologram's distraction [[save]] difficulty {{Code Reference|class=DecoyHologramEmitter|method=PlaceHologram}} | |||
|- | |||
| {{favilink|tri-hologram bracelet}} | |||
|- | |||
| {{favilink|force bracelet}} | |||
| +1000 lbs push strength, +2 max tiles pushed, +2 initial [[normality]] penetration {{Code Reference|class=ForceEmitter}} | |||
|- | |- | ||
| {{favilink|ganglionic teleprojector}} | | {{favilink|ganglionic teleprojector}} | ||
Line 50: | Line 68: | ||
|- | |- | ||
| {{favilink|geomagnetic disc}} | | {{favilink|geomagnetic disc}} | ||
| +2 to damage roll, and bounces up to 2 additional times (up to 7 | | +2 to damage roll, +2 to bounce radius, and bounces up to 2 additional times (up to 7 bounces total) {{Code Reference|class=GeomagneticDisc}} | ||
|- | |- | ||
| {{favilink|gyrocopter backpack}} | | {{favilink|gyrocopter backpack}} | ||
| +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}} | | +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}} | ||
|- | |||
| {{favilink|leyline puppeteers}} | |||
| +2 quickness (up to +32) | |||
|- | |- | ||
| {{favilink|maghammer}} | | {{favilink|maghammer}} | ||
Line 59: | Line 80: | ||
|- | |- | ||
| {{favilink|night-vision goggles}} | | {{favilink|night-vision goggles}} | ||
| +30% to radius of vision {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}} | | rowspan=2 | +30% to radius of vision {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}} | ||
|- | |||
| {{favilink|night-sight interpolators}} | |||
|- | |||
| {{favilink|ninefold boots}} | |||
| +2 to teleport distance {{Code Reference|class=AccelerativeTeleporter|method=GetEffectiveTeleportDistance}} | |||
|- | |||
| {{favilink|palladium mesh tabard}} | |||
| +30% to [[compute power]] (i.e. +9 computer power){{Code Reference|class=ComputeNode|method=GetEffectivePower|name=ComputeNode}} | |||
|- | |- | ||
| {{favilink|point-defense drone}} | | {{favilink|point-defense drone}} | ||
Line 66: | Line 95: | ||
| {{favilink|powered exoskeleton}} | | {{favilink|powered exoskeleton}} | ||
| +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}} | | +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}} | ||
|- | |||
| {{favilink|precision nanon fingers}} | |||
| Increases effect chance multiplier by an additional 60% (from 3X to 3.6X) | |||
|- | |- | ||
| {{favilink|ulnar stimulators}} | | {{favilink|ulnar stimulators}} | ||
| +1 Agility and +1 Strength <ref name="EquipStatBoost" /> | | +1 Agility and +1 Strength <ref name="EquipStatBoost" /> | ||
|- | |||
| {{favilink|stun rod}} | |||
| rowspan=2 | Multiplies stun chance by 1.3 (25% to 32.5%), and +2 to difficulty of Toughness save on stun{{Code Reference|class=StunOnHit|method=FireEvent}} | |||
|- | |||
| {{favilink|prayer rod}} | |||
|- | |- | ||
| {{favilink|wrist calc}} | | {{favilink|wrist calc}} | ||
| +30% to [[compute power]] (i.e. +3 | | +30% to [[compute power]] (i.e. +3 compute power)<ref name="ComputeNode" /> </br>+2 to light radius {{Code Reference|class = ActiveLightSource}} | ||
|- | |- | ||
| {{favilink|wrist fan}} | | {{favilink|wrist fan}} | ||
| +10% chance each turn to repel gases <ref name="PartsGas" /> | | +10% chance each turn to repel gases <ref name="PartsGas" /> | ||
|- | |- | ||
| | | {{favilink|slip ring}} | ||
| | | +4 to save against grappling; dodge chance improves from 5% to 6% {{Code Reference|class = SlipRing}} | ||
|- | |- | ||
| | | {{favilink|chiral rings}} | ||
| Multiplies dismemberment chance per adjacent hostile per turn by 1.3 (10% to 13%) | |||
|- | |- | ||
| | | {{favilink|thermo cask}} | ||
| | | Multiplies heat and cold damage and temperature change bonuses by 1.3 (25% to 33%), but not resistances {{Code Reference|class=ThermalAmp|method=FireEvent|name="overloadtempchange"}} | ||
|- | |- | ||
| | | {{favilink|high-energy thermo cask}} | ||
| | | Multiplies heat and cold damage and temperature change bonuses by 1.3 (50% to 65%), but not resistances <ref name="overloadtempchange"/> | ||
|- | |- | ||
| | | {{favilink|Nanopneumatic jackhammer}} | ||
| Increases damage to structural objects, allowing to destroy them in three penetrations rathern than four | |||
| | |||
|} | |} | ||
== Power Load-Sensitive Mods == | |||
The following lists all power load-sensitive mods, along with their associated bonus when overloaded. | |||
If any of these mods is applied to an item, that item becomes eligible to be overloaded, if it is not already eligible. | |||
{{#cargo_query: | |||
| tables = Mods=M | |||
| fields = | |||
CONCAT('[[',_pageName,'{{!}}',DisplayName,']]')=Mod, | |||
CONCAT( | |||
CASE | |||
WHEN PlainName = 'displacer' | |||
THEN 'Increases the maximum range of displacer to 6 tiles {{(}}Code Reference{{!}}class=ModDisplacer{{!}}method=FireEvent{{)}}' | |||
WHEN PlainName = 'electrified' | |||
THEN 'Adds 2 to the item tier for purposes of damage calculation {{(}}Code Reference{{!}}class=ModElectrified{{!}}method=FireEvent{{)}}' | |||
WHEN PlainName = 'flaming' | |||
THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature increase {{(}}Code Reference{{!}}class=ModFlaming{{!}}method=FireEvent{{)}}' | |||
WHEN PlainName = 'freezing' | |||
THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature decrease {{(}}Code Reference{{!}}class=ModFreezing{{!}}method=FireEvent{{)}}' | |||
WHEN PlainName = 'morphogenetic' | |||
THEN '+2 to difficulty of Willpower save {{(}}Code Reference{{!}}class=ModMorphogenetic{{!}}method=ApplyMorphicShock{{)}}' | |||
WHEN PlainName = 'nanon' | |||
THEN 'Adds 2% to the chance for a penetrating laser to dismember. {{(}}Code Reference{{!}}class=Nanon{{)}}' | |||
WHEN PlainName = 'nulling' | |||
THEN '+2 to the strength of reality stabilization {{(}}Code Reference{{!}}class=RealityStabilization{{!}}method=Strength{{)}}' | |||
WHEN PlainName = 'with co-processor' | |||
THEN 'Adds 2 to the [[item tier]] for purposes of calculating mod effects. This effectively results in +0.5 [[intelligence]] and +5 [[compute power]]. {{(}}Code Reference{{!}}class=ModCoProcessor{{)}}' | |||
END)=Description | |||
| where = PowerLoadSensitive=1 | |||
| order by = PlainName | |||
| format = table | |||
}} | |||
== Overheating and Breaking == | == Overheating and Breaking == | ||
Line 117: | Line 173: | ||
|} | |} | ||
=== Overheat and Breakage Stats | === Overheat and Breakage Stats === | ||
The following table | The following table shows overheat temperatures and breakage statistics for items that are power load-sensitive by nature and thus can always be overloaded. These numbers will increase if additional mods that draw charge are added to the overloaded item. | ||
Although many other items can be overloaded, those other items first require a power load-sensitive mod to be added to them. | |||
{{#cargo_query: tables=GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,Characters=C | |||
| join on=GD.JoinKey=AD.JoinKey,GD.JoinKey=EI.JoinKey,GD.JoinKey=C.JoinKey | |||
{{#cargo_query: tables= | | fields= | ||
|join on= | CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item, | ||
|fields=CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item, | AD.ChargeUsed=Base</br>Charge Use, | ||
|where= | CONCAT('{{(}}cell performance for charge{{!}}',FLOOR(4 * AD.ChargeUsed),'{{)}}')=Overloaded</br>Charge Use, | ||
|format=table | CONCAT('{{(}}qud text{{!}}&R+',FLOOR(AD.ChargeUsed / 25.0)+1,'°{{)}}')=Overheat</br>Temp Per Use, | ||
|order by=GD.PlainName | CONCAT(CONCAT(FLOOR(AD.ChargeUsed/2.5)+1.0)/100.0,'%')=Breakage</br>Chance Per Use | ||
| where=GD._pageNamespace = '0' AND EI.Info LIKE '%Power load-sensitive,,,%' AND C.Demeanor IS NULL AND COALESCE(AD.ModCount,0) = 0 | |||
| format=table | |||
| order by=GD.PlainName | |||
}} | }} | ||
== Tips == | == Tips == | ||
{{opinion}} | {{opinion}} | ||
* The [[sturdy]] mod prevents {{name}} items from breaking, but note that only three mods can be applied to an item. | |||
* Taking the [[Tinkering]] skill [[Repair]] might come in handy to fix {{name}} items that break frequently. | * Taking the [[Tinkering]] skill [[Repair]] might come in handy to fix {{name}} items that break frequently. | ||
* In some cases, a power load-sensitive mod must be added before an item can be modded with {{name}}. This can also allow you to access additional overloaded effects on items that couldn't previously be overloaded. For example, overloaded cannot normally be applied to a {{favilink|defoliant pump}}, but by adding a power load-sensitive mod first, such as [[displacer]], one can then overload the defoliant pump and gain additional overload synergies, such as the increased gas density that {{name}} triggers in [[gas pumps]]. | * In some cases, a power load-sensitive mod must be added before an item can be modded with {{name}}. This can also allow you to access additional overloaded effects on items that couldn't previously be overloaded. For example, overloaded cannot normally be applied to a {{favilink|defoliant pump}}, but by adding a power load-sensitive mod first, such as [[displacer]], one can then overload the defoliant pump and gain additional overload synergies, such as the increased gas density that {{name}} triggers in [[gas pumps]]. | ||
Line 139: | Line 199: | ||
== References == | == References == | ||
<references /> | <references /> | ||
{{Mod Navbox}} |
Latest revision as of 22:57, 4 March 2024
Category
|
General, Electronics |
---|---|
Native tierLess likely to appear on items
of a lower tier than this. |
0 |
Rarity
|
Rare |
Tinkerable
|
Yes |
Tinker skill
|
|
Bit required
|
<5> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
no |
Value multiplier
|
1.3 |
+1 | |
+1 | |
yes | |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModOverloaded |
Infobox data from game version 2.0.202.74
|
Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw. |
This article has information that is missing or not up to par.
Reason: Table needs to be filled out with more effects of overloaded on different items |
Reason: Table needs to be filled out with more effects of overloaded on different items
Overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.
Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.
Bonuses to Items and Equipment
Item type | Overloaded effect |
---|---|
Energy-loaded missile weapons (Excluding arc winders) |
+2 to damage roll [3] |
arc winder | +2 extra damage dice (from 4d4 to 6d4) |
high-voltage arc winder | +3 extra damage dice (from 6d4 to 9d4) |
Gaslight weapons | +2 to damage roll [4] |
Reality stabilization items | +2 to the strength of reality stabilization [5] |
Gas pumps | +30% to density of gases produced [6][7] |
Vibro weapons | +1 Penetration Value |
gas tumbler | +60% to density of gases, +8% to gas dispersal rate reduction |
displacer bracelet | +2 to maximum displacement range [8] |
hologram bracelet | +2 to hologram's distraction save difficulty [9] |
tri-hologram bracelet | |
force bracelet | +1000 lbs push strength, +2 max tiles pushed, +2 initial normality penetration [10] |
ganglionic teleprojector | +2 bonus to success roll when attempting to dominate a robot [11] |
geomagnetic disc | +2 to damage roll, +2 to bounce radius, and bounces up to 2 additional times (up to 7 bounces total) [12] |
gyrocopter backpack | +10% chance each turn to repel gases [13] |
leyline puppeteers | +2 quickness (up to +32) |
maghammer | +2 to difficulty of Strength save for latching on or breaking free, and auto-hits at the end of each turn deal 2 extra damage [14] |
night-vision goggles | +30% to radius of vision [15] |
night-sight interpolators | |
ninefold boots | +2 to teleport distance [16] |
palladium mesh tabard | +30% to compute power (i.e. +9 computer power)[17] |
point-defense drone | +10% chance to shoot incoming projectiles [18] |
powered exoskeleton | +2 Strength [19] |
precision nanon fingers | Increases effect chance multiplier by an additional 60% (from 3X to 3.6X) |
ulnar stimulators | +1 Agility and +1 Strength [19] |
stun rod | Multiplies stun chance by 1.3 (25% to 32.5%), and +2 to difficulty of Toughness save on stun[20] |
prayer rod | |
wrist calc | +30% to compute power (i.e. +3 compute power)[17] +2 to light radius [21] |
wrist fan | +10% chance each turn to repel gases [13] |
slip ring | +4 to save against grappling; dodge chance improves from 5% to 6% [22] |
chiral rings | Multiplies dismemberment chance per adjacent hostile per turn by 1.3 (10% to 13%) |
thermo cask | Multiplies heat and cold damage and temperature change bonuses by 1.3 (25% to 33%), but not resistances [23] |
high-energy thermo cask | Multiplies heat and cold damage and temperature change bonuses by 1.3 (50% to 65%), but not resistances [23] |
nanopneumatic jackhammer | Increases damage to structural objects, allowing to destroy them in three penetrations rathern than four |
Power Load-Sensitive Mods
The following lists all power load-sensitive mods, along with their associated bonus when overloaded.
If any of these mods is applied to an item, that item becomes eligible to be overloaded, if it is not already eligible.
Mod | Description |
---|---|
displacer | Increases the maximum range of displacer to 6 tiles [24] |
electrified | Adds 2 to the item tier for purposes of damage calculation [25] |
flaming | Adds 2 to the item tier for purposes of damage calculation and temperature increase [26] |
freezing | Adds 2 to the item tier for purposes of damage calculation and temperature decrease [27] |
morphogenetic | +2 to difficulty of Willpower save [28] |
nanon | Adds 2% to the chance for a penetrating laser to dismember. [29] |
nulling | +2 to the strength of reality stabilization [30] |
with co-processor | Adds 2 to the item tier for purposes of calculating mod effects. This effectively results in +0.5 intelligence and +5 compute power. [31] |
Overheating and Breaking
Each time an overloaded item draws charge (typically when it is fired/activated/used), it generates heat and has a chance of breaking relative to the amount of charge it draws. The chance to break is roughly equal to 1 in 10,000 per unit of charge drawn. Keep in mind that overloaded items draw 4x more charge than their normal item counterparts. Both the object itself and the holder/wielder will be affected by the temperature increase. [32]
Temperature increase per use | Floor(ChargeConsumed / 100) + 1
|
---|---|
Percent chance of breaking per use | (Floor(ChargeConsumed / 10) + 1) / 100
|
Overheat and Breakage Stats
The following table shows overheat temperatures and breakage statistics for items that are power load-sensitive by nature and thus can always be overloaded. These numbers will increase if additional mods that draw charge are added to the overloaded item.
Although many other items can be overloaded, those other items first require a power load-sensitive mod to be added to them.
Item | Base Charge Use |
Overloaded Charge Use |
Overheat Temp Per Use |
Breakage Chance Per Use |
---|---|---|---|---|
arc cannon | 70 | 280
|
+3° | 0.29% |
arc winder | 300 | 1200
|
+13° | 1.21% |
black mote | 110 | 440
|
+5° | 0.45% |
blast cannon | 1,000 | 4000
|
+41° | 4.01% |
blood-gradient hand vacuum | 100 | 400
|
+5° | 0.41% |
chain laser | 150 | 600
|
+7° | 0.61% |
chiral rings | 1,003 | 4012
|
+41° | 4.02% |
dazzle cheek | 5 | 20
|
+1° | 0.03% |
di-thermo beam | 350 | 1400
|
+15° | 1.41% |
displacer bracelet | 1 | 4
|
+1° | 0.01% |
eigenpistol | 250 | 1000
|
+11° | 1.01% |
eigenrifle | 250 | 1000
|
+11° | 1.01% |
electrobow | 50 | 200
|
+3° | 0.21% |
force knife | ||||
freeze ray | 500 | 2000
|
+21° | 2.01% |
ganglionic teleprojector | 1,010 | 4040
|
+41° | 4.05% |
gas tumbler | 5 | 20
|
+1° | 0.03% |
gaslight chisel | 100 | 400
|
+5° | 0.41% |
gaslight flyssa | 100 | 400
|
+5° | 0.41% |
gaslight kris | 100 | 400
|
+5° | 0.41% |
geomagnetic disc | 100 | 400
|
+5° | 0.41% |
grappling gun | 50 | 200
|
+3° | 0.21% |
hand rail | 500 | 2000
|
+21° | 2.01% |
high-energy thermo cask | 5 | 20
|
+1° | 0.03% |
high-voltage arc winder | 425 | 1700
|
+18° | 1.71% |
hologram bracelet | 5 | 20
|
+1° | 0.03% |
hypertractor | 400 | 1600
|
+17° | 1.61% |
laser pistol | 100 | 400
|
+5° | 0.41% |
laser rifle | 100 | 400
|
+5° | 0.41% |
light rail | 500 | 2000
|
+21° | 2.01% |
linear cannon | 750 | 3000
|
+31° | 3.01% |
longreach grappling gun | 80 | 320
|
+4° | 0.33% |
maghammer | 10 | 40
|
+1° | 0.05% |
night-sight interpolators | 8 | 32
|
+1° | 0.04% |
night-vision goggles | 1 | 4
|
+1° | 0.01% |
ninefold boots | 250 | 1000
|
+11° | 1.01% |
normality gas pump | 100 | 400
|
+5° | 0.41% |
nullray pistol | 5,000 | 20000
|
+201° | 20.01% |
ontological anchor | 753 | 3012
|
+31° | 3.02% |
Otherpearl | ||||
palladium mesh tabard | 12 | 48
|
+1° | 0.05% |
phase cannon | 7,500 | 30000
|
+301° | 30.01% |
pickaxe | ||||
point-defense drone | 102 | 408
|
+5° | 0.41% |
powered exoskeleton | 1 | 4
|
+1° | 0.01% |
prayer rod | 10 | 40
|
+1° | 0.05% |
precision nanon fingers | 50 | 200
|
+3° | 0.21% |
psychodyne helmet | 65 | 260
|
+3° | 0.27% |
slip ring | 1 | 4
|
+1° | 0.01% |
space inverter | 100 | 400
|
+5° | 0.41% |
spaser pistol | 1,000 | 4000
|
+41° | 4.01% |
spaser rifle | 1,000 | 4000
|
+41° | 4.01% |
stun rod | 10 | 40
|
+1° | 0.05% |
thermo cask | 5 | 20
|
+1° | 0.03% |
tri-hologram bracelet | 50 | 200
|
+3° | 0.21% |
turbow | 20 | 80
|
+1° | 0.09% |
ulnar stimulators | 1 | 4
|
+1° | 0.01% |
wrist calc | 2 | 8
|
+1° | 0.01% |
wrist fan | 1 | 4
|
+1° | 0.01% |
Tips
- The sturdy mod prevents overloaded items from breaking, but note that only three mods can be applied to an item.
- Taking the Tinkering skill Repair might come in handy to fix overloaded items that break frequently.
- In some cases, a power load-sensitive mod must be added before an item can be modded with overloaded. This can also allow you to access additional overloaded effects on items that couldn't previously be overloaded. For example, overloaded cannot normally be applied to a defoliant pump, but by adding a power load-sensitive mod first, such as displacer, one can then overload the defoliant pump and gain additional overload synergies, such as the increased gas density that overloaded triggers in gas pumps.
References
- ↑
XRL.World.Parts.ModOverloaded
, methodHandleEvent(GetPowerLoadLevelEvent)
- ↑
XRL.World.Parts.GetPowerLoadLevel
, methodGetFor
- ↑
XRL.World.Parts.EnergyAmmoLoader
, methodHandleEvent(GetMissileWeaponPerformanceEvent)
- ↑
XRL.World.Parts.Gaslight
- ↑
XRL.World.Parts.RealityStabilization
, methodStrength
- ↑
XRL.World.Parts.GasOnHit
- ↑
XRL.World.Parts.GasOnEntering
- ↑
XRL.World.Parts.Displacer
- ↑
XRL.World.Parts.DecoyHologramEmitter
, methodPlaceHologram
- ↑
XRL.World.Parts.ForceEmitter
- ↑
XRL.World.Parts.Teleprojector
- ↑
XRL.World.Parts.GeomagneticDisc
- ↑ 13.0 13.1
XRL.World.Parts.PartsGas
- ↑
XRL.World.Parts.LatchesOn
- ↑
XRL.World.Parts.NightVision
, methodHandleEvent(BeforeRenderEvent)
- ↑
XRL.World.Parts.AccelerativeTeleporter
, methodGetEffectiveTeleportDistance
- ↑ 17.0 17.1
XRL.World.Parts.ComputeNode
, methodGetEffectivePower
- ↑
XRL.World.Parts.PointDefense
- ↑ 19.0 19.1
XRL.World.Parts.EquipStatBoost
, methodDetermineBonusList
- ↑
XRL.World.Parts.StunOnHit
, methodFireEvent
- ↑
XRL.World.Parts.ActiveLightSource
- ↑
XRL.World.Parts.SlipRing
- ↑ 23.0 23.1
XRL.World.Parts.ThermalAmp
, methodFireEvent
- ↑
XRL.World.Parts.ModDisplacer
, methodFireEvent
- ↑
XRL.World.Parts.ModElectrified
, methodFireEvent
- ↑
XRL.World.Parts.ModFlaming
, methodFireEvent
- ↑
XRL.World.Parts.ModFreezing
, methodFireEvent
- ↑
XRL.World.Parts.ModMorphogenetic
, methodApplyMorphicShock
- ↑
XRL.World.Parts.Nanon
- ↑
XRL.World.Parts.RealityStabilization
, methodStrength
- ↑
XRL.World.Parts.ModCoProcessor
- ↑
XRL.World.ChargeUsedEvent
, methodSend
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