Overloaded
overloaded
Category
|
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 | |
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: I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij
Reason: I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij
overloaded is an item mod that can be applied to most 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.
Bonuses by effect
| Effect type | Bonus |
|---|---|
| Standard Energy Weapons | +2 to damage roll [3] |
| Electric Discharge Weapons | Damage is based on charge used, so x4 damage [4] |
| Light Sources | +2 to radius [5] |
| Normality (e.g. nulling items) | +2 to the strength of reality stabilization [6] |
| Gas generation | +30% to density of gases produced [7][8] |
- ↑
XRL.World.Parts.ModOverloaded, methodHandleEvent(GetPowerLoadLevelEvent) - ↑
XRL.World.Parts.GetPowerLoadLevel, methodGetFor - ↑
XRL.World.Parts.EnergyAmmoLoader, methodHandleEvent(GetMissileWeaponPerformanceEvent) - ↑
XRL.World.Parts.ElectricalDischargeLoader, methodFireEvent - ↑
XRL.World.Parts.ActiveLightSource - ↑
XRL.World.Parts.RealityStabilization, methodStrength - ↑
XRL.World.Parts.GasOnHit - ↑
XRL.World.Parts.GasOnEntering