Jacked: Difference between revisions

m
update, creature no longer in game
imported>Lemonlich
(Created page with "{{Mod |title = |type =Misc |restriction=Furniture |id = |rarity = |tinkerable = |tinkertier =4 |value =1.1 |desc = }}")
 
m (update, creature no longer in game)
 
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{{As Of Patch|2.0.201.114}}
{{Mod
{{Mod
|title     =
| title       = {{qud shader|c|jacked}}
|type       =Misc
| type         = General, Electronics
|restriction=Furniture
| id          = ModJacked
|id        =
| rarity      = R
|rarity    =
| tinkerable  = yes
|tinkerable =
| canautotinker = no
|tinkertier =4
| tinkertier   = 4
|value     =1.1
| nativetier  = 0
|desc       =
| value       = 1.3
| difficulty  = 1
| complexity  = 0
| powerloadsensitive = no
| empsensitive      = no
| realitydistortion  = no
| desc         = &CJacked: When equipped by a robot, cyborg, or mutant with the ability to generate electricity or access to grid power, this item can draw power.
| restriction  = Must not already have integrated power systems, must use charge while equipped, and must not be designed to be equipped on a non-contact location(i.e. Floating Nearby) or the throwing weapon slot
}}
}}
The {{name}} mod allows the modded item to utilize the power generated by its wielder, if the wielder is capable of power generation.
Types of power generation that are compatible with {{name}} include:
* Robots with onboard power systems, such as an {{favilink|anomaly extinguisher}}
* [[True Kin]] with a {{favilink|biodynamic power plant}} implant
* [[Mutant]]s with the {{favilink|Electrical Generation}} mutation
The {{name}} mod can be applied to any equippable item that requires power while equipped. It does not work on equipment that does not remain in contact with the body, such as equipment that goes in the Floating Nearby slot or the Thrown Weapon slot.
Jacked items can draw power from multiple power sources at once if available, such as both a biodynamic power plant and the Electrical Generation mutation.
{{Mod Navbox}}
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