Overloaded: Difference between revisions
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{{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}} 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. | ||
== Bonuses | 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. | ||
== Bonuses to Items and Equipment == | |||
{|class = wikitable | {|class = wikitable | ||
Line 38: | Line 40: | ||
| +2 to radius {{Code Reference|class = ActiveLightSource}} | | +2 to radius {{Code Reference|class = ActiveLightSource}} | ||
|- | |- | ||
| [[Normality | | [[Normality|Reality stabilization]] items | ||
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}} | | +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}} | ||
|- | |- | ||
Line 46: | Line 48: | ||
| {{favilink|wrist calc}} | | {{favilink|wrist calc}} | ||
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}} | | +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}} | ||
|} | |||
== Bonuses to Other Mods == | |||
{| class="wikitable" | |||
! Item Mod | |||
! Overloaded effect | |||
|- | |- | ||
| [[Co-processor]] | | [[Co-processor]] | ||
| +5 [[compute power]] {{Code Reference|class = ModCoProcessor}} | | +5 [[compute power]] {{Code Reference|class = ModCoProcessor}} | ||
|- | |||
| [[Displacer]] | |||
| Increases the maximum range of displacer to 6 tiles {{Code Reference|class = ModDisplacer|method=FireEvent}} | |||
|- | |||
| [[Electrified]] | |||
| Adds 2 to the [[item tier]] for purposes of damage calculation {{Code Reference|class=ModElectrified|method=FireEvent}} | |||
|- | |||
| [[Flaming]] | |||
| Adds 2 to the [[item tier]] for purposes of damage calculation and temperature increase {{Code Reference|class=ModFlaming|method=FireEvent}} | |||
|- | |||
| [[Freezing]] | |||
| Adds 2 to the [[item tier]] for purposes of damage calculation and temperature decrease {{Code Reference|class=ModFreezing|method=FireEvent}} | |||
|- | |||
| [[Morphogenetic]] | |||
| +2 to difficulty of Willpower save {{Code Reference|class=ModMorphogenetic|method=ApplyMorphicShock}} | |||
|- | |||
| [[Nulling]] | |||
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}} | |||
|} | |} | ||
== References == | == References == | ||
<references /> | <references /> |
Revision as of 20:48, 17 September 2021
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: Table needs to be filled out with more effects of overloaded on different items |
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
Effect type | Bonus |
---|---|
Energy-loaded missile weapons | +2 to damage roll [3] |
Electric Discharge Weapons | Damage is based on charge used, so x4 damage [4] |
Gaslight weapons | +2 to damage roll [5] |
Light Sources | +2 to radius [6] |
Reality stabilization items | +2 to the strength of reality stabilization [7] |
Gas generation | +30% to density of gases produced [8][9] |
wrist calc | +30% to compute power (i.e. +3 normally) [10] |
Bonuses to Other Mods
Item Mod | Overloaded effect |
---|---|
Co-processor | +5 compute power [11] |
Displacer | Increases the maximum range of displacer to 6 tiles [12] |
Electrified | Adds 2 to the item tier for purposes of damage calculation [13] |
Flaming | Adds 2 to the item tier for purposes of damage calculation and temperature increase [14] |
Freezing | Adds 2 to the item tier for purposes of damage calculation and temperature decrease [15] |
Morphogenetic | +2 to difficulty of Willpower save [16] |
Nulling | +2 to the strength of reality stabilization [17] |
References
- ↑
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.Gaslight
- ↑
XRL.World.Parts.ActiveLightSource
- ↑
XRL.World.Parts.RealityStabilization
, methodStrength
- ↑
XRL.World.Parts.GasOnHit
- ↑
XRL.World.Parts.GasOnEntering
- ↑
XRL.World.Parts.ComputeNode
- ↑
XRL.World.Parts.ModCoProcessor
- ↑
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.RealityStabilization
, methodStrength