Overloaded: Difference between revisions
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(Added much more detailed info from what I've found in the code) |
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{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}} | {{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}} | ||
{{name}} is an item mod that can be applied to most 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 by effect == | |||
{|class = wikitable | |||
!Effect type | |||
!Bonus | |||
|- | |||
| Standard Energy Weapons | |||
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}} | |||
|- | |||
| Electric Discharge Weapons | |||
| Damage is based on charge used, so x4 damage {{Code Reference|class = ElectricalDischargeLoader|method = FireEvent}} | |||
|- | |||
| [[Light source|Light Sources]] | |||
| +2 to radius {{Code Reference|class = ActiveLightSource}} | |||
|- | |||
| [[Normality]] (e.g. [[nulling]] items) | |||
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}} | |||
|- | |||
| [[Gas]] generation | |||
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}} | |||
|} |
Revision as of 04:46, 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: I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij |
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