Overloaded

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Revision as of 04:46, 17 September 2021 by Illuminatiswag (talk | contribs) (Added much more detailed info from what I've found in the code)
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overloaded
Category

Electronics

Native tierLess likely to appear on items
of a lower tier than this.

0

Rarity

Rare

Tinkerable

Yes

Tinker skill

Tinker II

Bit required

<5>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.3

+1

+1

ID

ModOverloaded

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

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]
  1. XRL.World.Parts.ModOverloaded, method HandleEvent(GetPowerLoadLevelEvent)
  2. XRL.World.Parts.GetPowerLoadLevel, method GetFor
  3. XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent)
  4. XRL.World.Parts.ElectricalDischargeLoader, method FireEvent
  5. XRL.World.Parts.ActiveLightSource
  6. XRL.World.Parts.RealityStabilization, method Strength
  7. XRL.World.Parts.GasOnHit
  8. XRL.World.Parts.GasOnEntering