Radio-powered: Difference between revisions
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(added stuff about how recharge speed works and how occlusion also works) |
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{{As Of Patch|2.0.198.1}} | |||
{{Mod | {{Mod | ||
|title ={{qud text|&Cradio-powered|notxml}} | |title ={{qud text|&Cradio-powered|notxml}} | ||
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|notxml =yes | |notxml =yes | ||
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{{ | |||
{{name}} is a mod that can be applied to all [[energy cell]]s excluding ones that are fueled by liquid. When modded to an energy cell, they will passively recharge themselves as long as the player character is close enough to the surface. | |||
Modding this to a cell will increase its difficulty by 5 and its complexity by 3. | |||
==Recharge speed== | |||
The speed that this mod recharges cells depends on the cell's tier, in which the charge rate is 10 * tier every game tick. The max depth that the cell can be recharged at is 1 + tier deep. If the cell can already charge using radio power, it uses the greater charge rate and max depth. <ref><code>XRL.World.Parts.BroadcastPowerReceiver</code></ref> Energy cells that charge through another method like {{favilink|fidget cell|plural}} or {{favilink|solar cell|plural}} will have both charge rates stack. | |||
===Estimated Recharge Speed=== | |||
{{#cargo_query:table=ItemsTable=I,GeneralData=GD|join on=I._pageName=GD._pageName|fields=I._pageName=Energy Cell,I.MaxCharge,FLOOR(GD.Tier*10)=Recharge Speed,FLOOR(GD.Tier + 1)=Max Depth|where=I._pageNamespace='0' AND GD.ParentObject WITHIN 'Energy Cell'|order by=Recharge Speed ASC}} | |||
==Satellite Power Occlusion== | |||
Occasionally, the radio signals used to power the cell will be blocked by random objects. These causes can be either "orbital debris", "a glass storm", "a flock of birds", "acid rain", "drift film", or "an unidentified anomaly". The exact percentages are located within <code>GlobalConfig.json</code>. By default, there is a 0.5% chance a game tick of the radio waves being occluded, preventing any charge. Once they are blocked, there is a 1.5% chance every game tick of clearing up and resume to charge. | |||
==References== | |||
<references/> |
Revision as of 20:46, 15 November 2019
This information is reliable as of patch 2.0.198.1. If this is no longer the current patch, you can help by updating it. |
Category
|
Energy Cell |
---|---|
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<4> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
1.3 |
ID
|
ModRadioPowered |
Radio-powered: This item can be recharged via broadcast power. |
radio-powered is a mod that can be applied to all energy cells excluding ones that are fueled by liquid. When modded to an energy cell, they will passively recharge themselves as long as the player character is close enough to the surface.
Modding this to a cell will increase its difficulty by 5 and its complexity by 3.
Recharge speed
The speed that this mod recharges cells depends on the cell's tier, in which the charge rate is 10 * tier every game tick. The max depth that the cell can be recharged at is 1 + tier deep. If the cell can already charge using radio power, it uses the greater charge rate and max depth. [1] Energy cells that charge through another method like fidget cells or solar cells will have both charge rates stack.
Estimated Recharge Speed
Satellite Power Occlusion
Occasionally, the radio signals used to power the cell will be blocked by random objects. These causes can be either "orbital debris", "a glass storm", "a flock of birds", "acid rain", "drift film", or "an unidentified anomaly". The exact percentages are located within GlobalConfig.json
. By default, there is a 0.5% chance a game tick of the radio waves being occluded, preventing any charge. Once they are blocked, there is a 1.5% chance every game tick of clearing up and resume to charge.
References
- ↑
XRL.World.Parts.BroadcastPowerReceiver