Radio-powered: Difference between revisions

85 bytes removed ,  05:53, 14 September 2022
either this changed at some point or someone didn't read closely enough. tested in game w/ show debug internals
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(either this changed at some point or someone didn't read closely enough. tested in game w/ show debug internals)
 
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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}}
|type       =Energy Cell
| type               = Energy Cell
|id         =ModRadioPowered
| id                 = ModRadioPowered
|rarity     =R
| rarity             = R
|tinkerable =yes
| tinkerable         = yes
|tinkertier =4
| canautotinker      = no
|value     =1.3
| tinkertier         = 4
|desc       =&CRadio-powered: This item can be recharged via broadcast power.
| value             = 1.3
|notxml    =yes
| difficulty        = 5
| complexity        = 3
| empsensitive      = no
| powerloadsensitive = no
| realitydistortion  = no
| desc               = &CRadio-powered: This item can be recharged via broadcast power.\n&CThis object has a broadcast power receiver that can pick up electrical charge either from satellites if not too far underground or from a nearby broadcast power transmitter.
| gameversion        = 2.0.201.114
}}
}}


{{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. This is an applicatoin of [[Energy#Broadcast|broadcast power]].
{{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, or in the same zone as a working {{favilink|broadcast power station}}. This is an application of [[broadcast power]].
 
Modding this to a cell will increase its difficulty by 5 and its complexity by 3.


==Recharge speed==
==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.
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 broadcast power, it uses the greater charge rate and max depth. Energy cells that charge through another method like {{favilink|fidget cell|plural}} or {{favilink|solar cell|plural}} will have the higher charge rate be used.{{Code Reference|class = ModRadioPowered}}


===Estimated Recharge Speed===
===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}}
{{#cargo_query:table=ArtifactData=AD,GeneralData=GD|join on=AD.JoinKey=GD.JoinKey|fields=AD._pageName=Energy Cell,AD.MaxCharge,FLOOR(GD.Tier*10)=Recharge Speed,FLOOR(GD.Tier + 1)=Max Depth|where=AD._pageNamespace='0' AND GD.ParentObject WITHIN 'Energy Cell'|order by=Recharge Speed ASC}}


==Satellite Power Occlusion==
==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.
{{Excerpt|Broadcast power#Satellite Power Occlusion}}


==References==
==References==
<references/>
<references/>
{{Mod Navbox}}
{{Mod Navbox}}
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