Radio-powered: Difference between revisions

34 bytes added ,  03:09, 7 September 2021
Changed depth of radio-powered to 11+depth, to match disassembly. Also changed code references to use the new template.
(talk about broadcast power stations)
(Changed depth of radio-powered to 11+depth, to match disassembly. Also changed code references to use the new template.)
Line 17: Line 17:


==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 11 + 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 both charge rates stack.{{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=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 + 11)=Max Depth|where=I._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 via ancient satellite 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.
Occasionally, the radio signals used to power the cell via ancient satellite 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.{{Code Reference|class = BroadcastPowerReceiver}}


Satellite power being occluded does not interfere with power from {{favilink|broadcast power station|plural}}.
Satellite power being occluded does not interfere with power from {{favilink|broadcast power station|plural}}.