arramus Posted November 30, 2020 Share Posted November 30, 2020 This modlet allows you to increase or decrease selective electrical power attributes to match your own specifications. Download: https://github.com/arramus/Electric-Buffs-A19 Please use the Github download first but if you have issues with installation due to a Github shell folder, here is a simple alternative uploaded to the forum. Electric_Buffs_A19.zip The current settings provide 400% of default values across multiple settings for generators, batteries, and solar. You can manually change this to decrease or increase default settings to provide a greater or more leisurely challenge. @Ti2xGr was manually editing these values for his Geek Gaming server and this just formalises those actions into a modlet. What do they all mean? Some are clear and others are more complex. Here are some images to show the clearer ones. This is the impact of changing OutputPerStack for the battery bank. A level 6 battery changes from 50w to 200w giving a total of 1200w output. MaxPower appears to impact the total capacity. Default was 400w even though Tier 6 x 6 maxed out at 300w. Maybe this prepared for a future buff or mod? A single Tier 6 battery shows 200w output potential. And this reduces to reflect the lower Tier battery with a Tier 5 providing 183w. Solar power for a Tier 6 solar panel shows a proportional increase from 30w to 120w. Here is the solar bank loaded with 4 x Tier 6 and 2 x Tier 5 solar panels to give 698w out of a potential of 720w 'MaxPower' setting if they were all Tier 6. The generator has 'MaxFuel' of 4000 as the image shows. Each engine 'OutputPerStack' is set to 400 but we can calculate this provides 200w per engine. This does not match the format for batteries and solar panels. Generator: As for 'OutputPerFuel'. This is probably linked to a formula of usage over time. As for 'MaxPower'. This may well also be linked to total overall output capacity over time. Battery Bank: As for 'InputPerTick', 'ChargePerInput', and 'OutputPerCharge', in game these allow the batteries to recharge faster and hold their charge longer. I do not know the calculations for this. An old Wiki post offers the following calculation for default values. BATTERY USAGE While turned on the battery bank will consume durability from batteries in its slots starting with the top left. These batteries will lose durability at a rate of 4 points per minute per watt. So if your battery bank was producing 45W of power it would use 4*45 = 180 durability per minute. minutes_of_charge = durability_of_battery / (4*power_usage) CHARGING While charging it will consume 5w from the alternate power source (so to charge a battery bank you need system_power_cost+5w). While powered, it will regenerate durability in the battery inside, independent of quality, at a rate of 6 points per second. Batteries are charged in the sequence right to left, bottom to top. A 600 quality battery has 6000 durability so it would take about 16 minutes and 40 seconds to charge making the maximum time taken to fully recharge a battery bank 100 minutes. If the above values are still relevant, this mod increases these 4 fold. I saw these calculations in the XML files some time ago but couldn't find them after scanning again and can offer no further clarification. If any other community users can offer further clarification, it would be helpful. blocks.xml <Config> <!--Generator--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxFuel']/@value">4000</set> <!-- X4 of default - Total amount of fuel the generator can hold --> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerFuel']/@value">45000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxPower']/@value">49000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerStack']/@value">400</set> <!-- X4 of default - Maximum power output of a single engine --> <!--Solar Bank--> <set xpath="/blocks/block[@name='solarbank']/property[@name='OutputPerStack']/@value">120</set> <!-- X4 of default - Maximum power output of a Lvl 6 solar cell --> <set xpath="/blocks/block[@name='solarbank']/property[@name='MaxPower']/@value">720</set> <!-- X4 of default - Maximum combined output of all solar cells --> <!--Battery Bank--> <set xpath="/blocks/block[@name='batterybank']/property[@name='MaxPower']/@value">1600</set> <!-- X4 of default - Maximum combined output of all batteries --> <set xpath="/blocks/block[@name='batterybank']/property[@name='InputPerTick']/@value">20</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='ChargePerInput']/@value">4</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerStack']/@value">200</set> <!-- X4 of default - Maximum power output of a Lvl 6 battery --> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerCharge']/@value">360</set> <!-- X4 of default--> </Config> Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted November 30, 2020 Share Posted November 30, 2020 do you know what the meaning for Battery Bank of thos fields what they do ? : MaxPower InputPerTick ChargePerInput OutputPerStack OutputPerCharge Link to comment Share on other sites More sharing options...
arramus Posted December 1, 2020 Author Share Posted December 1, 2020 11 hours ago, ArNaLdInHo said: do you know what the meaning for Battery Bank of thos fields what they do ? : MaxPower InputPerTick ChargePerInput OutputPerStack OutputPerCharge I've updated the original post with some images to show 'MaxPower' in action, and a formula taken from an old Wiki page. I can't find the formula in the XML files anymore that described these attributes in detail. In general. MaxPower appears to be total capacity output allowed at peak. InputPerTick appears to be amount of energy created over time. ChargePerInput appears to be the conversion of Input to stored energy for later release. OutputPerStack is the peak output allowed for a solar cell, battery, or engine. However, there does not appear to be conformity for the engine values. OutputPerCharge appears to be potential usage over time. I use appears very broadly because I cannot be sure without official documentation on calculations. In summary, these buffs will let you power more traps and electrical items for longer. And they will allow you to recharge quicker. I doubt this answered all of your questions but it may shed light on some of them. I read in some older posts that too many individual solar panels seemed to cause server performance issues and allowing these increases may help ease that as players will need less solar arrays. I'm not sure if those posts are still valid. If server performance issues are not valid, a server host may wish to reduce these values to increase the challenge and force different strategies. Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted December 1, 2020 Share Posted December 1, 2020 ManyTanks for asswer and search Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted December 2, 2020 Share Posted December 2, 2020 Offtopic , how can i get a list, or you have of all Materials like : #Entities/Zombies?Zombies/Materials/feral_eye.mat if you have can you message me the list, tanks Link to comment Share on other sites More sharing options...
hawkeye014 Posted December 19, 2020 Share Posted December 19, 2020 i downloaded this mod yesterday and it dosent seem to be working ive even went into the files and changed the setting so it would boost the generator more but nothing changed this is also my first time moding 7days Link to comment Share on other sites More sharing options...
arramus Posted December 19, 2020 Author Share Posted December 19, 2020 33 minutes ago, hawkeye014 said: i downloaded this mod yesterday and it dosent seem to be working ive even went into the files and changed the setting so it would boost the generator more but nothing changed this is also my first time moding 7days The location where this is stored on Github adds a 'shell' folder to the main Mod folder. Can you confirm that you brought the main Mod folder out of the shell folder first and that it is not a Mod folder within a folder? Link to comment Share on other sites More sharing options...
hawkeye014 Posted December 19, 2020 Share Posted December 19, 2020 i created a mod folder and toke the compressed file into it and just extracted it there. do i need to bring it out of my "mods" folder? the order is mods > electric-buffs-a19-master > electric_buffs_a19 > config Link to comment Share on other sites More sharing options...
arramus Posted December 19, 2020 Author Share Posted December 19, 2020 @hawkeye014 Bring it all out of your Mods folder and place the folder that is within the master folder back inside the Mods folder. That master folder sounds like an extra shell from Github. If you are unable to get it working here is a version in here with just a single folder to make it an easier installation. Electric_Buffs_A19.zip Link to comment Share on other sites More sharing options...
taolatunghd1 Posted February 7, 2021 Share Posted February 7, 2021 On 11/30/2020 at 2:55 PM, arramus said: This modlet allows you to increase or decrease selective electrical power attributes to match your own specifications. Download: https://github.com/arramus/Electric-Buffs-A19 Please use the Github download first but if you have issues with installation due to a Github shell folder, here is a simple alternative uploaded to the forum. Electric_Buffs_A19.zip The current settings provide 400% of default values across multiple settings for generators, batteries, and solar. You can manually change this to decrease or increase default settings to provide a greater or more leisurely challenge. @Ti2xGr was manually editing these values for his Geek Gaming server and this just formalises those actions into a modlet. What do they all mean? Some are clear and others are more complex. Here are some images to show the clearer ones. This is the impact of changing OutputPerStack for the battery bank. A level 6 battery changes from 50w to 200w giving a total of 1200w output. MaxPower appears to impact the total capacity. Default was 400w even though Tier 6 x 6 maxed out at 300w. Maybe this prepared for a future buff or mod? A single Tier 6 battery shows 200w output potential. And this reduces to reflect the lower Tier battery with a Tier 5 providing 183w. Solar power for a Tier 6 solar panel shows a proportional increase from 30w to 120w. Here is the solar bank loaded with 4 x Tier 6 and 2 x Tier 5 solar panels to give 698w out of a potential of 720w 'MaxPower' setting if they were all Tier 6. The generator has 'MaxFuel' of 4000 as the image shows. Each engine 'OutputPerStack' is set to 400 but we can calculate this provides 200w per engine. This does not match the format for batteries and solar panels. Generator: As for 'OutputPerFuel'. This is probably linked to a formula of usage over time. As for 'MaxPower'. This may well also be linked to total overall output capacity over time. Battery Bank: As for 'InputPerTick', 'ChargePerInput', and 'OutputPerCharge', in game these allow the batteries to recharge faster and hold their charge longer. I do not know the calculations for this. An old Wiki post offers the following calculation for default values. BATTERY USAGE While turned on the battery bank will consume durability from batteries in its slots starting with the top left. These batteries will lose durability at a rate of 4 points per minute per watt. So if your battery bank was producing 45W of power it would use 4*45 = 180 durability per minute. minutes_of_charge = durability_of_battery / (4*power_usage) CHARGING While charging it will consume 5w from the alternate power source (so to charge a battery bank you need system_power_cost+5w). While powered, it will regenerate durability in the battery inside, independent of quality, at a rate of 6 points per second. Batteries are charged in the sequence right to left, bottom to top. A 600 quality battery has 6000 durability so it would take about 16 minutes and 40 seconds to charge making the maximum time taken to fully recharge a battery bank 100 minutes. If the above values are still relevant, this mod increases these 4 fold. I saw these calculations in the XML files some time ago but couldn't find them after scanning again and can offer no further clarification. If any other community users can offer further clarification, it would be helpful. blocks.xml <Config> <!--Generator--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxFuel']/@value">4000</set> <!-- X4 of default - Total amount of fuel the generator can hold --> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerFuel']/@value">45000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='MaxPower']/@value">49000</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='generatorbank']/property[@name='OutputPerStack']/@value">400</set> <!-- X4 of default - Maximum power output of a single engine --> <!--Solar Bank--> <set xpath="/blocks/block[@name='solarbank']/property[@name='OutputPerStack']/@value">120</set> <!-- X4 of default - Maximum power output of a Lvl 6 solar cell --> <set xpath="/blocks/block[@name='solarbank']/property[@name='MaxPower']/@value">720</set> <!-- X4 of default - Maximum combined output of all solar cells --> <!--Battery Bank--> <set xpath="/blocks/block[@name='batterybank']/property[@name='MaxPower']/@value">1600</set> <!-- X4 of default - Maximum combined output of all batteries --> <set xpath="/blocks/block[@name='batterybank']/property[@name='InputPerTick']/@value">20</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='ChargePerInput']/@value">4</set> <!-- X4 of default--> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerStack']/@value">200</set> <!-- X4 of default - Maximum power output of a Lvl 6 battery --> <set xpath="/blocks/block[@name='batterybank']/property[@name='OutputPerCharge']/@value">360</set> <!-- X4 of default--> </Config> hi, how can i use this mode ? 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arramus Posted February 7, 2021 Author Share Posted February 7, 2021 18 minutes ago, taolatunghd1 said: hi, how can i use this mode ? In short, make a 'Mods' folder in your main game directory (Steam\steamapps\common\7 Days To Die) and place this mod inside it. Here are longer set of instructions copied from another mod we added here if it's a server installation. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO Link to comment Share on other sites More sharing options...
taolatunghd1 Posted February 10, 2021 Share Posted February 10, 2021 On 2/7/2021 at 7:02 PM, arramus said: In short, make a 'Mods' folder in your main game directory (Steam\steamapps\common\7 Days To Die) and place this mod inside it. Here are longer set of instructions copied from another mod we added here if it's a server installation. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO i was to install and set this mod on the Mods folder, but in the game this mode doesn´t work. Link to comment Share on other sites More sharing options...
arramus Posted February 11, 2021 Author Share Posted February 11, 2021 Can you confirm that the folder within the Mods folder looks like this: Electric_Buffs_A19 (One main folder layer) and not like this Electric-Buffs-A19 (Github folder layer) Link to comment Share on other sites More sharing options...
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