xxx73 said:
Hi and thanks for sharing your mods. I have tested a few and here is some feedback. Just to be clear Im using a lot of mods and darkness falls.
Khelldon-HolyHandGrenade - cool, will make it rare drop just for fun. I reduced range and damage to avoid the whole gaming lagging a few seconds.
Khelldon-AwwNuts - it got added to recipes, but I did not get any nuts and bolts when harvesting/wrenching, conflicts?
Doughs-YouveGotMail-2.1.1 - nice mod to "pimp up some" loot containers

, I will keep this.
Doughs-Electric-CapacitorBank-1.0.2 - I did not get this to working sadly, I saw one flash of light and then it was gone, maybe I did not understand the concept. Also I could not harvest any capacitor, I see that the capacitors get added to the blocks, but i cant harvest them.
Doughs-Buff-PipeBombs-1.0.6 - deadly business, if I have pipe bomb in my hand after casting the one I ignited, I get a lot of damage even far away.
Doughs-Buff-Sounds-Common-1.2.0 - not working for me, I think maybe conflicts with other mods, using Robeloto_LoudSoundsLowered and Reduced Hit Sounds While Crouched.
Im going to do more tests, since most vanilla blocks is not touched with any mods I afraid there can be some conflicts.
@xxx73FYI: Continuing to work on this and other stuff.
Updates:
- Patched
Khelldon-AwwNuts to work with a19. Made some updates/additions for some blocks and items to keep up with the spirit of the mod as the recipe lists and a few other things were a bit out of date. The mod was out of date enough to consider it "broken" but I don't know what game version broke it. Thanks for reporting it!
- Reduced blast radius from 35 blocks to 28 blocks for
KhelldonHolyHandGrenade as the lag was especially bad at 35, but still trying to keep it very large by default. Hope to put it back to 35 if future game versions can handle the lag.
- Updated
Doughs-YouveGotMail to fix item issue reported above. Now at v2.1.2
- I tested
Doughs-Buff-PipeBombs and it appears to be working on a19.2 for me. I'm not seeing the damage occurring to me when I throw a lit one and have one in hand. I know there was a bug in the vanilla game that caused *any?* explosives to blow up in your hand but that should be fixed in 19.2. The only thing I can think of is the steel pipe bombs are very powerful and have a large blast radius, but throwing them far should not be an issue. You have to be like 7-8 blocks away when they go off to not get hurt badly.
- I tested
Doughs-Electric-CapacitorBank ans it appears to be working properly in 19.2. The capacitor drops are relatively rare and only drop when you are wrenching a block that "cools things" (refrigerator, ice machine, etc.). Loot drops are very rare (found only in workbenches). They are sold by traders though.
There are many ways to use it (in theory) but the most likely simple scenario would be this electrical connection setup:
A "power source" (solar cell/battery bank/generator) ----> (relays, switches, etc) ----> capacitor bank ----> "final consumer of electricity" (door/hatch/blade trap/etc).
Inside the capacitor bank, lets say you have 1 capacitor loaded in it. Let us also state you just got it so its fully charged. It is just like finding a car battery in the game, but imagine a very small car battery that can be charged fast (a few seconds to charge), and discharges fast (1-10 seconds maybe?).
Lets say the "final consumer of electricity" is a light bulb.
When you turn on the "power source", the "final consumer of electricity" activates (the light bulb turns on) and the capacitor fully charges (very fast). If you turn off or disconnect the "power source", the capacitor in the capacitor bank has a very tiny amount of power in it (being a very tiny battery like item). The light will continue to glow until the capacitor discharges. If you have a single tier 1 capacitor in the capacitor bank, it cannot hold much charge. So if the capacitor bank tries powering a light bulb (which does not use a lot of watts, maybe 5 watts. It is not a blade trap using a lot of watts!) it will power it for just a few seconds then turn off (because the capacitor is fully discharged). The setup here is not great because you only get a few seconds of light from the bulb...
If you add more capacitors, or higher tier ones (a tier 6 capacitor might keep a single light bulb on for 10 seconds?), when you shut off the "power source" , you can now power the light bulb for much more time.
So: Why do this? You could have it so ..
- you turn off your generator, and the front door to your base stays open long enough (10-30 seconds?) for you to run outside, then the door closes by itself. Your base is now not running on generator and is sealed. Might be kinda fun.
- a zombie (a player in PvP?) steps on a pressure plate, and charges the capacitor and something (an alarm?, a trap) activates. The zombie steps off and the alarm/trap continues to operate for a little bit (because the capacitor charges almost instantly, but discharges fast but not instantly). Maybe you could design a trap to use this cleverly.
- You have a pressure plate (or motion sensor) that opens a door. Maybe in PvP or your own base. You activate the plate/sensor, a door opens (and charges a capacitor). When the person steps off the plate (gets out of motion sensor range) the door stays open for a little bit then closes automatically. In this scenario you could use it to power something (for a little bit just) far outside of the range of the motion sensor/pressure plate.
- Its early game. You have a charged capacitor and capacitor bank. You buy a single trap from a trader. You hook it up and turn it on when a zombie gets too close for comfort, because you don't have many weapons...yeah you could just punch them but this would be more fun.
- Its early game. You have a single car battery. You could (in theory) hook it up to some capacitor banks, turn the battery bank on briefly, and distribute the charge to capacitor banks, then turn the battery bank off, so your battery doesn't just use power idling and being drained by the relays (1 watt drain each!). Possibly unlikely, but might be fun/useful. Odds are you wouldn't have that many capacitor banks early game because they are not too easy to get.
- For
Doughs-Buff-Sounds-Common it appears (from looking at the code) that the conflict is likely just with Robeloto_LoudSoundsLowered, as that mod replacing some of the same sounds I am my mod is adding to (like open_cupboard/close_cupboard. metaldestroy, etc.).