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Drconfused Power Series - Energy Sources, Tools, and more to come!

Drconfused

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Drconfused Power Series!




[TABLE=class: grid, width: 500, align: center]

[TR]

[TD]Power Series 1- Sources of Power[/TD]

[TD]adds extra power sources[/TD]

[TD=align: center]0.04[/TD]

[TD=align: center]March 19th[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Power Series 2-


The Tools of Power



Auger - Chainsaw - Nailgun - Impact Wrench - Drill



[/TD]

[TD=align: center]adds auger and chainsaw specific item mods. Nailgun, Impact Wrench and drill[/TD]

[TD=align: center]0.13[/TD]

[TD=align: center]May 3rd[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Oil & Gas Extractor[/TD]

[TD=align: center]roughly every 30 minutes turns into a lootable gaspump that has oil related products[/TD]

[TD=align: center]0.05[/TD]

[TD=align: center]March 22nd[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Base Constructor Quest Series[/TD]

[TD=align: center]A quest series that focuses on base building [/TD]

[TD=align: center]0.03[/TD]

[TD=align: center]June 1st[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Drs Auto Turret System[/TD]

[TD=align: center]At the workbench callibrate the autoturret to take different ammo[/TD]

[TD=align: center]0.01[/TD]

[TD=align: center]May 17th[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Drs Milestone Zombie Killer[/TD]

[TD=align: center]


Quest series



After killing set numbers of zombies gain rewards



[/TD]

[TD=align: center]0.01[/TD]

[TD=align: center]May 8th[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Drs Pickup Stuff[/TD]

[TD=align: center]Adds a large amount of items unable to be picked up to be capable of pickedup and scrapped[/TD]

[TD=align: center]0.06[/TD]

[TD=align: center]May 8th[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Drs Cooked Canned Food[/TD]

[TD=align: center]allows to cook canned food at the camp fire to remove poison chance[/TD]

[TD=align: center]0.01[/TD]

[TD=align: center]April 22th[/TD]

[TD=align: center]Nexus[/TD]

[TD=align: center]Github[/TD]

[/TR]

[TR]

[TD=align: center]Golden Realm[/TD]

[TD=align: center]This is the complete Drconfused works merged into one mod.


This will likely become the focus of the Drs modding.



[/TD]

[TD=align: center]0.03[/TD]

[TD=align: center]June 6th[/TD]

[TD=align: center][/TD]

[TD=align: center]Github[/TD]

[/TR]

[/TABLE]

Drconfused Power Series 1 - Sources of Power

mini battery pack that takes small batteries like AA size! with a recipe for a low-cost disposable battery recharger!

single block solar panel!

upgrades to the battery pack, generator, and solar bank

adds in a recipe for the existing solar bank

and stuff!

Auger Chainsaw Nailgun -Power Series Upgrades

Auger and Chainsaw now have 8 slots at tier 6.

(NOTE * this will not update existing augers and chainsaws and must be built new or found)

Nailgun recipe to create the Quicker Fixer Upper that increases build speed of the nail gun.

Now includes Elucidus Impact Wrench

localization batch script added for ingame descriptions provided by RussianDood! be sure to execute it for in-game descriptions.

Auger & Chainsaw Attachments


modEngineTurbo1 = 10% increase in speed


modEngineTurbo2 = 25% increase in speed



modEngineTurbo3 = 50% increase in speed


 


modGasTank1 = 25% increase in gas tank size



modGasTank2 = 50% increase in gas tank size



modGasTank3 = 100% increase in gas tank size


 


modReserveGasTank1 = 25% increase in gas tank size



modReserveGasTank2 = 50% increase in gas tank size



modReserveGasTank3 = 100% increase in gas tank size


 


modMotorToolExtension1 = 10% increase in range



modMotorToolExtension2 = 25% increase in range



modMotorToolExtension3 = 50% increase in range


 


modDiamondTip1 = 10% increased block damage but -100% damage to wood



modDiamondTip2 = 25% increased block damage but -100% damage to wood



modDIamondTip3 = 50% increased block damage but -100% damage to wood


 


modMotorToolSilencer = makes it so you can now mine and chop in peace.


 


modChainsawTemperedFrame1 = 25% increase in degradation max and lower degradation per use



modChainsawTemperedFrame2 = 50% increase in degradation max and lower degradation per use



modChainsawTemperedFrame3 = 75% increase in degradation max and lower degradation per use



(***CAUTION the tempered frame is a permanent attachment and cannot be removed from the mod slot)








 


Oil & Gas Extractor


Based on Stallionsdens Mining Machine and Rain Catcher mod. In true oil country boy fashion Drconfused brings to your gaming needs an in house oil & gas extractor!



If your a base builder and running around to get oil and gas from other sources is a point of contention then this mod is for you!



Every few minutes the extractor is ready to be looted and may contain



Gas cans, oil shale, oil, oil-based terrain blocks, tar, motor tool fuel, and paraffin wax.



Adds recipes for Duct tape, Torch, Paraffin Candle, Motor Tool Fuel.


 

 


Base Constructor Quest Series


This is very much in its alpha state, the basics are down and now needs testing and balance with other additions.


Removes the starting quests prior to having to find the Trader.



First quest is to find the trader, once finding the trader you are given starting items and included in there is a quest book/note that starts the Base Constructor series 1 through 8.



Completing Base Constructor 1 automatically starts Base Constructor 2 and you obtain a book that gives you access to Material Trades recipes.


 


Material Trades allow for you to trade resources for materials, I used the recipes of the materials as the base cost. To get 25 cobblestones would be the same as crafting 25 cobblestones, except now its instant on hand it to the Trader and you get 100 exp and 100 dukes. I kept the 100exp and 100 dukes regardless of which Material Trader level you are using (there are 6 total levels that unlock as you end the Base Constructor series).


 


The intentions with the Base Constructor is to lay a framework of base building and lay out the feel of being a community member with the Trader.


 


At Base Constructor 3 you will want to check your quests as you are also rewarded the Second Base Quest series which you will want to turn that to the active quest if you want to follow it. It will require you to get partiular items and than go to a location and place those items, once those items are placed zombies will spawn which you are required to kill at least 1/2 each type of spawn to complete the quest.


 


This mod also adds in Manux Quad as a reward and slightly revamps the Steel Bars mod of Xyth and mine. You will not need to have any of the mods that change the bars and they may conflict with this mod.



The only required mod for this to fully work is my Power Series 2 mod- The Tools of Power



Adds in a Skillbook as a reward at the end of each baseconstructor 1-8, the skill book is random out of all the skills that I figure could be learned through a book.




 
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Sweet! Keep em coming! Enjoying this modlet series!

Only 1 thing missing- one big extractor that unpacks everything but now I'm being picky!

 
Only 1 thing missing- one big extractor that unpacks everything but now I'm being picky!
This is on the TO do list.. I first wanted to make each section as a stand alone to have those files prepared and once I am happy than I will combine them all together for a single download.

I am facing an issue though with the current code and the solar/battery/generator bank..... it appears that changing the SlotItem attribute makes it so anything can be equipped in there... I have been powering my snowball shooting auto turrets with chili and I need to figure this out!

 
I....see no problem here. :behindsofa:
ROFL

It has made me think that eventually I will release the basic science experiment mod that powers objects with potatos and lemons. And make an actual snowball/potato launching turret/tube.

 
Hmm you made so diamond tip counters extension- you cant use both. The space without extension is 1 block. Gets old real fast. Like really really fast.

What to do if I want to use them both? I mean a tool is a tool that helps you in your particular job. If a tool does not serve a function or a mod on it becomes worse- you will always go for most efficiency in real life.

Also noticed you might have an extra slot there- 6th slot. Maybe somehow this can be done? I mean its already an end game tool so why should you suffer if you invest your time/energy and skills to get it? right?

Another problem- after the gate system all these mods are greyed out- there is no tooltip or info how to unlock them. Okey looked at your code- so you find the schematics in the world but that info should be dispalyed somewhere. Otherwise you invest in skills and its still greyed out.

Other than these 2 problems nice!

xofses.png


dont judge me! :smile-new:

 
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Hmm you made so diamond tip counters extension- you cant use both. The space without extension is 1 block. Gets old real fast. Like really really fast.
What to do if I want to use them both? I mean a tool is a tool that helps you in your particular job. If a tool does not serve a function or a mod on it becomes worse- you will always go for most efficiency in real life.

Also noticed you might have an extra slot there- 6th slot. Maybe somehow this can be done? I mean its already an end game tool so why should you suffer if you invest your time/energy and skills to get it? right?

Another problem- after the gate system all these mods are greyed out- there is no tooltip or info how to unlock them. Okey looked at your code- so you find the schematics in the world but that info should be dispalyed somewhere. Otherwise you invest in skills and its still greyed out.

Other than these 2 problems nice!

xofses.png


dont judge me! :smile-new:
This is great feedback!

for update 0.08 I will be releasing the mod with those changes.

Currently I am still testing but should have a release for later.

The one issue I am finding is that when I open the 6th slot it will not update current augers/chainsaws and have to be either built or obtained new. I also kept the tier system, but changed it so that now a tier 1 auger will have 1 slot rather than 0 and so on.

Both the extensions will be able to work after I finish my 0.08.

 
Version 0.08 is ready

-Nailgun upgrades to the Quicker Fixer Upper for a quicker nailgun

-Auger and Chainsaw now have 6 slots at tier 6

-makes blade extender and diamond blade compatible.

 
Sweet!

Auger works like a charm! Nailgun no complaints here!

Feels like improvements from alpha 16 back in action! Every builders dream!

 
Sweet!
Auger works like a charm! Nailgun no complaints here!

Feels like improvements from alpha 16 back in action! Every builders dream!
I just started in a17 but from what I was able to gather 16 had quicker tools and it was one of my aims of this mod, to bring satisfaction back to those base builder addicts from 16 speeds.

Also updated to verion 0.09 to correct some loot drops and add in localization file.

And introducing the Oil & Gas Extractor

 
Updated the Oil Extractor to version 0.02

adds in Tar, Paraffin wax, Motor Tool Fuel and recipes including these; Duct tape, Torch, Paraffin Candle, and convert asphalt into tar.

 
DRCONFUSED POWER SERIES 1 - SOURCES OF POWER version 1 is now available for download! I always wanted a 1 block solar panel and a small battery power source, so I got it in game! Upgrades to the generator, battery bank, and solar bank!

A17.2_2019-03-01_15-49-04.jpg

 
This looks really good. I'm going to drop it into Ravenhearst 5 and see if it works
I hope it works! Let me know what you found.

I updated to verion 0.02 for an emergency hotfix.. I was getting a nullreference when clicking on a dead mini battery because it appears I cannot change the repair material to scrap lead, its been changed to scrap iron but way to costly. I need to figure out how to change those values!

 
The power mod it is safe to use?

I mean can I safely remove the other obsolete mods and place this instead without getting game crash or other errors?

Update 1

Well i deleted those 2 mods and replaced with this power mod. No game save brake, no desync and no weird errors. So far so good! Happy Camper! <---

Update 2

Hmm, well i guess now you have to work on that a lot of modders hate to do:

Add info/ description and flavor text to the new items! (not copy/paste old stuff)

Or give me a manual! :D :D :D No worries I'll figure it all out but yeah- flavor text needed!

Update 3

There is still Null reference bug with mini-batteries etc, you might look into that. Not sure what triggers it, but yea- When I placed it in a chest and back etc.

P.s. Thank you!!! We can now make batteries! That was a pain in da' butt to find those (level 6)


P.s.2.
Hmm There is 1 elevator mod here in da' forums but yea- might you be interested in working on your own elevator mod? (1x1 2x2 4x4 ? maybe unlimited floors)

P.s.3. Aaaaaand maybe down da' road- I still haven't seen a proper nuclear generator power mod (1 plant to rule them all) Idea!* Starvation mod had the POI but that's too big and it comes only with a POI.

 
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The power mod it is safe to use?
Update 2

Hmm, well i guess now you have to work on that a lot of modders hate to do:

Add info/ description and flavor text to the new items! (not copy/paste old stuff)

Or give me a manual! :D :D :D No worries I'll figure it all out but yeah- flavor text needed!
I am hoping to get a localization file in the next while for this mod so that ingame descriptions can be a thing. A few tweaks have to be done first before I get around to that.

Update 3

There is still Null reference bug with mini-batteries etc, you might look into that. Not sure what triggers it, but yea- When I placed it in a chest and back etc.

P.s. Thank you!!! We can now make batteries! That was a pain in da' butt to find those (level 6)
I hope that latest commit has addressed the null reference? I figured it was due to the value I gave for what repaired the batteries, which I had to hotfix but now costs 50 scrap iron. I think I have some ideas of what needs to happen to change this so its more appropriate, which likely mean I make a new item that is simliar to the Repair Kit but much cheaper to produce (something like 1 iron and 1 lead and 1 electric part make 10 Battery Repair Kits) I will have to test it out first to make sure it doesn't break games. Been trying very hard to make it so that my releases don't inadverdantley reset peoples characters.


P.s.2.
Hmm There is 1 elevator mod here in da' forums but yea- might you be interested in working on your own elevator mod? (1x1 2x2 4x4 ? maybe unlimited floors)
I was thinking about this last night, especially the 1x1 elevator. I have not looked into the dynamics of it yet though so that is just a dream for the moment, but if its not something Xyth releases I will be looking at getting it into my games. All the mods I produce are because its what I want in my own game.

P.s.3. Aaaaaand maybe down da' road- I still haven't seen a proper nuclear generator power mod (1 plant to rule them all) Idea!* Starvation mod had the POI but that's too big and it comes only with a POI.
Definitely something that I have thought about. Once I have a little more knowledge about how things work overall this is something I want to definitely do.

- - - Updated - - -

Nice work on this mod. Great stuff!
Thanks! Your help and ideas have been instrumental in my growing capacity!

 
Just realized that I had forgot to update the github Power Series with the fix! The null reference should be fixed with that commit.

 
Figured out what I want for the small batteries repair and updated to 0.03 of the Power Series 1 to include the disposable battery recharger.

1 scrap polymer + 2 scrap lead + 1 electrical part = 10 disposable battery rechargers.

 
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