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Electricity Overhaul Mod

Hello, i have a issue with this mod used in conjunction with https://www.nexusmods.com/7daystodie/mods/1783

When the power of a single generator in the bank, it seems to max each one to 50w. I can give you access to the server to check if you want.
I have that other mod as well. When I placed one of those generators it gave an error to every player. And I get the same error every time I open one. Any chance at a compatibility patch? Or should we ask that modder?

 
I have that other mod as well. When I placed one of those generators it gave an error to every player. And I get the same error every time I open one. Any chance at a compatibility patch? Or should we ask that modder?
well, i that's the point of this post, i saw fallback to 50w in the code but didn't checked too far. I think it's not a More Power issue, just some fix to make to the mod.

 
That's why I have this disclaimer at GitHub:
"Probably incompatible with anything else touching electricity!"
I may take a look, but no guarantee if or when that will be ...

 
Last edited by a moderator:
That's why I have this disclaimer at GitHub:
"Probably incompatible with anything else touching electricity!"
I may take a look, but no guarantee if or when that will be ...


The said mod just use xml, that's why i though it was a bug. But i admit i didn't read all the things 🤐

 
I removed the other mod, as I wanted to use yours more, and the problems did not go away. I had to remove the overhaul mod of yours from my local mods folder as I could not launch the game with it in single player or on the server. Even with it not on the server anymore. Not sure what's going on. But after I removed Overhaul and put back in mo power, everything has been fine. I don't remember the exact error, but something about trying to read past the end or something. Sorry I can't recall the exact error message. 

 
FYI: There have been some updates in the meantime:

0.8.0: https://github.com/OCB7D2D/ElectricityOverhaul/releases/tag/0.8.0

  • Fixed some compatibility issues with other mods
    We now use OutputPerStack as a scaling factor
    We no longer hard-code MaxFuel for generators
  • Cleaned up and refactored update routine a bit
  • Improved and fixed EnumGamePrefs patching
0.9.0: https://github.com/OCB7D2D/ElectricityOverhaul/releases/tag/0.9.0

This release only tries to optimize CPU utilization and to improve frame update
congestion. As such this update is kinda experimental, although the changes seem
rather safe, but there will always be dragons. So if you're happy with version 0.8.0
you don't need to upgrade immediately. Upgrading existing maps should be possible,
but you should always make a Backup when early adopting such a mod upgrade!

 
Hi, I am new to the forum. I am very sorry if this has all ready been answered or in the wrong place. I am trying to add your Electric Overhaul mod to my hosted server and as such do not have direct access to the server config xml file to add the options that you outline in your github.

is it necessary to add these options to the server config xml, or can I add these options to another area and if so where would that be?

Code:
<property name="LoadVanillaMap" value="false" />
<property name="BatteryPowerPerUse" value="25" />
<property name="MinPowerForCharging" value="20" />
<property name="FuelPoweerPerUse" value="750" />
<property name="PowerPerPanel" value="30" />
<property name="PowerPerEngine" valu="50" />
<property name="PowerPerBattery" value="50" />
<property name="ChargePerBattery" value="35" />

 
Hi, I have just been in contact with the admin team at the company who host my server. They were kind enough to try and add the additional options to the server and came up with these errors.

2022-01-19T10:02:41 0.419 INF Parsing server configfile: C:/TCAFiles/Users/[Username]/24824/7DaysToDieServer_Data/../serverconfigmain.xml
2022-01-19T10:02:41 0.441 ERR ====================================================================================================
2022-01-19T10:02:41 0.441 ERR Error parsing configfile property 'LoadVanillaMap': Could not parse config value 'false'
2022-01-19T10:02:41 0.441 INF Make sure your configfile is updated the current server version!
2022-01-19T10:02:41 0.441 INF Startup aborted due to the given error in server configfile
2022-01-19T10:02:41 0.441 ERR ====================================================================================================
2022-01-19T10:02:41 0.441 INF Dedicated server only build

They have asked me to confirm with yourself exactly which file these options need to be added to and where in the file they should be added.

 
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Unfortunately the log is not complete, so I can only speculate.
The mod needs two startups if you don't install BepInEx manually.
So my suspicion would be they only started the server once?
Or that they didn't disable EAC or on linux, didn't use the startup script?
The error simply means the mod is not loaded correctly AFAICT.


Edit: made a sanity check and it seems this feature has regressed with A20.
Simply put my hooks are called too late and no easy way to hook before config parsing.
This means I'd have to port that part to be patched with BepInEx instead of Harmony.

 
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Thank you for the speedy reply. I had made sure to install BepInEx before adding your mods to the server. I was just hoping to try and increase the rate at which the batteries recharge as it feels like the batteries were either not accepting power when a generator/windmill was connected to them, either that or the tier 6 batteries were charging so slowly that the change in durability was un noticeable. I am currently in talks with the server host to try and get a complete log from the server restart. Thank you for your assistance

just received a full log, how is it best to send it to you? Log File

 
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Thanks for the log, it seems you have done everything right and the BepInEx patches are correctly applied
 

[Info : BepInEx] Patching [Assembly-CSharp] with [ElectricityOptionsPatch]
[Info : BepInEx] Patching [Assembly-CSharp] with [ElectricityOverhaulPatch]



I can also see that EAC is disabled correctly, since the Harmony part is also applied correctly
 

2022-01-19T11:45:29 0.586 INF Loading OCB Electricity Overhaul Patch: OcbElectricityOverhaul




Unfortunately one can also see that the parse error is thrown before the Harmony patches are applied.
This is the culprit of what you see and therefore these patches need to go into the BepInEx phase.
Unfortunately that mean I have to deal with CIL in order to do this properly (basically .net assembler).
Not sure by when I get around to research, change, test and release a new version.
P.s. I believe you could simply attach txt/log files in this forum ...

 
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This is pretty much a mandatory mod for me. This raises the question: did the fun pimps make the vanilla electricity like this on purpose or are they going to fix it later? 

 
MathiasAdemar said:
TFP has stated electricity is in its final form and wont be getting a second look unless something serious pops up. 
Did they do that for balance reasons or did they rage quit after they could not get it any better? 

 
Nah, they got the basic functionality they wanted and called it done. If it was for balance reasons, then it would be more optimized, imo.
Yeah, TFP doesn't seem to into fleshing out systems or mechanics. They just throw things at the wall and some of it sticks. Just look at the state of water. Even minecraft has more realistic water physics than TFP has managed. I wouldn't expect very much from their concept of electricity. What we got is actually surprisingly good going by their track record:)

 
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