Extended Electronics

Hiyoto

New member
I'm having a lot of fun with electricity but see potential for more improvements. I've not come across a tentative goals list, so here's a few ideas for A18/B1.

Different Electrical Tools for Different Functions

Standard wire cutter for electricity

Remote monitor for signals

View attachment 7136

Remote monitor is arbitrary and really can be any object. A multimeter or something to differentiate what tools do. Alternatively use reload ® to change wiring function.

Function for Tool Differentiation

Electricity should have 2-way flow. This makes having a a closed loop of electrical fencing much easier to achieve without faking. It would also potentially eliminate otherwise complex wire networks.

Signal, on the other hand, must be controlled in some way. Either a separate wire can be ran or use the existing wire for visual representation. When editing the signal, you can see what is controlling what via different pulsing colors. For example, a light, a dart trap, a wall switch, and a camera are all on the same circuit. With the ability to wire separate signals, you can connect the switch to the light and the dart trap with the camera without having intricate wiring or worry about controlling the wrong electronic.

Lighting

The prefab editor offers the feature to customize how lighting works. I'd like to see this introduced within the playable game as well. You could make it a bit interesting-- higher light intensity requires more watts.

There are various light fixtures in the world that can't be looted or crafted without a modification of XMLs. Whether they're made to be craftable or not, it'd be nice to add an interact (E) option to lights to remove them instead of dismantle. Proper tools required.

Multi-In Power Sources

Currently you can only have one generator or solar bank connected to a battery bank, and no generator can connect to another generator . If we have the ability to wire multiple generators and solar banks in series, we'd have the ability to increase total wattage capacity. Additionally, if we can connect multiple generators to multiple banks, we can create redundancy to ensure that batteries stay charged, even if a generator goes offline.

Patch Boards

Essentially more than one relay occupying one space. If I can't have bi-directional electricity then I need to tighten up space to run wires the weird way they need to be ran. :cocksure:

Trap Mods

Similar support for firearms; the ability to catch zombies on fire, cripple, etc.

Powered Doors

I believe this has been mentioned several times but I'll echo the sentiment. Powered doors would be SO MUCH FUN. Imagine pulling up in your 4x4 and the garage door opens automatically when you hit the trip wire or the camera sees you! Being able to power drawbridges also makes for some potentially interesting base entrances.

Electric Engines & Li-Ion Batteries

I know this was mentioned but I'll add my two cents to it. Electric engines would offer alternative fuel for tools like chainsaws and augers. Vehicles would either need to be in proximity of a charge station, need to swap out batteries, or be directly wired to a generator.

Li-Ion wouldn't be necessary and could still use the current lead-acid batteries, or it could be introduced as having different properties (different capacity, drain, and charge time, perhaps). Li-Ion could also become a requirement for certain electronics, like the Miner's Helmet.

Electric Post variants

The current post occupies 2 blocks of space and only covers the top block for wiring. 2 variations:

  • 1m post with 1 connection
  • 2m post with 2 connections


If the top-half of the 2m post is destroyed, the bottom-half still exists. I like redundancy. *laughs*

AC/DC

It's implied with the very short distance wires can be ran that electronics run on DC. Difference in cost of components can make the difference between AC and DC equipment. If we could have the addition to being able to craft AC hardware, we'd have the luxury of running wire MUCH further.

Or, have it be a mod that needs to be attached to all equipment. Every piece of relay, switch, trap, and generator is by default DC needs an AC mod to extend range. That would also mean this particular mod would need to be readily craftable and gated just 1 perk higher than basic electronics.

You could also make it more interesting by requiring the next component in line to require a transformer mod to be compatible with AC if the rest of the line will be DC. This can likely be omitted to reduce complexity.

Final proposal on this, and would be the simplest route that wouldn't introduce the differences between AC and DC would be a mod called "range extender". There could be various ones that double or even triple the wire range.

With all these combined it would be entirely possible for an online to community to create a power station that gives energy to an entire small settlement! That would be so neat. *laughs*

 
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