Oxygen Not Included

Oxygen Not Included

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Wireless Power
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Compatibility: Base Game, Spaced Out!
File Size
Posted
Updated
554.296 KB
Jan 9, 2021 @ 1:18pm
Oct 23, 2021 @ 10:34am
12 Change Notes ( view )

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Wireless Power

In 1 collection by Zonkeeh
Zonkeeh's Mods
18 items
Description
Send power around your base wirelessly, by the use of 3 unique buildings!


Description
Ever wanted to provide power to various areas of your base without running wires everywhere?

This mod enables 3 distinct buildings to send, store and receive power from the Wireless Power Grid, providing balance options maximise usability.

Note: This mod is advanced and so it is not recommended for new players, it also helps to read the notes below.

Mod Version: 1.0.4.3
DLC Support:
Latest Tested Game Version: 481873




Specifics
  • Adds 3 buildings to provide wirelessly accessible power: Wireless Battery, Sender & Receiver.

  • Batteries are needed for the Wireless Power Grid to function. They store power and act much like the traditional batteries.

  • Senders add power to batteries located on the same channel of the Wireless Power Grid. They act as power consumers on a local power circuit and send a configurable amount of power.

  • Receivers take power from batteries located on the same channel of the Wireless Power Grid. They act as power generators on a local power circuit and take a configurable amount of power.

  • Multiple Senders & Receivers can be located on the same channel, each interfacing dynamically with wireless Batteries on the same channel.

  • Many Batteries can also be located on the same channel, energy can be taken/added to any which have the available power or capacity available.

  • Grid capacity is determined by the amount of Batteries present on a channel. Each battery stores it's own power, allowing you to change channels and precise power transfer.

  • Power on the Wireless Power Grid is sent to the most full batteries first and is received from the least full batteries first. Senders & Receivers will (and often do) distribute their power needs to multiple batteries if one battery runs out/fills up.

  • By default, these buildings aim to be (Slightly) balanced by using an Energy Falloff mechanic which causes a percentage of the transferred power to be lost. This value can be changed in the configuration file.

  • These buildings are located in the Power building menu and require the "Low-Resistance Conductors" research to unlock.

  • These buildings can also be customised in the configuration file for this mod, allowing custom intervals, capacity and material costs to be set.

  • Buildings are also now built out of steel, this can be changed in the configuration file.

  • Senders & Receivers display a Grid Transfer Threshold which denotes how full a battery must be to send/receive power.

  • All buildings display their current connection and activity status in their screens and as various status cards.

  • Senders & Receivers have an automation input to determine operation, whilst Bateries have automation and act like smart batteries.

  • Only one type of either Senders or Receivers can exist on a single circuit at a time (i.e. can only connect either senders or receivers).

Wireless Battery


Wireless Sender


Wireless Receiver


Disclaimer: Images do not contain the new Grid Capacity status item, Grid Transfer Threshold and Wireless Battery Threshold UI options (Images from v.1.0.1)

Configuration File
Configuration of this mod and a basic template can be found in the following locations:
  • Windows • ~\Documents\Klei\OxygenNotIncluded\mods\Steam\2356326908\Config.json.template
  • Mac • ~/Library/Application Support/unity.Klei.Oxygen Not Included/mods/Steam/2356326908/Config.json.template


Options
Disclaimer: In the case where invalid arguments are given the default values will be used.


MaxNumberOfChannels - Denotes the maximum number of wireless channels available. (Default: 10)

UseColourInStatusItems - Determines whether status items are displayed with colour. (Default: true)

EnableVerboseStatusItems - Determines whether some extra status items, denoting the lifetime and cycle-by-cycle stats are shown on the building. (Default: true)

RestrictTransferToExactSecond - Determines whether the wireless transferers will check for power every sim (0.2 seconds) or every second. This doesn't affect the overall power sent/received every game second, just whether to check frequently for a percentage of the power or only to check every second for the whole amount. For example, if a sender was set to transfer 5kw every second: Having this value set to False would check the power circuits every 0.2 seconds for 1kw; Set to True would check the power circuit every 1 seconds for 5kw. (Default: true)

UseEnergyFalloff - Determines whether wireless energy falloff is used when transferring power. (Default: false)

CustomEnergyFalloffPercentage - Denotes the percentage of power lost during the transfer process, using a float from 0 to 1. (Default: 0.05 [5%])

BatteryCapacity - Denotes the capacity of the Wireless Batteries as a float. (Default: 40000)

BatteryJoulesLostPerSecond - Denotes the joules lost per second for Wireless Batteries, similar to smart batteries in the base game, using a float. (Default: 0.75)

DefaultTransfer - Denotes the default transfer amount for the Wireless Senders & Receivers, using a float. (Default: 200)

MinTransfer - Denotes the minimum transfer amount for the Wireless Senders & Receivers, using a float. (Default: 10)

MaxTransfer - Denotes the maximum transfer amount for the Wireless Senders & Receivers, using a float. (Default: 5000)

BuildUsesOnlySteel - Determines whether wireless power buildings can only be made with steel. (Default: true)

BatteryBuildTime - Denotes the time taken to build the Wireless Battery in seconds, using a float. (Default: 60)

BatteryMaterialCost - Denotes the amount of refined metals needed to construct the Wireless Battery, using a float. (Default: 400)

SenderReceiverBuildTime - Denotes the time taken to build the Wireless Senders & Receivers in seconds, using a float. (Default: 30)

SenderReceiverMaterialCost - Denotes the amount of refined metals needed to construct the Wireless Senders & Receivers, using a float. (Default: 200)


Links & Issues
All of my mods can be found on the steam workshop here or alternatively they can be downloaded and source code can be viewed on my Github page[github.com].

Mod requests & issues can be reported on my Github[github.com] as following steam comments is often hard.


Other
Huge thanks to the folks on the ONI Discord Server[discord.gg].

Credit to @PeterHan for PLib[github.com], an Oxygen Not Included modding library used here for it's UI features.



Hope you all enjoy!
188 Comments
Milk Apr 14 @ 5:46am 
not working. Report Time:2025/04/14
DarkSoldin Feb 13 @ 12:07pm 
no funciona se crashea el juego
Nov 28, 2024 @ 6:40am 
This mod was the source of crashes when opening a colony, it could be a compatibility issue seeing as i am using 30+ mods I would list them but i don't have all day. Good mod though!
kuban ban Jul 24, 2024 @ 8:24am 
not working
NAREBOX Jun 29, 2024 @ 4:34pm 
Working?
Rade Jun 5, 2024 @ 12:11pm 
@白鸽与风铃草 Did you manage to do the update? Unfortunately, with my lack of experience and limited knowledge i was not successful.
Dave Jun 2, 2024 @ 6:33pm 
NO longer works. Crashes when new game
kuxynator May 9, 2024 @ 5:00am 
@白鸽与风铃草 there is a github repo, see link above.
... source code can be viewed on my Github page... .
白鸽与风铃草 May 6, 2024 @ 8:11am 
Hi, can I have your source file for this? I want to update
kuxynator Apr 13, 2024 @ 4:55am 
Time to play ONI again, but what must my eyes see, many of the mods no longer work and for some there are no updates. So also for this one.

But instead of jamming "Update please",
learn how to program and repair mods for ONI yourself ;-)
And when you realize that it takes your time, you'll understand why some mod authors don't write or update mods anymore.

So R.I.P until the resurrection.