Take On Mars

Take On Mars

34 ratings
Resource Cables (Main Branch)
 
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Item Type: Modification
Dependencies: Standard
File Size
Posted
Updated
11.408 MB
Jan 17, 2017 @ 11:29am
May 20, 2017 @ 7:18am
3 Change Notes ( view )

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Resource Cables (Main Branch)

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Description
This is in no way my original copyright, content or mod idea. This is a patched version of the Resource Cables mod to support the newest version of the game at the time of publishing. This mod is based on one originally published by ReIterated. Sadly he was unable to continue supporting his mod due to time constraints and has since removed it from the workshop.

How resource cables works:

This mod adds several items to the game, namely:

Resource Sockets - These have a maximum storage of 10 units and connect vertically. They are intended for use with the inputs and outputs of the refinery but can be used in any resource socket. It's not recommended to use them with the 3D printer sockets as these are recessed and it can be very difficult to get them out again.

Short Socketed Barrels - About half the height of a standard resource barrel, these are a cheaper and more compact way to access the abilities of resource cables. They have horizontal resource cable connections.

Socketed Resource Barrels - The full height resource barrels with a horizontal resource cable connector. These have a slightly larger capacity than standard barrels (150 units).

25m Resource Cable Spool - A spool containing 5 x 5m long resource cables. Functions identically to the power cables spool.

50m Resource Cable Spool - A spool containing 5x 10m long resource cables. Functions identically to the power cables spool.

Outpost Resource Socket Wall - A standard 1x1 outpost wall with an inbuilt storage for 200 units of resource and connectors for cables on both the internal and external sides. These are particularly useful for connecting external O2/CO2/N2 tanks to the outpost for life support purposes, but you can use them for any resource. Perhaps if you wish to move part of your infrastructure inside the pressurised outpost.

How to get working connections:

Resource cables are nearly functionally identical to the power cables of the vanilla game, however they carry resources instead of power. They must be correctly connected in the direction you wish resources to flow. The sockets on either end of a cable are marked with a coloured band, either Green or Red. Resources will enter the green end of a cable and exit at the Red end of a cable.

Fixed:

Supports the main branch version of the game as of 20th May 2017.

The spamming duplicated item spawns on 3D Printers should be gone now hopefully.

Outpost resource walls now atmospherically seal correctly. Thanks to Mr Monochrome for spotting the issue!

Added:

Socketted Resource Barrels & Resource Sockets may be emptied by holding the E key like vanilla resource barrels.

Changed:

Lowered the mass of the 50m resource cable spool. It's still weighty but it can be lifted off the ground now.

Known issues:

Very peculiar things can happen when hooking up the MDV's tanks via resource cables. This doesn't seem to occur with all other forms of tanks and links!
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143 Comments
The Reaper Aug 28 @ 5:38pm 
Is there not a socket wall for the modular habitat? I only see one for the outpost
ReIterated May 15 @ 11:29am 
Sorry for disappearing. Had to focus on my education for the last three years. If i have the time i might continue making some new vehicles and finish the tram system i originally indended to make. Learned lots of things that can make the process easier. Splines being one of them.
Marajin  [author] Apr 11 @ 5:09am 
@moonraker That's fine. I haven't had time to look at TKOM in a long time. The main problem originally was due to dev changes to the scripts that the mod was replacing. I had to extract and merge the updated original scripts with the code for the cable mod to ensure compatibility. I have no idea if they changed anything major in the last few updates though.
Moonraker Apr 10 @ 5:27pm 
I am finally testing my addon Mods; this is one of them. Realizing that the Mod was discontinued, and this is the one that works with Botanist Mod, I have updated it to be able to use with my Resource Mod and will upload the patched version. Just wondering what your patch was? My changes are the names of the resources used; it will work standalone but the user will have to reprocess resources to use it; no biggy just inconvenient. I will credit your updates and asking to use it.
FC230000 Nov 5, 2018 @ 3:49pm 
Still unable to start game with mod active.
kevin Jul 23, 2018 @ 7:18am 
i can't either start the game if this mod is active.
Mr. Monochrome [Hood Certified] Mar 4, 2018 @ 5:29pm 
I've released a main branch version for those waiting on a fix for Marajin's main version.

http://steamcommunity.com/sharedfiles/filedetails/?id=1314743183
Thomas Kirkman Mar 4, 2018 @ 2:29pm 
So . . . . . is this fixed? Or still fubar?
flybot1050 Feb 19, 2018 @ 4:49am 
Enabling this addon results in the game not starting, pity cos i have hours building a base with this resourse cables,
Compukit Jan 14, 2018 @ 1:31pm 
i have the same every time i start my save whit the mod the game close its self whit out anny erro