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Bullshit, not worth the trouble.
Btw that is only a thing because apparently normal cicruits are hardcoded to be the only def to be a valid target for the short circuit incident. Spaghetti monster at it again.
The network is really basic - just 6 batteries in 2x3 next to a wall with cables, and 2 curcuit breakers on top. All roofed too.
My modlist is a bit on a chonkier side (364 mods), but I'm trying to keep it free of redundancies and things I'm not sure I need, so it's hard to even tell if there is interaction. My best guess is stuff like Tweaks Galore or TD Enhancement Pack causing some weird butterfly effects, but even that seems unlikely. The only thing I have that even remotely touches electricity is Device Standby , but I'm pretty sure I had no problem with it back in 1.4.
I'll see if I can reproduce this behavior and do some testing tomorrow.
I've run into a weird problem. When Zzzt happens, only one of my two constructed circuit breaker proc, and I get an explosion with 1800W-something worth of power that the second breaker was supposed to mitigate. That happened twice already, and it doesn't throw an error.
Any idea what might be the problem? Playing on 1.5
I think what BlackWaterAquifer was trying to say was "I prefer to use mods that have updated after the usual hotfixes that usually go up after a major expansion. As such, I will not be using your mod, but I am very interested in using it. You didn't ask, but I felt compelled to share this. In the mean time, I do not have anything to tell you in regards to your mod breaking as I am currently not using it in the current 1.5 update. Regards."
Same as vanilla, watt-days stored, and works fine with modded batteries in multiplayer (at least the one we use, but I imagine it doesn't really matter).
Even still, thanks for this mod for such a long time!
Is it just me or the mod is still not tagged as 1.5?
o7