Teardown

Teardown

Electrical Pack
Salad Fries  [developer] Aug 14 @ 11:27am
Bugs/Suggestions
Hello! Just wanted a place for bugs and suggestions. If you encounter any bugs or have any suggestions, definitely feel free to add them here :)
Last edited by Salad Fries; Aug 16 @ 7:17am
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Showing 1-10 of 10 comments
circuit mod
Salad Fries  [developer] Aug 14 @ 2:40pm 
Originally posted by Macaroni and cheese:
circuit mod

Hello! Are you referring to being able to control the individual circuit breakers in a panel? If so, this mod actually already does that :)
When assigning loads to either of the elec panel scripts (elec panel-MCB, elec panel-MLO), you can use "-#" at the end of the "fed from" parameter to assign to an individual circuit breaker within the panel.
EX, if the panel is named "A", you could put in your "fed-from" parameter either "A" or "A-1".
-"A" will circuit to the panel as a whole. Turning off the main circuit breaker or cutting power to the entire panel will be the only ways to turn off a load with this designation.
-"A-1" will circuit to just circuit breaker #1 within the panel. This can be turned off using either circuit breaker #1, the main circuit breaker, or cutting power to the entire panel.

Or, are you referring to something more in line with processing circuitry within a computer? Unfortunately, I am not knowledgable enough on that subject to feel comfortable designing a framework for that. I apologize :(
I might be able to add a basic set of logic gates (AND, OR, XOR, etc) though. The electrical pack kind-of/sort-of already operates this way currently, though it definitely isn't intentional.
Ex, the transfer scripts are essentially just "or" logic gates for the power. I can definitely look into potentially adding dedicated logic gate scripts.
Guellan Aug 16 @ 10:21am 
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Merlix Aug 16 @ 12:47pm 
There is a possibility to make all this cool stuff spawnable ??
Guellan Aug 16 @ 4:30pm 
Originally posted by Merlix:
There is a possibility to make all this cool stuff spawnable ??
There is?
Salad Fries  [developer] Aug 17 @ 7:42am 
Originally posted by Merlix:
There is a possibility to make all this cool stuff spawnable ??
Hi Merlix! The components in this pack rely heavily on (instance based) script parameters to function. Without the script parameters filled out, the components will be non-functional. Spawnable items (to my knowledge) can't have script parameters, meaning any item made spawnable will be purely decorative & non functional.

Out of curiosity, what are you seeking in regards to spawnable items? Spawnable items are pretty common request & im not really sure where it is coming from from a play-style perspective. (in my 1300 hours playing teardown, I think I've only used spawnable items maybe 5 times tops).

Asking as in my mind, the only useful things to make spawnable would be things like vehicles or the large heavy weights or something. I can't really think of a use for assets like the ones in this pack, but I know there are many play styles and just want to make sure I better understand before going through the effort of creating spawnable items.

Originally posted by Guellan:
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Hi Guellan, definitely feel free to utilize the power poles in this mod if desired! This mod is designed for that :)
I don't anticipate separating out the power poles int their own dedicated mod as I feel that would create confusion.
Guellan Aug 17 @ 12:22pm 
Originally posted by Salad Fries:
Originally posted by Merlix:
There is a possibility to make all this cool stuff spawnable ??
Hi Merlix! The components in this pack rely heavily on (instance based) script parameters to function. Without the script parameters filled out, the components will be non-functional. Spawnable items (to my knowledge) can't have script parameters, meaning any item made spawnable will be purely decorative & non functional.

Out of curiosity, what are you seeking in regards to spawnable items? Spawnable items are pretty common request & im not really sure where it is coming from from a play-style perspective. (in my 1300 hours playing teardown, I think I've only used spawnable items maybe 5 times tops).

Asking as in my mind, the only useful things to make spawnable would be things like vehicles or the large heavy weights or something. I can't really think of a use for assets like the ones in this pack, but I know there are many play styles and just want to make sure I better understand before going through the effort of creating spawnable items.

Originally posted by Guellan:
Is there anyway we can just get the power poles as a mod I would download It am tired of using the plain ones?
Hi Guellan, definitely feel free to utilize the power poles in this mod if desired! This mod is designed for that :)
I don't anticipate separating out the power poles int their own dedicated mod as I feel that would create confusion.




Ok I was just trying to see if I could get a new power pole mod.
Guellan Aug 17 @ 12:23pm 
Powerpole*
is ther also like short cirucut like when a wire or so is damaged
Salad Fries  [developer] Aug 19 @ 12:53pm 
Originally posted by Guellan:
Originally posted by Salad Fries:
Ok I was just trying to see if I could get a new power pole mod.

Hi Guellan, I apologize, I might be misunderstanding your request. Are you requesting custom power poles to add into a map you are making? if so, this showcase mod does include custom power poles & can be easily imported in the editor.



Originally posted by nightwingstarfligt:
is ther also like short circuit like when a wire or so is damaged
Hi nightwingstarfligt, The system is currently designed so that if any component is broken, it loses power & everything downstream of the component will subsequently lose power.
I'd like to suggest looking at the "Vida Hospital" map, which uses this mod. In the map, there is something that I believe demonstrates this mod's ability to (i think) do what you're suggesting... In the garage level up near the ceiling, there are 2 rectangular ducts connecting the main electrical room to the two branches of power feeding the building. Breaking these ducts will cause the associated branches to lose power.
This is accomplished with the "elec equip - bus" script.

Unfortunately, I haven't found a way (yet) to make ropes work with the mod. They can be utilized decoratively with the start & end points connected to vox components that are functional.
EX, two power poles with a rope connecting between them... where the rope connects to each power pole, there is a small voxbox with the "elec equip - bus" script associated with it. If this small voxbox gets broken, it would do 2 things:
1 - the rope would disconnect & dangle.
2 - power downstream of it would be lost.

I feel this would fairly closely simulate a rope based power system & would allow for a broken cable to (most of the time) cause power loss. There is still potential that the rope breaks, but not the voxboxes connecting to it though, which would result in power still being supplied, seemingly wirelessly.
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