Replies: 5 comments
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Suggestion that came up in the discord: some alternative way to charge a UPS, like gasoline fuel cell CBM but for item batteries, would be a useful expansion to this. Comparison can be made to portable generators, but only generator item that exists is a rare single-tile vehicle with the game's only real occurrence of the largest alternator in vanilla. Side note: Check if said vehicle is deployable, make it foldable and deployable if it's not not, and look into sanity-checking its spawns. It'd pair very well with the grid system too. |
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Ideally, power sources that are easily nabbable, like chargers in houses, and generally power systems in houses to support sich, would come aswell, or before, big conversion to UPS, since many buildings have lamps but no power. |
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An easier ability to just plug items in would be great for supplementing this, yeah. |
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I'd like to keep UPS socket and power grid socket separate. It's just that power grid socket doesn't exist yet. I see it like this:
I'm not 100% sure about the UPS vs power grid split, it may be worth merging. |
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Not sure what you mean about a split between UPS sockets and power grid sockets? My thinking was basically that most items that should be plugged into an electrical output would probably also work if used from a UPS. Which, as mentioned, would benefit from some code support. Logically there would be things that can only draw from a UPS and can't use the power grid, like weapons and power armor. I assume that's what you mean but UPS supporting power grid slots but not vice-versa? |
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Is your feature request related to a problem? Please describe.
Per some discussion in recent PRs and on the BN discord, I decided to finally open an issue for discussing and tracking what we plan to do with UPS-powered items, how they should be balanced relative to battery-powered items, and how they interact with other mechanics like the grid system.
Current handling of how the UPS mechanics are used leaves several questions open, both in terms of lore and game balance, both of which are largely due to inherited half-written lore and half-finished rebalancing from DDA. Being able to outline all problems here and outline a plan for what to do will make those PRs less of a tangled mess to sort out.
Lore-wise, the following questions are evident:
In gameplay terms, the following issues are raised:
Describe the solution you'd like
There are multiple steps to this, multiple possible ways to go about it too, but a rough outline of things that could be done:
Describe alternatives you've considered
Not sure what else comes to mind, alternatives will be added here per proposals or other ideas that come up.
A good supplement to point five: make the plutonium batteries more accessible to find or craft (at least buffed to being a general superscience contents instead of basically only existing in a single finale variant), but IF the crafting recipes are made accessible, add additional components to balance them accordingly. If nanomaterial is made more accessible, this would be a good expansion of the material's uses to being not just nanofab fodder (in the vein of it also being useful for nano-serum in Cataclysm++ mod).
Speaking of Cata++, making the plutonium batteries themselves spawn in more areas could be ported from said mod (done because it uses the plutonium batteries for certain items in the mod), with some fleshing out.
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