ElysianMods Posted November 7, 2018 Share Posted November 7, 2018 Hey there! So while I've used CK2 in the past, this is new to me. My goal is to remove the power connector requirement from, say, turrets, while still enforcing a requirement for power by having a pylon or other node of that kind nearby. I can only figure an activator would be required but I can't be sure. I have gone so far as to remove both the snapping node and the power AMOUNT requirement but unfortunately all this does is make it so when you connect a cable to the turret, it won't consume any power but will still turn on. Has anyone experienced this method of using the CK2 and be willing to assist me with a few notes on doing this properly? Thanks for the assistance. As a note, I've tried referencing the lightbulbs for a base but as they are lights/activators and the turrets are NPCs, the setup is quite different. I also attempted to reference a current mod on the Nexus but sadly that mod removes power requirements altogether and thus will not accomplish my goals. Link to comment Share on other sites More sharing options...
DieFeM Posted November 7, 2018 Share Posted November 7, 2018 Remove the keyword WorkshopPowerConnection. Link to comment Share on other sites More sharing options...
ElysianMods Posted November 7, 2018 Author Share Posted November 7, 2018 Remove the keyword WorkshopPowerConnection.I have removed that keyword prior to this post. The result was that the NPC no longer could be hooked to a wire, but that power was still required and would not operate properly. Link to comment Share on other sites More sharing options...
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