Hey guys short question. Is it not possible to increase the efficiency of the CV Solar Panel ? Tried something there, but the values are not taken over in the game. Greeting Moh Code: # ============== Large CV Solar Panels =========== { Block Name: CVLargeSolarPanelBlocks IndexName: SolarPanel Group: cpgSolar MarketPrice: 6388, display: true Material: device Shape: Invisible Place: Free # CustomIcon: SolarPanelBlocks DropMeshfile: Entities/Misc/BagSmallPrefab SizeInBlocks: "5,2,3", display: true AllowPlacingAt: "MS", display: true Category: Devices HitPoints: 50, type: int, display: true Mass: 1650, type: float, display: true, formatter: Kilogram Volume: 800, type: float, display: true, formatter: Liter EnergyOut: 10000, type: int, display: true, formatter: Watt StackSize: 500 MaxCount: 240, type: int, display: true ForceMaxCount: true CPUIn: 500, type: int, display: true ChildBlocks: "CVLargeSolarPanelSloped, CVSolarPanelSlope2, CVSolarPanelSlope3, CVSolarPanelHorizontal, CVSolarPanelHorizontal2, CVSolarPanelHorizontalMount, CVSolarPanelHorizontalStand" Info: bkiCVSolarPanel, display: true IsOxygenTight: varies, display: true # not all child blocks are the same UnlockCost: 16, display: true UnlockLevel: 12, display: true TechTreeParent: CVSmallSolarPanelBlocks TechTreeNames: "Capital Vessel"
Ravien said it: there's no CV-specific solar panels in the vanilla game, and in fact solar panels aren't usable on any vessels at all in the vanilla game. Fine, so you're playing with someone else's mod. Exactly how is that mod delivered to your game? It's packaged in a scenario, right? In order to "mod the modding" in a subscribed scenario, you'd first have to make a local copy of the scenario's files. Is that what you've done? If not, then your changes - wherever you made them - would have no effect on any saved game started with that scenario.