RimWorld

RimWorld

397 ratings
Turn It On and Off - RePowered
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
303.883 KB
13 Sep, 2020 @ 12:05pm
22 Jul @ 1:22pm
33 Change Notes ( view )

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Turn It On and Off - RePowered

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
111 items
Description


Why not both?

This mod is based on two other mods: Turn It On and Off and RePower

Ive always used RePower since it made it possible to have more realistic power-consumption.
The electric stove for example uses 350W but a real such stove uses between 2000-5000W.
This is of course because the stove in the game does not turn off when unused.
The trouble with the RePower-mod is that it requires a patch for each building.

The Turn It On and Off-mod is a more general solution to the problem as it works on almost everything.
This trouble is that it keeps the vanilla power-requirement, making the game very easy.

This mod combines the two and also introduces mod-options.
This makes it possible to define a multiplier for the vanilla power-draw for a more realistic level.
Changes are applied without need for restart.
It also supports the patches from RePower for special cases or personal settings.

Its safe to add and remove from saves, and should not affect performance any more than either of the previous mods.

- Added support for turrets, turrets that use the Building_Turret class will now draw high-power when having an active target.
- Added support for all autodoors that use the vanilla door-class
- Added support for Doors Expanded
- Added support for Project RimFactory Revived, both the workbenches and the automatic assemblers.
- Added setting for blocking work if power is low, all workbenches that inherits the vanilla class should now block usage if there is not enough power stored or being generated.
- French translation added, thanks qux!
- Russian translation added, thanks Reiquard!

If you want, you can use this along with my patch-pack for RePower:
https://steamproxy.net/sharedfiles/filedetails/?id=1836577627

Credits:
Ryder (Turn It On and Off 1.1/1.2)
Thom Blair III (Turn It On and Off B19/1.0)
Fluffy (Turn It On and Off B19/1.0)
Xen (Turn It On and Off B19/1.0)
EbonJaeger (RePower 1.1)
NubsPixel (RePower B19)
Texel (RePower A16)

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: power consumption, realism
245 Comments
camcamcamcamcamcam 19 Oct @ 4:35pm 
Thank you for making this mod!!!!!
Stupid kid 19 Oct @ 1:01pm 
Great mod but it doesn't work with Medieval Overhaul blast furnace/tanning drum treating them as always inactive :/
Mlie  [author] 27 Sep @ 11:52am 
@Rusturion Not really, they are not of a compatible type. Sorry
Rusturion 27 Sep @ 6:01am 
*Please :steamfacepalm:
Rusturion 27 Sep @ 6:00am 
Great mod combo, really increases the power management difficulty on a gravship.
Thank you for this, and all your work

Minor complaint though:
Neural superchargers constantly use 400w.
Is there any way to update power consumption based on whether they are actively charging or not?
John Helldiver 15 Aug @ 11:26pm 
*I meant that once you place the cargo holds you can't move them without deconstructing and rebuilding. Along with the hefty construction time.
John Helldiver 15 Aug @ 11:12pm 
https://steamproxy.net/sharedfiles/filedetails/?id=3536708812
Cargo holds

https://steamproxy.net/sharedfiles/filedetails/?id=3486264784
sbz fridge -> Adaptive Storage Framework

https://steamproxy.net/sharedfiles/filedetails/?id=3537799933
[kyzy] Ship Wall Enhanced

These are three fairly popular ones. For the cargo hold it would be especially helpful, as they take a considerable amount of commitment with their placement and construction time.
Mlie  [author] 15 Aug @ 10:47pm 
@John Helldiver Fridge-tech comes in a few variants but I guess it would be possible to hook into them. Would require patch for each framework as they are not workbenches and so are not ”used”. Perhaps you could link to the mod/mods in question?
John Helldiver 15 Aug @ 9:30pm 
I didn't see the patch pack till after I posted. Probably should have asked there, my b.
John Helldiver 15 Aug @ 9:28pm 
Would it be a realistic ask to somehow change this so that self-contained fridge buildings do not consume power while there is nothing in them?
If it requires patching for each mod/storage framework individually then it might not be worth the effort.