RimWorld

RimWorld

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(old) Primary Generators - charged
   
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Mod, 1.2, 1.3
File Size
Posted
1.155 MB
4 Aug, 2021 @ 9:03am
1 Change Note ( view )

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(old) Primary Generators - charged

Description
I have not updated this to 1.4 even though it most likely still works because I don't plan on maintaining this mod, leaving it without my new rebalance on the other version. I haven't heard anyone say it doesn't work on 1.4 so give it a try it probably works




This mod adds 6 new generators: 3 industrial-era generators, and 3 spacer-era generators.

Generator
Input
Net Output
Cost
Power Augment (small)
-2000W
+500W
180 Steel, 5 Component
Power Augment (medium)
-3000W
+1250W
300 Steel, 9 Component
Power Augment (large)
-4500W
+2250W
675 Steel, 21 Component
Energy Cell
-3500W
+1500W
100 Steel, 25 Plasteel, 2 Adv. Component
Energy Chamber
-5250W
+3000W
170 Steel, 45 Plasteel, 3 Adv. Component
Energy Manifold
-8000W
+7000W
380 Steel, 95 Plasteel, 6 Adv. Component

There's a research tab to unlock them. 3 projects total.



By the way, this mod may cause some red errors on loading a save. They are harmless. It's either the game complaining that there's two power-related buildings on top of eachother or complaining that the 1x1 power cell hurt it's feelings. It should sort itself all out in like 5 seconds or so



Philosophy:
I wanted to make a generator design that is as dependable as a geothermal generator, but with it's own "challenge" in the vein of solar/wind generators. So, I came up with these. They produce energy at all times in the same manner as the geothermal generator, with a twist. For geothermal, you need to build them in specific locations -- with primary generators, you need to kickstart them with an alternate source of energy first. This means that after a solar flare, a zzt event, or whatever else: you need to direct large amounts of power to the generators for them to turn back on. This isn't so much of a challenge itself, it just presents a need to carefully plan your energy grid for your colony. You can't just slap them anywhere in your colony and expect them to share all the power with everything else. Unless you can.

Potential solutions:
  • Have all your geothermal/solar/wind energy connected, directed through the primary generators, through a switch, and then through to your colony. The switch will shut off the colony's power, allowing the generators to hog the energy and turn on- multiplying your energy pool by however many primary generators you constructed.
  • Have a large battery room you can isolate from the colony to use in the kickstart.

A cool scenario I could imagine is if a colony is powered mainly through these generators, using solar power as it's alternate source, is hit by a solar flare in the evening. They won't have the solar energy for the kickstart until the morning, leaving them defenseless until the morning. Could make for an interesting story.





The cool stuff with the green stars on the example picture is from Vanilla Furniture Expanded- Props and Decorations. And I forgot to mention where I got the chainlink fence from.

Credits:
Kiktamo, for his idea to use Vanilla Expanded Framework to make this work
All those people who made the framework
18 Comments
SepphorisVT 20 Feb, 2023 @ 4:39pm 
@Ollie_Greenthorn I've noticed that this mod still hasn't been updated to show it's working for 1.4. In the case that you've lost interest in maintaining it, would you be open to passing it off? This is a favorite of mine, and I wouldn't mind continuing it alongside my own mods.
Iseval 28 Oct, 2022 @ 9:24am 
Bless. Hopefully all's going well for you!
Ollie_Greenhorn  [author] 28 Oct, 2022 @ 3:42am 
I'm away in another country so I can't update my mods just yet but I believe they work in 1.4 without any changes, leave a comment if it doesn't work but by mid November I'll be back and can add the little 1.4 tag
Iseval 22 Oct, 2022 @ 8:27pm 
Any plans to update to 1.4? All good if not (and no rush if so), just figured it was worth checking!
Bonible 6 Sep, 2022 @ 3:59am 
This is actually a very good concept. I like it!
Ollie_Greenhorn  [author] 21 Oct, 2021 @ 3:11am 
@PremierVader Don't think so, not any more than any other mod. I'm still an amateur, though.
PremierVader 21 Oct, 2021 @ 2:44am 
Hey so does this mod affect performance at all?
Zen 16 Oct, 2021 @ 9:18am 
Wow, those textures and the idea in general are awesome!
Comrade Johnny 29 Sep, 2021 @ 11:08am 
yesyes it in fact is. Its probably that my power grid is a bit... unstable. Mainly powered by a wood generator and two water generators the only "excess" energy is the windmill and that is... unreliable. I didnt read about the minimum energy intake, thought once running they dont needanything anymore. Also, something I recently realized: The charge isnt saved in the save file. Had to restart them again after loading. I dont know wether thats a fixable problem but I thought I maybe bring it up. Still, good mod, really like it. Maybe I can gather enough components to run my colony solely on these things.
Ollie_Greenhorn  [author] 29 Sep, 2021 @ 9:32am 
oh oh oh there's also a chance you didn't hook the power grid directly into the generator. I forget that ALL the time myself. Just double-check it's hooked up to the thing I circled in green on that pic in the description