RimWorld

RimWorld

31 ratings
Power mill (1.4/1.5)
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Mod, 1.4, 1.5
File Size
Posted
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2.153 MB
3 Nov, 2022 @ 6:38pm
11 Apr @ 2:23pm
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Power mill (1.4/1.5)

Description
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Have you ever wanted your animals to be more useful than just for hauling?

Do you have too many pawns and not enough electricity?

Then this is the mod for you! Introducing a new building: the Power Mill, which can be used by both animals and pawns to directly generate electricity.

Useful for roleplaying pre-electric societies and Conan the Barbarian.

For this mod to work with pawned animals the power mill MUST be IN the pen

Disclaimer: Sometimes the animals bug out when connected to the mill and they'll end up in the middle instead, no clue what causes this

Previous version (1.3): https://steamproxy.net/sharedfiles/filedetails/?id=2805828219

Git: https://gitlab.com/koenlemmen/PowerMill
25 Comments
Baba Evac 15 Apr @ 11:19am 
This is my favorite mod on the workshop
TheRealLemon  [author] 12 Apr @ 6:35pm 
I'm not sure if it will work out of the box with ghouls. At this point in time I do not own Anomaly.
Sakujo 12 Apr @ 6:34pm 
See, now with the ghouls this mod might get a new breath of life.
TheRealLemon  [author] 11 Apr @ 2:23pm 
Updated to 1.5 included fix mentioned by kaifff
堂丸 2 Apr @ 11:08pm 
Genius.
kaifff 9 Jan, 2023 @ 9:26am 
I mean pawns both of colonists and animals. So it may be work for animals. My suggestion is replacing "1.8f" to "1f" at the line in the script then it has fixed for me in my environment. I'm not sure but I hope it may help you.
TheRealLemon  [author] 9 Jan, 2023 @ 9:15am 
@kaifff I've not had problems with pawns not starting working? Just with animals being in the middle of the mill.

The line you mention has the same distance for all angles because it takes the draw position, offset of the pole, takes the current rotation of the trunk (which can be any direction including north) and multiplies it to a forward vector.

This part of the code only helps the pawn start working at the closest available trunk.
kaifff 9 Jan, 2023 @ 8:17am 
I'm not 100% sure but I've found the reason for the bug pawns not starting working.
When pawns standing on a north position from a mill, it maybe too far by distance (at line 138 in JobDriver_GeneratePower.cs).
TheRealLemon  [author] 15 Dec, 2022 @ 11:48am 
@Zero I'm not an artist I'm sorry, if anyone has better textures feel free to send me them or upload a re-texture mod
Zero 14 Dec, 2022 @ 7:32pm 
i love this but it needs a re texture