RimWorld

RimWorld

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[B19] Backup Generators
   
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2.477 MB
7 Sep, 2018 @ 6:46pm
19 Oct, 2018 @ 1:55pm
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[B19] Backup Generators

Description
Backup generators provide a stopgap to prevent black/brownouts when battery reserves are depleted.

REQUIREMENT: HugsLib

Features:

* Generators start producing power when connected reserves are critically low (<= 200 Wd) and stop when reserves exceed 1000 Wd or their power is flicked off/on
* Brand new art! Uranium version! Thanks, Xsile!
* Configurable low and high reserve values in mod settings. Thanks, Herbiems89!

Specifics:
* Each generator type should appear in the Power category when the research requirements are fulfilled
* Generators consume some fuel even when idling, although less than power-producing Vanilla fueled generators

Wood:
* 1200W
* 75 capacity
* 5 days active
* 2 quadrums 7 days idle
* Electricity, Batteries to unlock
* 150 Steel, 6 Component, 2500 work to build

Chemfuel:
* 2100W
* 75 capacity
* 7 1/2 days active
* 1 year 2 quadrums idle
* Refining, Microelectronics Basics to unlock
* 200 Steel, 8 Component, 2500 work to build

Mobile Chemfuel:
* 900W
* 20 capacity
* 1 1/3 days active
* 12 1/2 days idle
* Refining, Microelectronics Basics to unlock
* 80 Steel, 4 Component, 1000 work to build

Uranium:
* 4000W
* 1 capacity
* 10 days active
* 2 years idle
* MultiAnalyzer and Fabrication to unlock
* 250 Plasteel, 150 Steel, 10 Component, 10 Uranium, 12000 work to build

Mobile Uranium:
* 1800W
* 1 capacity
* 5 days active
* 1 year idle
* MultiAnalyzer and Fabrication to unlock
* 80 Plasteel, 60 Steel, 6 Component, 5 Uranium, 7500 work to build

Feedback Welcome:
Let us know if there are bugs, balance issues, or features you'd like to see!

Change Log:

2018/10/19, 1.5.1: Requires work to build!
* Final planned B19 release; sets reasonable work requirements for all generator types (see above!)

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2018/09/07, 1.5.0: B19 support!
* So many broken defs! Thanks for your support and patience!

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2018/03/21, 1.4.1: Mod showcase video link, tuning
* Thanks to Fistandantillus7 for the research balancing!
* Lowered uranium build costs
* Documentation FINALLY shored up to be accurate *ashamed lemur*
* Reversed this change log

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2018/03/21, 1.4.0: B18 support, HugsLib added for configurable settings
* Special thanks to Herbiems89 for these updates!

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2018/03/20, 1.4: B18 Support and Settings
* Adds support for B18
* Low and High Power Thresholds can now be configured via ingame Mod Settings Menu

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2017/08/01, 1.3.1: Generators work without batteries!
* Also, TL;DR documentation

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2017/07/30, 1.3: Updated size/graphics and tuning
* Thanks to Xsile for new graphics and adjustments!

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2017/07/14, 1.2.2: A17 support
* Thanks to ProximityMicrowave for beating me to the punch!

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2017/04/08, 1.2.1: Behavior additions
* Generators can now be minified, i.e. installed/uninstalled
* Since they generate some amount of heat, the heater hinting shows when placing generators
* Documentation flub on 1.2

Roadmap
* Animations!
* Size and orientation changes, TBD
* Other options?

License
Please feel free to pull this apart and make any derivative work you like as long as it's not a straight copy to claim this work as your own. Attribution is not required but is always appreciated.
8 Comments
Tarnation LLC  [author] 19 Oct, 2018 @ 1:58pm 
B19 work patch released! Please let me know if you experience any itching, redness, or irritability!
Tarnation LLC  [author] 19 Oct, 2018 @ 1:38pm 
1.0 is live! Get it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542909561

"Work needed" fix for B19 coming shortly.
Tarnation LLC  [author] 19 Oct, 2018 @ 6:03am 
Hi @Yet, I intend to make the "work needed" and 1.0 updates today (probably like 8 hours from now immediately after work.)

The "work needed" fix will be incorporated into B19 and 1.0 (but not A18.)
The 1.0 will be a separate mod release.

Stay tuned!
Newport 18 Oct, 2018 @ 6:25pm 
Any chance of an update to 1.0?
Tarnation LLC  [author] 25 Sep, 2018 @ 8:52am 
Ah geez, good catch! Sure, happy to revisit that. Gimme a day or two...
Haraise no Tenshi 25 Sep, 2018 @ 4:11am 
Could you increase thw work needed to build them a bit? somewhat along the lines of a normal wood or chemfuel Generator? aka 42 and for the mobile one perhaps 10? that instabuilding seems wrong
Tarnation LLC  [author] 11 Sep, 2018 @ 5:34pm 
Hi @Voymir — the generator works _per power network_ and shuts off when the network hits 1000Wd. Unfortunately the capacity of batteries is different between vanilla / mods so it's not the easiest task to limit to a single battery. But you can set up a small side network with a small reserve and a backup generator to isolate the effect! Hope this helps.
Voymir Griffitz 8 Sep, 2018 @ 1:09am 
Great! :D yet I have a little idea to limit generator to one energy battery (or like option to switch in mod menu), just should be too easy, and human technology (or other race) have a one annoying feature - is usually unreliabie :) I am going to download this mod now to check how it works :), but as an idea it sounds great in the assumptions.