RimWorld

RimWorld

Not enough ratings
[1.6] Neb's Electricity Meter
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
2.948 MB
5 Aug @ 12:03am
5 Aug @ 9:01pm
4 Change Notes ( view )

Subscribe to download
[1.6] Neb's Electricity Meter

Description
Have you ever thought "What is using all my power?!"

Introducing a researchable power meter!

Once it's attached to a power grid, it will show you a full breakdown of:
- All power consumption by item on the grid
- All power generation by item on the grid

This is a mod designed for the Rimworld 1.6 base game.

Features:
  1. Energy cost of each active power consumer: Shows a breakdown of the energy cost for each active power consumer in the grid.
  2. Energy generation of each active power generator: Shows a breakdown of the energy generation for each active power generator in the grid.
  3. Requires research: You must research the "Electricity Meter" technology to unlock the ability to build the electricity meter.
  4. Does not require power: The electricity meter does not require power to function.
  5. Must be placed on a power grid: Simplifies the process of finding out which power grid is consuming or generating power.

All languages supported, and open source. Enjoy!

Patreon: https://www.jalapenolabs.io/patreon
Source code: https://github.com/JalapenoLabs/rimworld-electricity-meter
10 Comments
NebulaBlade  [author] 7 hours ago 
When I mod, I prefer to have mods that bring balance to the game.
If I use or make a mod that makes the game too easy or feels like cheating, it isn't worth having IMO. I always look for tradeoff. So in this case, the trade off is research + building. There's no power cost to the electricity meter, but you have to spend some tiny resources and spend a tile on it to use it.
NebulaBlade  [author] 7 hours ago 
@Ishchyaboi I wanted something that attached to a specific grid, and that only told you what it was connected to. For example, I didn't want anyone to just go to an enemy map and see all their power grid information. By building and connecting it, it becomes part of the world not part of the standard hud. That was the inspiration here :)
Ishchyaboi 6 Aug @ 10:57pm 
The point is a more colonist-centric addition, not just utility. Or else why use anything but Power Tab?
Sera 6 Aug @ 12:20am 
This is a great idea but this feels like you can just put a button on a battery you have selected and do the same thing.
NebulaBlade  [author] 5 Aug @ 8:34pm 
@DeathKnight @JoeOwnage @VitaKaninen @KawwaK
Thank you for your feedback! I just pushed an update to the workshop, removing the custom research requirement. Instead of needing custom research, now you just need the in-game basic "electricity" research completed and you'll have be able to use the power meter! :)
JoeOwnage 5 Aug @ 2:37pm 
Great idea, I agree with the recommendation to have an option to enable/disable the building and research
d_valroth 5 Aug @ 11:23am 
But why? At least two mods already exist that do that. The fact that you have to build this is the whole point.
DeathKnight. 5 Aug @ 7:20am 
Tbh i would suggest this to be unlocked when electricity research is completed and also having a wall mounted version available when microelectronics is researched. Otherwise really awesome mod.
KawwaK 5 Aug @ 5:49am 
I agree, having to research it sounds a bit excesive. But idk, it's just my opinion. Other than that seems like a nice little mod, thanks!
VitaKaninen 5 Aug @ 1:45am 
Any chance to get the option to disable the need for the research and the building, and just enable the extra information?