RimWorld

RimWorld

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Water Power
   
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15.626 MB
27 May, 2017 @ 8:33pm
31 Dec, 2017 @ 5:28pm
12 Change Notes ( view )

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Water Power

Description
Adds new power generation buildings that use hydropower.
Ludeon Forum Link Available At: https://ludeon.com/forums/index.php?topic=33656.0
Github Link Available At: https://github.com/yliankuo/WaterPower
Additions:

Underwater Power Cable:
Designed to built underwater, as such is unbuildable on land. Cost: 2 Steel.

Water Turbine:
Designed to generate power from river tiles. Increased power output during
rain/thunderstorms. Can only be built in deep moving water tiles.
Cost: 150 Steel, 2 Components


Tidal Plant:
Designed to generate from the ocean. Power output can be boosted by up to 300%
from the use of Tidal Turbines (10 max). Can only be built in shallow ocean
water tiles. Requires Tidal Power research. Cost: 750 Steel, 50 Plasteel, 30 Components

Tidal Turbine:
Boosts the power output of the tidal plant by 20%, boost can be stacked up to
10 times. Can only be built in ocean tiles. Requires Tidal Power research.
Cost: 100 Steel, 7 Plasteel, 4 Components

Lighthouse:
Misc. building that produces light in a large area, only built on ocean tiles.
Cost: 200 Steel, 10 Components

Power Output:

Water Turbine Base Output: 1250 Watts to 2500 Watts
Rain Effect:
Up to 500 Watts of increased power output increase during thunderstorms/rain.

Tidal Plant Base Output: 4000 Watts (up to 12000 Watts, vial Tidal Turbines)
Rain Effect:
Up to 500-1500 Watts of increased power output increase during thunderstorms/rain.

v1.1.0
-Rebalanced/Reworked Water Turbine image/requirements/cost/output
-Added Tidal Plant and Tidal Turbines
-Added Lighthouse
v1.0.2
-Underwater Power Cables no longer block path
v1.0.1
-Balancing issues, modified power output from different water tiles.
-Added Electricity research requirement.
v1.0.0
-Initial Release


Compatability:
Compatible with Basic Bridges by Rainbeau, Bridgello by Shinzy, and Vegetable Garden by Dismarzero. However error messages occur in dev log due xpathing conflicts that DO NOT effect gameplay. If you wish to remove those error messages, check out the compatibility patch available at the SubMod below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=934832750
Please report other compatibility issues.


Suggestions:
Suggestions on balancing/additional features for the mod would be appreciated.


Credits:
-Swenzi: Coding Mechanics
-Zairya: Textures
-Skratchey: Sounds
-DrizzlyBear: Bug Testing









Popular Discussions View All (1)
8
25 Nov, 2017 @ 4:38pm
Balancing Recommendations
BORT
189 Comments
Local 58 19 Feb, 2024 @ 5:35pm 
haha fun outdated mod
LoganMartin 9 Nov, 2023 @ 6:02pm 
Bruh the mod came out five years ago
SolarKitten 23 Feb, 2023 @ 7:12am 
can you please fix. this is making my game kick all the ui and movement out so i have to close the game in order to fix it
BlackhoveRazgriz 30 Jul, 2022 @ 11:41am 
Will this be updated to v1.3
Professor H. Farnsworth 27 Dec, 2019 @ 4:27pm 
@Everyone
I have a... Fixed version of this :). You will have to get Fertile Fields for it to work if you want tho.
Marva 27 Oct, 2019 @ 11:41am 
Same. Set up a bunch of Fish farms in an Archipelago, and the general lack of concentrated land area, combined with the lack of easy-to-use, consistent, power sources is killing me. Geothermal vents are great, but they're always in the most inconvenient spots.
IceMaverick 19 Sep, 2019 @ 8:31am 
A year later and I'm still sad that this never got an update or even a replacement by somebody else doing a similar thing. Playing seaside or archipelago colonies without this always feels so off.
tianfang.xie 19 Jan, 2019 @ 1:34pm 
Update to 1.0, please
IceMaverick 26 Sep, 2018 @ 7:20pm 
Should we just assume that the mod is not receiving a B19 update? No word at all so far. Didn't want to pester or anything, but I mostly just want to know so I can check this off the list or not.
Cocomine 10 Sep, 2018 @ 1:25am 
It seems that the author has not updated