RimWorld

RimWorld

RePower B18
45 Comments
Tia 26 Jan, 2019 @ 5:10pm 
I think it may be dead folks. This works fine until we hear otherwise. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1503118650
Mage 26 Jan, 2019 @ 4:13am 
We wanna a v1.0 QAQ.
Jaxx - pshoooo 20 Sep, 2018 @ 9:09pm 
can't wait for the b19 version :) one of my favorite minimods that changes the flow of the game
L 3 Sep, 2018 @ 12:13pm 
Hoping to see a b19 version asap its a good mod to have
Kelowna 2 Sep, 2018 @ 2:14pm 
Any plans for B19?
thorman123456789 1 Sep, 2018 @ 3:52pm 
b19?
TomTheFurry 1 Sep, 2018 @ 1:33am 
b19 please?
BaneInUrArse 31 Aug, 2018 @ 8:30am 
b19 please thanks in advance
Slye_Fox 18 Aug, 2018 @ 1:59pm 
@Thom Blair III
He's not talking about making whole new mods. He's talking about adding compatability for other mods into this mod.
Thom Blair III 3 Aug, 2018 @ 12:40pm 
Also, is there a tab somewhere where I can see how much power is currently being not reduced and what is not using it? That might be very useful, but I'm new to the mod.
Thom Blair III 3 Aug, 2018 @ 12:38pm 
Hi! I just saw you were offering to make mods. I'd LOVE to have this ability: https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/1743342466035601471/
Zerazar 12 Jul, 2018 @ 8:59pm 
Getting StatRequest for null thing and Exception in tick errors when patients try to watch TV
FM Helldiver Radio 27 May, 2018 @ 8:38am 
The TV doesn´t turn on when used in a medroom to entertain patients in beds
Lurmey 26 May, 2018 @ 7:31pm 
Not sure if you're actively developing this or just keeping it up-to-date, but if you are permitted to make changes I'd like to request that wood and chemfuel-fired generators don't burn fuel when there's nothing using any power on their power network. This way they can be used a backup generators much easier.
Morale -10 23 May, 2018 @ 8:45am 
'???
[HugsLib][ERR] RePower caused an exception during OnTick: System.NullReferenceException: Object reference not set to an instance of an object
at RePower.RePower.Tick (Int32 currentTick) [0x00000] in <filename unknown>:0
at HugsLib.HugsLibController.OnTick () [0x00000] in <filename unknown>:0
`???
pyr0kid 11 May, 2018 @ 11:55am 
did you install any other mods at the same time? any mod updates?
Max200012 11 May, 2018 @ 11:53am 
I think this mod messes up coolers. Literally none of my coolers cool (they don't cool rooms at all) properly after adding this mod
ambi 21 Mar, 2018 @ 9:40pm 
The mod seems to increases power usage by 2-3x when the workbench is in use, so be warned. Since power usage can peak greatly when everything is in use, you'll need more power production than in vanilla.

This can be remedied by building lots of batteries to capture power when all your workbenches are idle. But you then become more vulnerable to bigger Zzzt explosions. Overall, I'd say the mod is very balanced.
Telarin 18 Mar, 2018 @ 5:50am 
How difficult is it to add support for other mods? I'd like to get this working with More Vanilla Turrets as well.
Great Hero J 17 Mar, 2018 @ 10:58pm 
Hello, I'd appreciate if in the mod description you could list vanilla consumption values for comparison next to the tweaked ones. Thanks!
Darkenneko 17 Mar, 2018 @ 6:58pm 
Receiving the following error.

StatRequest for null thing.
Verse.Log:Error(String)
RimWorld.StatRequest:For(Thing)
RimWorld.StatWorker:GetValue(Thing, Boolean)
RimWorld.StatExtension:GetStatValue_Patch1(Thing, StatDef, Boolean)
RePower.JobDriver_WatchBuildingPostfix:_WatchTickAction(JobDriver_WatchBuilding)
RimWorld.JobDriver_WatchBuilding:WatchTickAction_Patch1(Object)
RimWorld.JobDriver_WatchTelevision:WatchTickAction()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Underscore 14 Mar, 2018 @ 9:08pm 
when I used this mod, I ended up using more power that I had been previously. Considering my major draw was a room full of crafting tables that are only ever used one at a time, it seemed a little off.
ButtJunkie 11 Mar, 2018 @ 10:07pm 
It's a shame the values aren't adjustable, as I find the crematorium and smelter idle usages pretty harsh on a smaller to mid-sized base, especially since I'd have them off 90% of the time anyway.

As for it not being in the base game, I recall quotes of him saying it would make power too cheap, which suggests he just didn't want to put in the time to rebalance power (fair enough).
Funkky moneky 8 Mar, 2018 @ 6:40pm 
BASE GAME FEATURE!!!
WJSabey 26 Feb, 2018 @ 7:46pm 
This should totally be part of the game. I mean, it is for heaters and coolers, so why not the rest?

I'd also like to second the request for Central Climate Control, and add a request for No Water, No Life.
sdp0et 21 Feb, 2018 @ 3:28pm 
I'm getting a recurring error, similar to one reported in the A16 thread for the original mod (https://ludeon.com/forums/index.php?topic=30734.msg390662#msg390662) :

Exception ticking Gilly: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetBaseValueFor (Verse.BuildableDef) <0x0001d>
...
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00034>
at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction (RimWorld.JobDriver_WatchBuilding) <0x000b5>
at (wrapper dynamic-method) RimWorld.JobDriver_WatchBuilding.WatchTickAction_Patch1 (object) <0x000e9>
at RimWorld.JobDriver_WatchBuilding/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x0001d>
...

It doesn't seem to be affecting anything, but it does happen pretty frequently. I wondered if there was something I can do to avoid it or do I just need to live with it?
SirVictorRumbleBottom 11 Feb, 2018 @ 7:07am 
10/10
Depleted 11 Jan, 2018 @ 5:48am 
thanks for this dude, power idle states is a much needed feature ingame imho.
Prop 2 Jan, 2018 @ 12:39pm 
Is there any way to keep TVs on so my pawns can gain joy while working?
diannetea 29 Dec, 2017 @ 9:34pm 
oh, and Centralized Climate Control!
diannetea 29 Dec, 2017 @ 9:32pm 
A few mod requests: Efficient utilities, Fertile Fields, RT Weapons, and Mending (easy) - please and thank you!
Readtext 24 Dec, 2017 @ 7:46pm 
Why is not this in vanilla?:steamhappy:
教科书的风格 22 Dec, 2017 @ 2:28am 
It's very very very great! I like it very much!
Machii 20 Dec, 2017 @ 12:10pm 
Please add support for industrial rollers if consumption rates don't change when idle already!
jastro  [author] 17 Dec, 2017 @ 11:07pm 
Added an option to revert active consumption values back to vanilla. Idle consumption is unaffected. Change the option in the main menu, since it will not alter the active consumption when toggled mid-game after loading a save.
Floaty Bones Steve 17 Dec, 2017 @ 8:34pm 
Does it have a mod config? Just because I find some of these numbers a bit ridiculous.
Battleseed 17 Dec, 2017 @ 7:50pm 
Was just looking for a mod like this, but those active numbers are silly. With those numbers, will still have to power on/off so whats the point? Could have just added the feature to have the tables run at 10-20% when idle and called it a day.
IceMaverick 17 Dec, 2017 @ 5:33pm 
@BRB BOWFLEXIN unless you're specifically hunting for debug messages, you shouldn't have the log window set to open any time something prints to it. Just set auto-open to off at the top of the debug log and close it.
Omnom 17 Dec, 2017 @ 4:29pm 
@BRB BOWFLEXIN turn off Dev Mode.
Glass 14 Dec, 2017 @ 11:06pm 
You say it's safe to add to existing saves (technically true, the game is still theoretically playable)

But now I'm getting spammed with this every 30 seconds to 2 minutes. Added to existing save-

https://pastebin.com/X7gjFrJB
Hawkwing 14 Dec, 2017 @ 5:16pm 
Given that some of these devices are now drawing in the *kilowats* of power, they should be producing an equivalent amount of heat. All that energy doesn't just "disappear" when you're done using it, it just changes form.
Tia 13 Dec, 2017 @ 8:55pm 
Hell yes!

@Drizzly it makes batteries a lot more important for industrial activity, but need far less peak generation unless you're trying to have everyone do everything at once. Good to have with the fuse mod, or LED lighting so you can mitigate Zzzt.

Just don't build more than one Vitals Monitor unless you can't avoid it, because odds are colonists will pick beds at different monitors given the chance.
Flesh Forge 13 Dec, 2017 @ 1:54pm 
Happy to have this again also, thanks for this.
Cotton Joe 13 Dec, 2017 @ 1:34am 
Glad to see this one again!
Omnom 12 Dec, 2017 @ 9:51pm 
Very interesting mod! I might have to pick this up!

How does this affect overall balance?