RimWorld

RimWorld

Higher Power
112 Comments
LinDonProMax 12 Jul @ 8:51am 
Pls update love ur mod man:mhwgood:
Tameablebread 12 Jul @ 8:01am 
@Monkey Magic holy shit absolute GOAT commenter
leion247  [author] 14 Jun @ 2:36am 
Much appreciated, I'll make use of this when updating to 1.6. ♥
Monkey Magic 14 Jun @ 1:58am 
@leion247 - I had to fix this locally for 1.6 so I could update my retexture mod properly, so all you need to do to get this ready for 1.6 is:

1. Add 1.6 to the about file
2. Copy the 1.5 holder, rename to 1.6
3. locate, and delete the following line in GeothermalGenerator_II 's <building>

<soundAmbient>GeothermalPlant_Ambience</soundAmbient>

4. Add the following class to GeothermalGenerator_II 's <comps>

<li Class="CompProperties_AmbientSound">
<sound>GeothermalPlant_Ambience</sound>
<disabledOnUnpowered>true</disabledOnUnpowered>
</li>

And you're done ^^
60threin 24 Feb @ 11:07am 
Alright, thanks man
leion247  [author] 20 Feb @ 8:07pm 
It should be compatible as far as I'm aware.
60threin 20 Feb @ 5:21pm 
does this conflict with vanilla power sources expanded?
leion247  [author] 16 Feb @ 1:06am 
Looks like the intended behavior from the mod is to have pollution pumps next to your toxifier generator, as they connect to the waste network. I probably shouldn't modify both the base toxifier and the level 2 one to subvert that step since that's how it's supposed to be.
leion247  [author] 10 Feb @ 5:25pm 
I don't see why not. I'll try to get something out by this weekend if its possible.
Jeremie 10 Feb @ 7:06am 
can you add support to connect to Vanilla Chemfuel Expanded - Unofficial Expansion ?
can let the Toxfier generator connect to it .
Kham 6 Oct, 2024 @ 9:11am 
@leion247 thank you, really appreciate it! Seems to be working great.
leion247  [author] 5 Oct, 2024 @ 11:44pm 
@Kham, it should be present the next time you load up your save. Assuming you're in patch 1.4 or 1.5.
Spotter 1 Oct, 2024 @ 2:52am 
Absolutely spot on Leion 👍👍 5💖 10🌟 To your MODS.
leion247  [author] 1 Oct, 2024 @ 1:33am 
I don't know any other Rimworld modders on a personal level, so the best I can do is set an example.
Spotter 30 Sep, 2024 @ 11:22pm 
Any chance you could prod other Modders into keeping their Most Used Mods updated, like yours are? 👍👍💖 5🌟
Kham 30 Sep, 2024 @ 2:37pm 
Thanks!
leion247  [author] 30 Sep, 2024 @ 2:15pm 
Probably, I'll look into it over the week.
Kham 30 Sep, 2024 @ 10:39am 
Any chance you could add the auto cut feature to the V2 wind turbines?
kittenjedi 3 Jul, 2024 @ 5:08pm 
the geothermal generator 2 seems to not quite work properly with more linkables' power linkables :steamsad:

still an amazing mod tho!! 10/10
leion247  [author] 11 May, 2024 @ 11:43pm 
Likely not. It would probably require a patch operation to do so.
ozfresh 11 May, 2024 @ 3:23pm 
does this work with stuffed power?
Monkey Magic 7 Apr, 2024 @ 9:23am 
@leion247 - From the looks of it, you will only need to update the About in any case. The mod is working fine in 1.5 as is.
leion247  [author] 22 Mar, 2024 @ 12:15pm 
When it comes out, this'll be updated that week. As is standard for all my mods.
ZebraCore89 22 Mar, 2024 @ 11:47am 
Is there goin to be a 1.5 update?
Can we get a V3? V2 seems light on power.
Firesparq 21 Oct, 2023 @ 2:19am 
Thanks <3
leion247  [author] 20 Oct, 2023 @ 12:28am 
Sure, I hadn't even noticed it existed. I'll see what I can do by the end of this weekend.
Firesparq 19 Oct, 2023 @ 8:53pm 
Could you please add a v2 for the toxifier generator also?
Firesparq 4 Sep, 2023 @ 8:30pm 
Just a heads up, the wind turbine V2 doesn't have the auto-cut feature of the base wind turbine
Monkey Magic 31 Jul, 2023 @ 5:48pm 
I'm kinda what you call a "mess around with it and see if it works" kinda guy - totally untrained, just like to screw about with stuff I barely understand, and sometimes it works out XD

That said, I have done something similar using set xpath for modding games like 7D2D, but I dunno if it would work the same for Rimworld. Something like:

<snip>embarrassing set xpath attempt that failed miserably</snip> lol

Yeah that idea didn't work. I'll take a look at the tutorial, and if I still can't get my head around it I'll beg for your help lol

After much faff, and stress actually figured out a very easy way to do this without using setpath, or replace or any of that jazz. So yeah. Simple methods are often the best.
leion247  [author] 31 Jul, 2023 @ 2:23pm 
Should be fine, but I recommend using the replace operation to replace the node pointing to the texture path. That way you don't need the building files themselves. You'd just need the new images and point the existing buildings to them. Making it lower maintenance to maintain and it would make it easier to back port to older versions. If you'd like some help, I'll be available to do so on the discord, or you can find out how by this wiki page https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationReplace

Sure it would then require this mod to work, but I'd literally rather die then not keep my mods updated immediately to the newest game version, so that shouldn't be an issue with me.
Monkey Magic 31 Jul, 2023 @ 5:18am 
Gotta say, I would have preferred updated textures that show they have been updated, rather than simple recolours. I mean, it's fine I guess - apart from the chem-powered generator. Those gas gas have to stay RED dammit. Red = chemfuel XD

In hindsight, I realised maybe this was asking too much, so I went ahead and made new texture myself. A reupload is available at the link below, but should leion247 request I take it down, I will switch to private for my personal use - unless they adopt my textures in which case I wont need it either :P

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3012796834
leion247  [author] 27 Nov, 2022 @ 2:42pm 
Assuming you have the mod downloaded, open the folder and choose the version of the game you're playing. Then go to Defs/ThingDefs_Buildings/HP_Power.xml and change the value of basePowerConsumption to negative whatever to generate power for the building you want to change it for. The solar buildings power level likely won't update however since that requires messing with assemblies. I can't help there since I don't do that myself.
Jaén 27 Nov, 2022 @ 2:00pm 
How can ı change the power outputs?
PlusPurple 17 Nov, 2022 @ 9:46am 
Thank you for updating! This mod is great to have.
leion247  [author] 2 Nov, 2022 @ 12:06pm 
Change Notes: Updated to 1.4
VeeOt_Dragon 2 Nov, 2022 @ 11:42am 
any news on the 1.4 update?
leion247  [author] 29 Oct, 2022 @ 10:22am 
Only unbalanced if you don't make huge mountain bases. Smaller bases probably don't need this amount of power, but I regularly do. =P
Gruntly The Gobdaw 29 Oct, 2022 @ 7:49am 
sounds very unbalanced
i love it
leion247  [author] 20 Oct, 2022 @ 9:23am 
Will be updated when 1.4 comes out tomorrow yes.
Gisa 20 Oct, 2022 @ 6:42am 
1.4 news?:steamthumbsup:
PHCGamer 17 Apr, 2022 @ 3:13pm 
Turns out i jut didn't notice the research.
leion247  [author] 17 Apr, 2022 @ 3:10pm 
Yes, should be no issue. If you want to remove it, just be sure to deconstruct any power buildings from the mod to avoid issues.
PHCGamer 17 Apr, 2022 @ 2:47pm 
Can I add this to an existing save?
leion247  [author] 12 Sep, 2021 @ 4:24pm 
I don't have enough coding ability to make them configurable, as I have no actual coding experience. Sorry for the inconvenience.
Captain'Hungary 12 Sep, 2021 @ 12:11pm 
Are the values madifiable by the player or are they standard? If they are standard can you please make the configurable
leion247  [author] 9 Jul, 2021 @ 5:25pm 
I haven't disabled it. While I don't know why it wouldn't be showing up, it could be a mod conflict. I took a quick look just now just to check and they appear for me, so I at least know that the mod works by itself. It the issue also appears when the mod is by itself, then you should try the direct download.
Graugger 9 Jul, 2021 @ 4:55pm 
Did you disable the area congestion zone for the Water Mill Mk2? I'm not getting indicators for them being too close together.
superhelicase 2 Apr, 2021 @ 12:10am 
You should add lvl three for advanced components and plastisteel
leion247  [author] 17 Mar, 2021 @ 5:56am 
They're already twice as expensive to make for twice the energy. Solar and wind even have triple the cost for one of their resources. Any more expensive would be unnecessary. Maybe even malicus. I can't see a reason to justify raising the cost any higher.