RimWorld

RimWorld

[XND] Watermill Tweaks
44 Comments
Mlie 10 Apr, 2020 @ 1:27pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055956298
Hope it helps anyone!
CAPNxCHAR 4 Mar, 2020 @ 5:35pm 
:(
Dizzy Ioeuy 23 Feb, 2020 @ 9:50am 
Nooo...... oh no.... makes me sad.
XeoNovaDan  [author] 22 Feb, 2020 @ 9:01am 
Note for 1.1: This mod will not be updated
_♣Caligula♣_ 24 Jan, 2020 @ 12:14pm 
Exception ticking WatermillGenerator143015 (at (141, 0, 168)): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<RimWorld.RiverDef, single>.get_Item (RimWorld.RiverDef) <0x00172>
at WatermillTweaks.WatermillUtility.GetTemperatureToPowerOutputFactorCurveFor (Verse.Thing) <0x00065>
at WatermillTweaks.HarmonyPatches.PostfixDesiredPowerOutput (RimWorld.CompPowerPlantWater,single&) <0x00084>
at (wrapper dynamic-method) RimWorld.CompPowerPlantWater.get_DesiredPowerOutput_Patch1 (object) <0x0013c>
at RimWorld.CompPowerPlant.UpdateDesiredPowerOutput () <0x000b5>
at RimWorld.CompPowerPlant.CompTick () <0x0001c>
at RimWorld.CompPowerPlantWater.CompTick () <0x0001c>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x00497>


By any chance caused by this mod? Seems to still give power, just throwing red errors.
k0555230 12 Dec, 2019 @ 5:32am 
how about research that improves the watermills?
like "bigger waterwheels" or "improved generators" before you get to advanced watermills?
XeoNovaDan  [author] 4 Jul, 2019 @ 1:20am 
@MatheusGB CSGO500 - This should theoretically work fine with that mod since it patches the watermill ThingClass, though the peak power outputs of the extra watermills wouldn't have been tweaked.
Agtus 3 Jul, 2019 @ 11:24pm 
Could you make this compatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541520249 (if already not) ?
XeoNovaDan  [author] 19 Jun, 2019 @ 1:30pm 
@Ninja Kitten - I could look into it, though it'll be a low priority.
Eclipse 19 Jun, 2019 @ 1:21pm 
Any chance for compatibility?
XeoNovaDan  [author] 19 Jun, 2019 @ 12:54pm 
@Ninja Kitten - Seems like the incident won't ever happen on epic rivers.
Eclipse 19 Jun, 2019 @ 12:02pm 
What about incident chance calculation for epic rivers from a mod?
Ramblin' Man 9 Mar, 2019 @ 7:31pm 
Actually, the vast majority will be added in. Just assume I'm adding them all to make things easier.
Ramblin' Man 9 Mar, 2019 @ 7:30pm 
I'm putting together a Magnum Opus to try and run as many compatible mods as possible on RimWorld, and this mod will probably be included.
Comrade Smartass ☭ 6 Dec, 2018 @ 2:33pm 
Love the mod! One suggestion I do have though, is that it might be better if output couldn't drop to 0% if the watermill utilizes deep water tiles. Deep rivers don't freeze through and so while it makes sense that thee would be a penalty, even a heavy one, there should still be some power generated in my opinion.
Dizzy Ioeuy 4 Dec, 2018 @ 11:49pm 
Wow thanks. Love this mod. Adds needed variance to the mill.
XeoNovaDan  [author] 4 Dec, 2018 @ 10:51pm 
Fixed. Thanks!
XeoNovaDan  [author] 4 Dec, 2018 @ 2:27am 
@Dizzy Ioeuy - Strange. I'll have to look into that one at some point.
Dizzy Ioeuy 4 Dec, 2018 @ 12:24am 
Does it only check at beginning of the season, as I loaded the mod about 5 days into winter.
Dizzy Ioeuy 4 Dec, 2018 @ 12:19am 
Mills appear to be x100% in winter. Not x70% as expected.
Lustique 2 Dec, 2018 @ 11:47am 
Thanks for the feedback! If I ever get Rimworld to work again for more than 5 minutes at a time, I'll try to report back about "Permafrost".
XeoNovaDan  [author] 2 Dec, 2018 @ 11:28am 
@Lustique - It should affect the advanced watermill unless it uses a custom comp. Not sure about permafrost though.
Lustique 2 Dec, 2018 @ 10:55am 
Since sulusdacor recently added an advanced watermill to their mod "[sd] advanced powergeneration": Is this mod compatible, or would it even affect the new watermill?

And do you know whether it is or should be compatible with Rainbeau's "Permafrost", which "allows water to freeze" under certain conditions?

I figured I'd ask, because I currently have some problems getting my modlist to work, since Rimworld keeps crashing randomly without providing me with any error messages in the log.
XeoNovaDan  [author] 18 Oct, 2018 @ 10:27am 
@jpinard - Day/night cycles do vary by season as far as I know, so yes, solar panel power output does effectively change over the seasons.
jpinard 18 Oct, 2018 @ 10:24am 
It is kinda ironic that in winter when you need th power the most (greenhouses and sunlamps) is when the power is least active.

Does vanilla solar panels adjust how muhc power you get? Like summer you have panels bringing in more light longer than in winter? It would be kind cool if you could pack up solar panels for spring/summer, so you have more space for farming, then you could re-employ them in winter.
XeoNovaDan  [author] 18 Oct, 2018 @ 2:23am 
And pushed the update!

Seasonal values are still...
* x1.2 for spring
* x1 for summer (baseline)
* x1.1 for fall
* x0.7 for winter

The 50% power production thresholds also depend on the river type:
* -5c for creeks
* -10c for rivers
* -15c for large rivers
* -20c for huge rivers

0% power production thresholds are the 50% thresholds multiplied by 1.5 and rounded
jpinard 17 Oct, 2018 @ 3:56pm 
cool!
XeoNovaDan  [author] 17 Oct, 2018 @ 9:13am 
Alright, the next update this mod gets will implement the refactoring of temperature vs. power gen as well as tweaked seasonal values: 1.2, 1, 1.1, 0.7 (just to keep average as 1). There will also be somewhat of a rewrite, so this mod will probably see an updated release a few days later than my others.
XeoNovaDan  [author] 13 Oct, 2018 @ 12:49pm 
I'll look into the tweaking at some point. Main issue is that none of the seasons will actually use the baseline 1400W power generation though, which means that the baseline will need to be changed or further changes may need to be made. I also want to keep the average power gen as baseline.

Actual temperatures may not change too much though purely because of gameplay vs. realism, but I'll also narrow the cold range so that power gen stops at -20c and below instead of -40c. Though come to think of it, I should easily be able to do the suggested river-dependent minimums too just by re-using some of the Turbulent Waters commonality code.
jpinard 13 Oct, 2018 @ 12:43pm 
I love this mod, but I'd like to second Immortalits suggested changes. I think he's spot on.
Immortalits 8 Oct, 2018 @ 5:16am 
I would recommend a tweak to the seasonal bonuses:
spring: +30% - because of winter ice melting gives boost to amount of water + extra rain
summer: -20% - because of hot reduces the ammount of water in river
fall: +10% - because of a bit more rain
Winter: -20% - because of ice

Temperature: -50% up to -10 C and stops under -10 C since the water freezes a that point, even if it's a river,
maybe if it's possible, make it -5 C for creek, -10C for normal rivel, -15C for large river and -20C for the even larger one. If I've missed a bit the correct numbers, then give them an extra -5-10C, but the only -40C stopping watermill work is sa bit unrealistic, at that point if you justput out a bit of water it almost instantly freezes.
XeoNovaDan  [author] 25 Sep, 2018 @ 1:20am 
Alright, finally gotten around to culling it.
XeoNovaDan  [author] 18 Sep, 2018 @ 7:55am 
@SteveS - I could've sworn I removed Hydroelectricity during the B19 unstable... I'll cull that soon™, thanks!
SBlack 18 Sep, 2018 @ 7:34am 
Mhh, I have two related research topics with this. "Watermill generators" in the main tab and "hydroelectricity" in the XND tab
Spotter 11 Sep, 2018 @ 7:33am 
Great mod, taht brings a little more realism to RW. However, (always one of thos or a But,) Spring and Fall seasons are usually pretty wet seasons, and both can be either warm, or cold depending where you are.
Case in point; While the East was having a heat wave, with torrential rains last June. It snowed in Wyoming, over night, but the snow melted by late afternoon.
Emilie Sackenball 11 Sep, 2018 @ 4:39am 
@Caar that's how watermills works, is a realliable powersource (unless the water evaporates somewhat or goes dry) irl that's we use mostly power from dams. Also not every map have a river.
XeoNovaDan  [author] 1 Sep, 2018 @ 2:01am 
@Virtuoso - Mind sending a link to a HugsLib log file? Just so that it's easier for you to show me your mod list and load order. I cannot reproduce this issue with just Core and Watermill Tweaks.
Virtuoso 31 Aug, 2018 @ 8:29pm 
Hey I tried to run your mod but somehow I cant even build watermills anymore when I disabled the mod and retried on my save it made my whole UI dissappear and I couldnt click anything whatsoever please help me since i dont wanna lose out on this mod or my save...
Caar 30 Aug, 2018 @ 12:01am 
I like the idea behind this mod. Watermills are pretty OP because there is no counterplay to them. If you're near a river, you have a great source of power with no downside. Generators can run out of fuel, wind turbines can slow down, solar can't work at night or during eclipses. None of that applies to a watermill.
WaKKO151 29 Aug, 2018 @ 5:10am 
His suggestions don't seem unreasonable. We are also talking about extremes. I would setup a test and shift the conditions. See if it is reasonable. As long as they don't start pumping out huge amounts of energy for no reason. Lets be honest, watermill isn't possible on all maps and its not going to be a go to for power generation.
XeoNovaDan  [author] 28 Aug, 2018 @ 10:26pm 
@Silt - Thanks for the feedback! Yeah, I tried to make a compromise between gameplay and realism with this one, but I may tweak to similar values you stated if this idea is popular enough.
Asiltic 28 Aug, 2018 @ 2:21pm 
Also, the further north or south a colony is, the higher should the water flow be during spring. The effect should also start when the snow is melting, since spring can start while it is still -15°C outside.
Asiltic 28 Aug, 2018 @ 2:20pm 
This seems to be pretty nice mod, but I have some feedback before even trying it out:
It makes sense, that the river shuts down below -40, but not that is shuts down above 90°C. Water has the highest heat capacity, so it is usually not 90°C when the air is. (I doubt that it would get that hot anywhere anyways, my record was 65°C or so).
I would have set the start temp to -10/80 and shut down temp to -40/120.

Rivers don't freeze at an air temperature of 0°C, neither does water get noticeably viscos at low temperatures. The evaporation is also not that extreme. Heat waves are local events, so a huge river won't get noticeably less efficient at high temperatures (just generally in summer). Fall should also have a higher output than summer.
Larger rivers should be generally less vulnerable for temperature differences than a small stream (Latter should shut down at 0°C, former at -40°C).
WaKKO151 28 Aug, 2018 @ 10:46am 
should be vanilla