RimWorld

RimWorld

Power Alerts
90 Comments
Ornament 8 Sep, 2024 @ 10:21am 
Great Mod.
I would also appreciate a SRTS ship mod compatibility.
VelxraTV 1 Aug, 2024 @ 8:02am 
thanks for updating!
Diddily  [author] 4 May, 2024 @ 9:32am 
1.5 support added
Lil Kitty Girl 24 Apr, 2024 @ 6:14am 
hype!
Diddily  [author] 4 Apr, 2024 @ 5:08am 
@lol thanks for notifying me, will get to it soon
lol 2 Apr, 2024 @ 6:39am 
A vote for 1.5 update
llunak 7 Oct, 2023 @ 11:02pm 
Please disable the "Wasting fuel" alert for refillable generators that have automatic refuel disabled. Yes, e.g. a food-fired genreator technically is wasting fuel even when refuel is disabled, but it's annoying having to also stop backup generators and then later both refuel them and start them when needing the extra power again. The fuel will be wasted one way or another and this way it'd be less work to handle it.
Diddily  [author] 5 Jun, 2023 @ 8:12pm 
Technically they are using fuel and hiding it, which is why the alert fires. I can add an exemption when the fuel values are crazy high I suppose.
Sindusk 17 May, 2023 @ 3:47am 
I've noticed there is a minor strange interaction with SRTS ships. The SRTS ships do not use fuel to generate power when landed, but the "Wasting Fuel" or "Disconnected Generator" alerts will still appear, depending on whether you connect them to the grid or not. Is there a way to make an exemption for SRTS ships that prevents these warnings from appearing?
Dawnmist 2 Nov, 2022 @ 11:59pm 
Thank you!
FatalCharm 2 Nov, 2022 @ 11:40pm 
Thank you for taking care of this.
WaKKO151 2 Nov, 2022 @ 6:13pm 
ty
Diddily  [author] 2 Nov, 2022 @ 3:28pm 
The errant XML should now be deleted, apologies for that, I was rushing to get my mods updated and missed that.
Diddily  [author] 2 Nov, 2022 @ 3:22pm 
Appologies for the def errors, I did have an upload issue. I'll fix that ASAP.
WaKKO151 2 Nov, 2022 @ 6:41am 
I am also getting the same power alerts problems. Just wanted to say its not an isolated incident. It might be because of Vanilla Expanded.
Player1 2 Nov, 2022 @ 3:01am 
It seems you accidentally included the recipe defs of your portal gun mod in this one. That's what's causing all the errors and glitchiness around machining tables.
Dawnmist 2 Nov, 2022 @ 2:56am 
I'm getting a whole lot of could not resolve cross-reference to Verst.ThingDef and Verse.ResearchProjectDef for things like Vanometric power cells on startup when Power Alerts is active. I've uploaded a copy of the startup log and highlighted the section of errors to https://gist.github.com/dawnmist/a992b5576b14a350ae547dba1604960e#file-rimworld-log-L267-L475
FatalCharm 1 Nov, 2022 @ 9:37pm 
Love the mod but I'm now getting red errors thrown up. Is anyone else having this experience?
Diddily  [author] 1 Nov, 2022 @ 8:01pm 
1.4 support added.
Diddily  [author] 31 Oct, 2022 @ 5:48pm 
@CurtimusPrime Will be soon
CurtimusPrime92 31 Oct, 2022 @ 5:22pm 
is this working for 1.4?
Diddily  [author] 26 Oct, 2022 @ 2:40am 
@eighmy_lupin I'll add support this weekend
Doomchibi 14 Aug, 2022 @ 12:13am 
I figured it would be a more gradual change % wise for the chance to break down between 0-100, if it's a sharp change between the two starting at 50% then yes, i'd say an alert 50% would be very helpful. If it is just a gradual change though, somewhere around a 25% alert seems like a good "immediate attention" kind of place. I've just had a lot of times that i've clicked around to check on my electrical items and realized several things were below 30% and none of my pawns seem to have noticed, or I only notice after they actually break down.
Diddily  [author] 13 Aug, 2022 @ 6:05pm 
@Doomchibi Possibly, how would you expect it to work exactly? My reading of the mod's code tells me that it has a small break down chance at 50% and nearly 100% chance at 1%... so it'd have to alert you of anything at or below 50% I'd think?
Doomchibi 13 Aug, 2022 @ 4:49am 
Could this possibly be made to work with Fluffy's Breakdowns to give an alert when something hasn't been maintained and is getting close to 0%?
Diddily  [author] 10 Apr, 2022 @ 3:33pm 
@Mile Thanks for letting me know, I just fixed it. That's what I get for using new features and not using enough parenthesis! Ugh.
Mlie 10 Apr, 2022 @ 11:39am 
Seems the update today causes the check for short-circuit risk to missbehave.
The GetAtRiskBuildings-method now just checks for buildings that can short-circuit and not if they are under a roof.
Lurmey 30 Jan, 2022 @ 9:14am 
Thanks! Will do :)
Diddily  [author] 30 Jan, 2022 @ 6:49am 
@Lurmey Both issues you reported should now be resolved. Thanks for the reports, let me know if you find anything else wonky.
Diddily  [author] 30 Jan, 2022 @ 5:51am 
I see, I just made the assumption that all batteries short circuit and only checked shortCircuitInRain for power consumers. That's an easy fix, thanks!
Lurmey 29 Jan, 2022 @ 8:26pm 
Oh I found another out-of-place alert. The "Short circuit risk" alert shows for VFE - Power's Advanced Batteries which don't short circuit in rain. I imagine it's just searching for any building that holds power and isn't roofed, so makes sense.
Lurmey 26 Jan, 2022 @ 6:05pm 
I figured that was how it worked, as it makes sense. It's reasonable to assume if it takes fuel and produces power, it's probably using said fuel for said power. The helicopters are just a weird oddity.

That would be a good way to resolve this specific instance. It's not a huge deal, but thought I'd point it out anyway. Thanks for looking into it :)
Diddily  [author] 26 Jan, 2022 @ 5:55pm 
The way the wasting fuel alert works is it looks for anything that produces power that takes fuel. Unfortunately it seems the helicopters fit this pattern even if they don’t use the fuel to produce power. I have plans to allow ignoring specific generator types in the future, but in the short term if these helicopters really do have a 0 fuel burn rate to produce power I can easily detect and ignore that… I will look into that
Lurmey 26 Jan, 2022 @ 5:16pm 
They take chemfuel but they don't use said chemfuel to produce power, the chemfuel is used for travel. The onboard generator is primarily for powering turrets, heaters, etc while on away missions but it produces power back at the colony too.

That's what I mean by they're like solar, wind or tidal power, as in they're just infinite power without needing refuel. Granted not a lot of power, at an extremely high initial build cost.
Diddily  [author] 26 Jan, 2022 @ 5:13pm 
Looking at the GitHub for the mod it seems like they take chemfuel and produce power? Which helicopters don’t take fuel exactly?
Lurmey 25 Jan, 2022 @ 5:04pm 
Just fyi this is giving the "Wasting Fuel" alert for helicopters from SRTS despite them being a generator type that doesn't use fuel, like solar, wind, or tide.
Diddily  [author] 1 Dec, 2021 @ 3:40pm 
@Chaos Theory Can you post a screenshot of your generator setup?
Chaos Theory 1 Dec, 2021 @ 1:41pm 
It always tells me my Woodfire Generators are disconnected from my power grid, and yet their not. Absolutely awesome mod! helps me keep track of what's using all the power
Diddily  [author] 4 Aug, 2021 @ 5:29am 
Spanish language support added, thanks @Ferchu.
Ferchu 3 Aug, 2021 @ 10:32pm 
@Diddily
Ferchu
:)
Diddily  [author] 3 Aug, 2021 @ 7:10pm 
Should I credit you as Ferchu or would you prefer another name?
Ferchu 1 Aug, 2021 @ 11:56pm 
Hi @Diddily,
Could you add this text to have the mod in Spanish? Thx

File: https://pastebin.com/HBdUGHb3
JinxLuckless 24 Jul, 2021 @ 3:38pm 
Thank you so much!
Diddily  [author] 24 Jul, 2021 @ 10:56am 
1.3 support added as well as Chinese translations thanks to 虛無_鬼王
b0nes 22 Jul, 2021 @ 2:37pm 
awesome!! thank you
Diddily  [author] 22 Jul, 2021 @ 12:51pm 
@Oz planning on it this weekend, thanks for checking in!
b0nes 22 Jul, 2021 @ 7:58am 
will this be updated to 1.3? no rush though, take your time!
虛無_鬼王 13 Jul, 2021 @ 7:51am 
Me too,really appreciate it!
Diddily  [author] 13 Jul, 2021 @ 7:19am 
That works, I'll incorporate this into the mod soon, many thanks for doing this, I really appreciate it!
虛無_鬼王 13 Jul, 2021 @ 1:56am