RimWorld

RimWorld

RePowerReborn
31 Comments
Marvin 27 May, 2021 @ 4:11pm 
it doesn work in space with save our ship
JajajTec 23 Apr, 2021 @ 2:14am 
will it be updated? and is it possible to manually add modded buildings?
Mlie 13 Sep, 2020 @ 12:18pm 
Made version that combines this with the functionality of the Turn It On and Off-mod and also includes settings for the default-powerdraw of in use-buildnings.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2228219259
Hope it helps anyone!
WJSabey 1 Sep, 2020 @ 7:16pm 
That doesn't seem like it should use power though, certainly not that much. That's just recording the location, you could do that with a sheet of paper.
MinionJoe 1 Sep, 2020 @ 8:13am 
@WJS I suspect because when the scanner is on, you can see underground deposits whether or not a pawn is operating it or not.
WJSabey 28 Aug, 2020 @ 2:49pm 
Is there any reason that the deep scanner doesn't have reduced power when not being used?
Taliesyn 22 Aug, 2020 @ 10:23am 
Heart of Mud - it's working just fine in my games.
Videogameplayer 16 Aug, 2020 @ 12:20pm 
does this work in 1.2? an official update would be great :)
Mlie 8 Jun, 2020 @ 9:39am 
@Captain Lurmey No, the patches only has this mod as dependency, fluffys mod manager has a bug in it that fails to understand version-numbers of x.x. If this mod adds uses x.x.x the error will go away.
Lurmey 8 Jun, 2020 @ 8:52am 
I second what biship said. But I think the issue is with the patches. All the RePower patches complain that they need version 0.0.0 but version 1.2 is loaded, or that they depend on "invalid.package.id".
biship 13 Apr, 2020 @ 1:59pm 
Can you update your Manifext.xml to be <version>1.2.0</version> so that it plays nice with Fully's Mod Manager?
Aki-San 4 Apr, 2020 @ 9:48am 
thank you @mile and @ebonjaeger!
Jellypowered 1 Mar, 2020 @ 7:52pm 
Safe to remove/add mid save.
Marvin 1 Mar, 2020 @ 7:19pm 
can i add this to an existing save?
velcroboy333 28 Feb, 2020 @ 8:36pm 
Gotcha. And thanks to both you and EbonJaeger for these.
Mlie 28 Feb, 2020 @ 9:24am 
@velcroboy333 The other one is abandoned
Mlie 28 Feb, 2020 @ 9:23am 
velcroboy333 22 Oct, 2019 @ 6:19pm 
Why should I use this and not the other one? What is wrong with the other one?
Selweor 18 Oct, 2019 @ 2:06pm 
Hello! You've said, "Just be sure not to accidentally install the old RePower." I have old RePower in my game, so will it be secure to remove it and then install your update? Thank you.
Mlie 16 Sep, 2019 @ 10:05am 
The manifest uri is for checking if you have the latest version of the mod. It checks the version-string in the local manifest.xml against the version in the manifesturi-path.
Jellypowered 16 Sep, 2019 @ 8:13am 
Side thought, correct me if i'm wrong: Since manifest.xml is pulled from your github (via <manifestUri>*snip*</manifestUri> when loading, there really isn't a need to update the mod itself on steam right? Asking for future learnings lol
Jellypowered 16 Sep, 2019 @ 8:11am 
Thanks for pushing my pull request :) Glad to be of assistance!
EbonJaeger  [author] 16 Sep, 2019 @ 7:51am 
Pushed an update for the Manifest.xml error! :D

@Mycroft Sounds maybe like another mod conflicting? If you would like help with this, please feel free to open an issue on Github. :)
Mlie 13 Sep, 2019 @ 1:39am 
The mod works as intended for me, if you are having problems with the smelter turning off, maybe you simply do not have 4500W available in your power-network?
Mycroft 12 Sep, 2019 @ 5:27pm 
i dunno about you guys, but in addition to that error, the mod didn't actually reduce my power needs at all

what it DID do, was shut down my smelters any time i was about to smelt anything, it would still cost me the full power cost all the while but don't i DARE use the smelter for the exact purpose for which it was built, it'll shut off the power to it until the pawn leaves and instantly restart.

0/10, would not use again
lbmaian 1 Sep, 2019 @ 10:57pm 
I can confirm that with Fluffy's ModManager, I get the following error:

Failed to parse dependency '[1.0] RePower': invalid dependency format

at ModManager.Dependency.LoadDataFromXmlCustom (System.Xml.XmlNode root) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
ModManager.Dependency:LoadDataFromXmlCustom(XmlNode)
...

ModManager requires that the mod identifier have no spaces, and compares it with other mod identifiers with spaces stripped out.
EbonJaeger  [author] 26 Aug, 2019 @ 11:19am 
I was wondering about that. Not sure if it makes a difference having it at all, tbh. Don't think I ever got it to mark the old RePower as incompatible no matter what I did.
Mlie 26 Aug, 2019 @ 9:59am 
Updated all my patches and removed dependencies and instead only populated the LoadAfter-property with both the old and your version.

BTW, you have an error in your Manifest, there are no spaces in identifiers so "[1.0] RePower" should be "[1.0]RePower", it fails to parse otherwise.
EbonJaeger  [author] 26 Aug, 2019 @ 7:40am 
@Mlie assuming you use a Manifest.xml for Fluffy's Mod Manager, I guess you could set RePowerReborn as a dependency so it will recognize it. I think it would just be the same with the Workshop page. Either way, the patches will work fine as-is.

@ISky Changelog can always be found here: https://github.com/EbonJaeger/RePowerReborn/releases
Essentially, I restructured most of the code, cleaned a bunch of things up, made the default item power levels no longer hard-coded (can edit the mod's .xml to change values), and added support for Fluffy's Mod Manager stuff.

In the future I'd like to implement a settings page to edit power values while in-game, instead of having to edit a file.
Blooest 26 Aug, 2019 @ 5:55am 
What makes this one different from NubPixel's for players? What did you fix/change?
Mlie 26 Aug, 2019 @ 1:47am 
Is there anything I need to do to list my RePower patches as compatible with this version as well?