RimWorld

RimWorld

Turn It On and Off - RePowered
228 kommentarer
XXXII 15. juli kl. 15:41 
hey!I found it (1.5 versions) run steadily in my 1.6 saves :) so excited it makes me
XXXII 15. juli kl. 7:23 
All right,thank u very very much!!:steamhappy:
Mlie  [ophavsmand] 15. juli kl. 7:12 
@XXXII Read my last comment
XXXII 15. juli kl. 5:51 
1.6
天地一心 13. juli kl. 0:19 
Thanks you!
Mlie  [ophavsmand] 11. juli kl. 21:13 
@時穂 Updating all my mods, see Discord for progress
時穂 11. juli kl. 17:54 
1.6 pls
Mlie  [ophavsmand] 22. juni kl. 22:55 
@raz334 That is why this mod lets you change the multiplier if you feel its too hard to use the default values.
Hopefully you can find a value more in line with your interpretation of the problem.
raz334 22. juni kl. 21:14 
@Mlie The reason for the low power draw on the items is because of the exceptionally bare-bones level of power production on the generators and other power producing sources in the game. Likely to simply avoid forcing large calculations on the already calculation heavy game engine.

The reason for leaving items running could be similar or it could be a nerf to kind of offset the way it effects difficulty.

IE: Look up actual power production numbers for power plants, they are off the charts compared to Rimworld's scale, especially if you get into things like nuclear.

1,000W is a portable gas generator you can buy and plug into your home, and your lucky it if keeps your fridge running, or your microwave but not both. Yet that is the amount of alot of the low tier gens in vanilla rimworld and they are alot bigger. Taking 4 squares where a comparative size would be 1 square.
Mlie  [ophavsmand] 5. apr. kl. 5:18 
@seed of nihility I dont see the point of that. Why would they draw that little while in use?
seed of nihility 4. apr. kl. 23:48 
可以做对questionble ethics enhanced(countinued)的适配么?目前organ vat 和clone vet在培养时也耗电10。
Can u make a adapt to "questionble ethics enhanced(countinued)" ? its organ vat and clone vet spent 10w while cloning.
Stubkan 23. mar. kl. 5:18 
I put a power mod on to observe what draws power - and it seems a bunch of furniture that this mod is changing to use lower power actually doesn't. For example, television - says 10w idle, 500w full.. but its actual draw is 200w constant. Ideas why, or what I can do to try to fix that?
XKDMW 8. feb. kl. 9:01 
@Mlie 好吧 谢谢
Okay, thank you
Mlie  [ophavsmand] 8. feb. kl. 7:35 
@XKDMW That is the intended values
XKDMW 8. feb. kl. 7:26 
熔炼器闲置时耗电400w 使用时耗电4500w 麻烦修复
The smelter consumes 400w when idle and 4500w when in use. Please repair it
Mlie  [ophavsmand] 5. jan. kl. 11:30 
@John Marble Please see the Reporting Issues section described above
John Marble 5. jan. kl. 11:21 
It seems reload the save will make the mod not working as intended, all the tables, devices, machine will use full power even though it shows that it's turn on/off. There is no error log so I think is just a small bug, restart the game (not reload the save) will make them working again.
Mlie  [ophavsmand] 18. nov. 2024 kl. 14:44 
@[FUN] Arthion Please see the Reporting Issues section described above
[FUN] Arthion 18. nov. 2024 kl. 13:51 
So i've tried this mod today, but there seems to be a problem with my settlement now with that there's no power going anywhere anymore. I have 4 geothermals and a collection of solar and wind turbines but everything is off. I've disabled the mod but there's still power problems. My grid is all intact and I had no issues before using the mod and now it's killing my settlement sadly. Any help with this? Thanks in advance
Mlie  [ophavsmand] 10. nov. 2024 kl. 14:29 
@saintbrutal There are no active reports of that.
saintbrutal 10. nov. 2024 kl. 12:16 
has there been any reports of machines/productions that randomly has not enough power even though there is?
Mlie  [ophavsmand] 22. okt. 2024 kl. 12:18 
@axossk Had a look at it but the trouble is that they do not change the building but instead adds a hediff to the caster with a private reference to the building. So there is no effective way to know that a building has the effect.
Mlie  [ophavsmand] 21. okt. 2024 kl. 13:23 
@axossk Please link to the mod you are referring to
axossk 21. okt. 2024 kl. 13:12 
When using the Energy spell from Vanilla Psycasts Expanded, providing free electricity to an object for some times, it is not working. The power turns back off instantly after the effect is applied.
Mlie  [ophavsmand] 6. okt. 2024 kl. 9:39 
@624932690 Please see the Reporting Issues section described above
624932690 6. okt. 2024 kl. 9:32 
Is it possible to add a log option to show which mod could cause this?

[HugsLib][ERR] TurnOnOffRePowered caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 327626A5]
at TurnOnOffRePowered.TurnItOnandOff.IsDoorType (Verse.ThingDef def) [0x00019] in :0
Mlie  [ophavsmand] 12. juli 2024 kl. 10:35 
@seed of nihility Should be fixed now
seed of nihility 11. juli 2024 kl. 21:10 
mech gestator only 'active' while mechanic put mech in/ take mech out, not 'active' while gestating mehcs (spend 10w) , both mech gestator and large mech gestator.
Mlie  [ophavsmand] 11. juli 2024 kl. 9:51 
@seed of nihility Sorry, I have no idea what that message was about.
seed of nihility 11. juli 2024 kl. 9:48 
the machine bey only use 10w when cultivate machine, only spent right value when mechanic put and take machine out.
thanks for ur mod
asvc 24. juni 2024 kl. 2:33 
It seems that this mod has a serious performance cost when continuously changing the building list, eg: Shipbattle in sos2. Especially if you already have a lot of buildings.
ShortBear 27. maj 2024 kl. 18:16 
Seeming to have a slight issue with a biotech mech gestator, it's getting recognised as inactive and only using 10 watts while gestating. I'll see if I can reproduce without my other mods in a few days when i have a longer play session.
Mlie  [ophavsmand] 22. apr. 2024 kl. 12:20 
@Fokson Then your steam havent downloaded the update. Try resubscribing.
Fokson 22. apr. 2024 kl. 12:04 
Although on the workshop this mod reports compatibility with 1.5, in-game the mod says it's compatible only up to 1.4. Furthermore, upon loading this error is displayed.

TurnOnOffRePowered caused an exception during OnDefsLoaded: System.MissingMethodException: System.Collections.Generic.IEnumerable`1<Verse.Building> Verse.ListerBuildings.AllBuildingsColonistOfDef(Verse.ThingDef)
StarOri 29. feb. 2024 kl. 8:19 
Hello! I always loved this mod, been using it for a while now!

I tried the opposite of below, ramping up the consumption to a factor of 5 when in use :D however I expected basic lamps and / or at least heaters and coolers to be impacted, but they are not apparently.

Could that be added to the mod? Through a parameter ideally, like with autodoors.
Or if you guys knows of mods that change just those values I'd love to try them, indeed vanilla lamps & heaters seems not to use "realistic" consumptions I think: I often hear indeed 1kW is needed to heat 10m², if we consider one cell ingame is one quare meter we're really far from it!
Mlie  [ophavsmand] 25. feb. 2024 kl. 13:16 
@Crashtestdummy Yes, if you dont have any self-control this mod is not really for you I guess.
Crashtestdummy 25. feb. 2024 kl. 13:12 
with configurable power settings it just feels too easy to cheat, i think it should be a balanced mod without this option or you may aswell make a mod that just makes everything use 1 watt
m11kire 31. okt. 2023 kl. 23:32 
is there a way to exclude an item from this? i've got advanced commerical servers and instead of the intended behavior it has of a variable power draw depending on what's been installed in the object it has 10 wt draw all the time
LordXamon 10. juli 2023 kl. 4:48 
Ok yeah, that was it. Thank you.
Mlie  [ophavsmand] 9. juli 2023 kl. 13:42 
@LordXamon Perhaps you have the setting to apply the old repower-values in the mod-options?
LordXamon 9. juli 2023 kl. 13:03 
I think something is wrong with the Electric Smelter, instead of consuming 10w inactive like everything else, it consumes 400
CatSayInk 27. maj 2023 kl. 9:00 
great!
qux 29. apr. 2023 kl. 7:52 
thanks !
Mlie  [ophavsmand] 29. apr. 2023 kl. 7:49 
@qux No idea, hevent looked at it much. They patch in comps on items instead of using the builtin vanilla property ”usedthistick” that this mod uses. Its more like a different version of repower since they have to add patches to support buildings. Generally comps are slower but perhaps they have a way around it.
qux 29. apr. 2023 kl. 6:50 
Hi Mlie ! what do you think of this new mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967053451
do you think it affects performance less than this?
Mlie  [ophavsmand] 13. apr. 2023 kl. 21:46 
@Moses The gestator is not changed by this mod as it uses its own power logic. Same as the speakers from Ideology
Comrade Shrimp 13. apr. 2023 kl. 15:25 
Also thanks for the great work Mlies, you seem to bust ass here on workshop. With out you a good chunk of my mod-list would be kaput.
Comrade Shrimp 13. apr. 2023 kl. 15:23 
The large mech gestator from biotech's behavior is inverted. It uses 1250wd idle and 10wd active
Dranseer 13. apr. 2023 kl. 12:37 
@Mile I do use the lightsout mod but the surgical lamps are unaffected by that; the wall lights and such still work in that room but those lamps remain on 24/7. I hadn't seen the powerswitch mod before though, so thank you for pointing that one out to me!