RimWorld

RimWorld

Short Circuit Blues
66 Comments
blues  [author] 17 Nov, 2024 @ 1:59pm 
so, i was looking at my source code and i realized that the base mechanics for my new mod was actually almost ready.

so i just finished it quickly, without adding things i thought i would, made it simple for now.
check the details on the mod page. have fun.
i didn't do too much bug hunting, but there is a dev-tool gizmo that you can start zzzts from electric buildings (not batteries, check the mod page) and try things.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367738537
blues  [author] 17 Nov, 2024 @ 6:22am 
sorry guys, but i am currently extremely busy with my phd thesis and scientific papers, and i'm not even in computer sciences, i'm in medicine. so i got a bit too distant from coding lately.
.
but since you all ask about it, i will try to check tonight to see if i can update it quickly without adding anything.
harrydubois 14 Nov, 2024 @ 11:29am 
Update for 1.5?
The Bard of Hearts 10 May, 2024 @ 1:11am 
Can you make sure (pretty please) to let us all know of your new and improved mod when you make it? I'll be looking here for a link or such.
blues  [author] 21 Apr, 2024 @ 11:50am 
seriously too busy currently. when I am able to do it, I think I will make a short circuit mod from scratch with different mechanics that were in my mind for too long. I already have some base mechanics worked out. I don't like this mod anymore.

anyone can take over it as it is and update it. but give me a notice and when the time comes I will ask you to also give link to the new mod, if I can do it ever.
Spesh 18 Apr, 2024 @ 12:20am 
1.5?
blues  [author] 3 Nov, 2023 @ 9:40am 
I have no idea. I am not playing for a long time.

But that mod's page says that it prevents the random circuits.And that feature says "not compatible".

But it also says that their features are toggle-able. So maybe, if their toggling disables the using of their patch altogether, there is a chance.

Also my mod has high priority, to make this compatible with RT Fuse and Power Logic, so if they didn't use a high priority patch for some reason, my mod should override the Short Circuit features of that mod. And you can try and see it for yourself.
jtseyman 2 Nov, 2023 @ 9:08pm 
Compatibility with better electronics mod?
ShinUon 22 Aug, 2023 @ 2:26pm 
@quickdraw blues
Thanks, I figured out the issue. You have to move the fire slider a very long way to the right before the numerical value changes, despite the slider sound scrolling the entire time.
blues  [author] 22 Aug, 2023 @ 9:03am 
It's been a long time i played this, but as far as i remember:

- Fires was meant to be the milder damage option before the explosions. (base game)

- So the power limit for fires should be lower than the power limit for explosions.

- So, if you slide down the power limit for explosions to the minimum (10 w); at that minimum voltage short circuit will cause explosion, and render the fire option invalid. (automatically the values lower than 10 will cause fires). If you increase the explosion option, fire option will be valid again.
ShinUon 22 Aug, 2023 @ 5:19am 
Is the slider for "Minimum power limit for fires"bugged? If I try to adjust it, I can hear the slider sound but I don't see the slider move.
ProfileName 27 May, 2023 @ 2:41pm 
I've actually recently had to do a restart for my PC, because my drive was "corrupted" (and caused RimWorld to have a huge issue involving a variety of problems only possible in gameplay). So that was already covered, alongside reinstalling and such.

Though, if anything, I don't know *how* Harmony patches would cause a conflict that major... I wish I could actually get exact details for you on this issue.
blues  [author] 27 May, 2023 @ 10:19am 
That is practically impossible for this mod to do. This mod is basically a harmony patch with options.
-Either harmony successfully patches it (the mod works) and mods' action happens in the game, after you load your save, not before, not in the main menu, not anywhere else.
-Or harmony can't patch it (the mod fails) and mod has no effect at all.
So again, this is a normal working mod for years, i can't help with game failures if you don't give me an error log.
If you ask me, your problem sounds more like a game-integrity level problem. i gave you the usual debugging procedure. Try those, try with re-installing the game if you can. Backup and clear the game's user folder too, that with the config files. I shouldn't tell you these in my mod page but, i started it. I won't speak of it again.
ProfileName 27 May, 2023 @ 9:51am 
I *just* loaded up my game with the mod, on top of my mod list.
Then nothing. Absolutely nothing can be done to grab a log, because no menu. No UI elements. Just cycling backgrounds.
blues  [author] 27 May, 2023 @ 8:27am 
@ProfileName, i use this mod for my own gameplays without a problem for 2 years. For a long time there is not a single bug reported or i have seen a bug myself.

Have you seen any errors specific to this mod? If so, give me the error log so i can see what's wrong.
If not, do the usual modder debugging before specificly suspecting my mod. I don't know what menu you are talking about but the usual debugging goes like this: Recheck game files' integrity on steam. Clear your modlist, clear your config folder and for the best saves too (with backup if you want) then add mods one by one, or by groups to find the culprit.
ProfileName 27 May, 2023 @ 6:35am 
Hm. This probably broke the game. Like, Menu doesn't load but background works fine kinda doesn't load.
blues  [author] 22 Oct, 2022 @ 1:27am 
Good to hear, you are welcome.
созерцатель 22 Oct, 2022 @ 1:19am 
PS Everything works ok only with your mod enable. Steam just updates slowly. Thank you)
созерцатель 22 Oct, 2022 @ 1:16am 
I've tested. I have conduits) And power generator. Well I still can't force it in debug. Same error. But I can force rain. So short circuit works in game ok now, but I'm not sure how your mod affects it.. I will try again with RT fuse and without mods at all.
blues  [author] 22 Oct, 2022 @ 12:46am 
Btw, if you want to trigger a short circuit from debug actions, you need to have power lines in your circuits i think. Not talking about my debug button. It shoots right away. Telling it because, maybe you want to check if game itself can fire a short circuit without my mod interfering.
blues  [author] 22 Oct, 2022 @ 12:43am 
Pushed an update. I was able to run it with and without RT fuse. Try and tell. And you're welcome:)
созерцатель 22 Oct, 2022 @ 12:06am 
Thank you. I will. I just try to figure out if it's a problem with a mod or I have a problem with game update. As usual)
blues  [author] 21 Oct, 2022 @ 11:55pm 
Before i managed to solve this, just so you know, it worked with RT Fuse 1.3 when i tried it. So, if you like RT fuse, you might wanna give it a go too.
blues  [author] 21 Oct, 2022 @ 11:42pm 
Alright. I'm going to check it out.
созерцатель 21 Oct, 2022 @ 5:51pm 
Thanks for your work but I have a problem. I used it with RT fuse in 1.3 and it worked fine. Now I'm on 1.4 and RT isn't updated yet so I ran only your mod, and it seems it disables short circuits in game. My battery stays without roof when it's raining without a problem. When I try to force short circuit in debug I have an error which starts with Exception filling window for Verse.Dialog_Debug: System.TypeLoadException: Could not resolve type with token 01000041 (from typeref, class/assembly RT_Fuse.CompRTFuse, RT_Fuse, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)... Sorry for my English and thanks again.
blues  [author] 21 Oct, 2022 @ 2:29pm 
Base game has the option in the scenario editor settings. (requires new game)
Scenario Editor > Edit Mode > Add part > Disable Incident - Short Circuit

For saved games;
- Incidents_Map_Misc.xml > ShortCircuit > baseChance (xml modding)
- or adding the disable incident parts to the save file might do it (more xml, pretty overwhelming)

Probably there are mods that you can edit the Incident happening chances in game too.

With this mod, best you can get is probably zeroing the battery drain and non-fused explosion chances and to have dysfunctional short circuits.
Pain 21 Oct, 2022 @ 11:30am 
Does it have a option to disabel short circuts
blues  [author] 8 Oct, 2022 @ 9:11am 
Version 2.4 for Rimworld 1.4.

- Some method, field names and a .dll reference change for compatibility regarding settings UI and sound.

- I didn't notice any difference in Short Circuit Event, so the event patch methods are untouched. No function change.

- Because Power Logic and RT Fuse are not yet updated, I can't be sure about the compatibility with these mods. I did a quick check and didn't see any errors with them enabled, and at least the fuse buildings seems to work as intended. Even if they didn't, I can't do anything more before they are updated.

As always, do a backup save, just to be safe.
brucethemoose 7 Oct, 2022 @ 9:21pm 
1.4?
虛無_鬼王 25 May, 2022 @ 6:42pm 
Appreciate for your permission!
blues  [author] 25 May, 2022 @ 11:24am 
Hello, 虛無_鬼王. Thanks for your interest, and yes, you have my permission to do so.
For the sake of easy browsing, please tag your mod as translation though.
虛無_鬼王 25 May, 2022 @ 10:50am 
Hello, i make a chinese translation.

May I have your permission to forward/upload the translation file of this mod to the workshop?
blues  [author] 11 Feb, 2022 @ 9:24am 
I'm glad you're enjoying it @Slothcat. You may already know it, these positions are for Power Logic fuses, and the right-wrongs are kinda experimental, they're mostly what i saw when i was testing the mod. RT Fuses are more forgiving about the positions but the mechanics are completely different etc:)
Slothcat 9 Feb, 2022 @ 7:45pm 
lol took me a moment to figure out what was making the fuse positions right/wrong, but I get it now. Great mod! You can expect me to have a real Rimworld experience by missing a spot a fuse should have been set!
blues  [author] 1 Feb, 2022 @ 6:55am 
You are welcome @D.Dcan. Enjoy your fine-tuned Zzzts:)
D.Dcan 1 Feb, 2022 @ 2:28am 
@quickdraw blues . Thank you for your detailed and kind reply :D
blues  [author] 30 Jan, 2022 @ 1:31am 
Hey, @D.Dcan. It's been a while, but I'll try to explain as simply as possible.
Since this mod is about reducing the battery drain independently if you have a fuse mod or not...

But if you have fuse mod, and say like your other settings are %40 battery drain;
- Same as mitigated => Whether you have fuses or not, battery drain will always be %40.
- Battery Drain without fuse: 2* mitigated => %40 drain if circuit has capable fuses, %80 if not.
- Battery Drain without fuse: 5* mitigated => %40 drain with capable fuses, total drain if not.

Independently from the explosion settings, this might be useful for settings in which, fuses not gradually/all about the battery drain but about preventing the explosions mostly.
If your idea is "No fuse, no ease", slider to the max (total drain?) might be the way to go.
D.Dcan 29 Jan, 2022 @ 2:46am 
I have a question, sir.

Among mode options, = Battery Drain without Fuse: Same as Mitigated

I want to know the detailed meaning.
blues  [author] 17 Sep, 2021 @ 12:51am 
I'm glad to hear that @Arkendight. Enjoy your short circuits in style:)
Gared 16 Sep, 2021 @ 5:44am 
This mod is a treasure.
Thank you for using your time to make this, very much appreciated
blues  [author] 24 Jul, 2021 @ 5:39am 
I like that:)
NECEROS 22 Jul, 2021 @ 1:26pm 
I endorse this
The Bard of Hearts 22 Jul, 2021 @ 8:14am 
awesome dude thanks
blues  [author] 22 Jul, 2021 @ 7:13am 
Updated for 1.3
Fixed a bug from before i guess nobody has noticed so whatever:)
Comment now if you see anything out of place. I may not be able to bugfix for almost a week.
blues  [author] 21 Jul, 2021 @ 2:48pm 
I'm really busy novadays. I'll work on it as soon as i have the time.
The Bard of Hearts 20 Jul, 2021 @ 7:16pm 
+1 for a 1.3 update! :steamhappy:
blues  [author] 1 Jun, 2021 @ 3:26am 
v2.21:
- More proper Zzzts without batteries.
- Added minimum power limit for fires.

Sustaining this started to become harder since I'm trying 3 mods to work together at so many different things. I made up my mind with another kind of fuse building. Expect another simpler, more convenient and compact Short Circuit mod from me in near future.
blues  [author] 31 May, 2021 @ 1:15pm 
Fixed an error which made the notifications behave like Zzzt was fused when there was no stored energy at all. It wasn't a functional bug since when there was no energy, there was nothing to drain anyway. This should fix the wrong event text in the letter.
blues  [author] 30 May, 2021 @ 3:49am 
Pushed the new update (v2.01)
* Fixed power logic flicks for breaks. (Credits to Supes)
* New settings for fire, explosion, breakdowns and event letters.
* Code cleanup and refactorings.
* Settings menu fix and visual edits.
blues  [author] 29 May, 2021 @ 4:09am 
Glad to be of help, @Agent John Smith. Also, a good update is on the way:)