RimWorld
Power Tab
69 Komentar
XXXII 15 Jul @ 5:50am 
THANK U!
Mersid  [pembuat] 6 Jul @ 4:53pm 
Updated to 1.6. As for Power Tab 2, from what I know it's probably more efficient, as it's got some caching and updates on a slower timer than this one, which provides tick-for-tick precision. As for Harmony, a copy of it was shipped in 1.5. In 1.6 that's no longer the case; you should load an instance of it before Core. A warning should appear if it's not detected in 1.6.
Kilowatt 15 Okt 2024 @ 10:40am 
nice, but if you have maaaany things conected to the grid it kill the performance :(, but only if you click on something electric
Rohzdear 26 Mei 2024 @ 1:30am 
I see this mod no longer requires Harmony. Did you implement the features of Owlchemist's Power Tab 2 into this one, as well as updating it to 1.5?
The Blind One 24 Mei 2024 @ 7:53pm 
Whats the difference between this and Power Tab 2? (aside from the 1.5 compatibility, there's also a Power Tab 2 temporary 1.5 version)

So ... ? Whats the difference?
Mersid  [pembuat] 13 Apr 2024 @ 10:25pm 
Updated to 1.5
Mersid  [pembuat] 24 Feb 2023 @ 1:16am 
I'm not sure, @Lama man. I don't play with multiplayer mods, though I don't see why it shouldn't.
Lama man 21 Feb 2023 @ 5:51am 
is this multiplayer mod compatible
Nevar 1 Nov 2022 @ 9:28am 
Thank you very much
VelxraTV 31 Okt 2022 @ 11:10pm 
Thanks for updating!
Mersid  [pembuat] 31 Okt 2022 @ 10:29pm 
Ok, it's updated to 1.4. It's not the version I'm running right now, so if something isn't quite working please let me know!
Mersid  [pembuat] 30 Okt 2022 @ 12:26pm 
I'm rather busy now due to school, but hopefully it should clear up in the next few days (or week, if it comes to that). Sorry! I'll try to see if I can get something out when I can.
Paleomammalian C 29 Okt 2022 @ 11:33pm 
i cant wait
Theta 24 Okt 2022 @ 10:26am 
thanks!
Mersid  [pembuat] 22 Okt 2022 @ 4:04pm 
I'll try to find some time and push an update for 1.4 in the coming days or weeks.
VelxraTV 21 Okt 2022 @ 1:49pm 
Please update to 1.4
alprk 26 Agu 2022 @ 3:07pm 
Amazing thanks, really needed this
Jeremie 20 Agu 2022 @ 11:14am 
seems like its slow down game when selected a use power items when i have thousands of Consumer.
can we set the dynamically update frequency to avoid negative performance effect ?
( i use 1.3k of "Nano Repair Wall/ Nano Repair Door" items from the MOD: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1298507261
D'Car 1 Agu 2022 @ 3:12pm 
Been looking for something like this for quite some time. It's great and I'm gonna use it for the forseeable future.

Minor bug: It thinks shield generators (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2540563802) are producers instead of consumers.
Seanbeag 3 Jul 2022 @ 5:14am 
Great mod. Exactly what i needed.
King Arkane 27 Apr 2022 @ 6:30pm 
is there a way to track the solar roofs from Raise the Roof 1.3 in the tab?
star 23 Apr 2022 @ 12:23am 
Thank you! It works correctly now.
Mersid  [pembuat] 22 Apr 2022 @ 1:14pm 
@star Yeah, I hard-coded that particular text for simplicity. If there's demand for adding translation, I'll look into how to add that. As for the crashed ship reactor, I pushed a patch that should hopefully fix it; please let me know if it doesn't or something else broke!
star 21 Apr 2022 @ 10:55pm 
Words "Consumer", "Battery" and "Producer" are not translateable.
star 21 Apr 2022 @ 10:53pm 
Сrashed ship reactor from the mod Crash Landing is counted as consumer despite it "consumes" (gives) non-negative energy (+4000W).
Blaine 11 Jan 2022 @ 10:13am 
@Mersid Got it! Thank you :steamhappy: Very useful Mod!
Mersid  [pembuat] 10 Jan 2022 @ 6:10pm 
@Blaine Select a power item (generator, consumer, table, lamp, cable, etc.), and it should show up as a tab, like the art tab, or the resource filter tab on a stockpile, or something along those lines.
Blaine 10 Jan 2022 @ 5:13pm 
I can't seem to locate the power "Inspector Tab"? Am I just being dense, or is it hidden somewhere?
Signal 19 Des 2021 @ 7:27pm 
Thank you so much for this. I was looking at my base and asking, "where is all my power going?", so I went looking and found this gem. Just what I needed.
Jaggid Edje 24 Sep 2021 @ 9:01pm 
I'm pretty new to Rimworld and as my colony has gotten larger I have kept thinking "Main, I wish I had a way to get a summary of my power supply and useage." So I went looking for a mod for it finally.
And I found this! Thank you for sharing your work with the community.
Mersid  [pembuat] 9 Agu 2021 @ 11:44am 
Thanks for letting me know! Turns out it's because of how the nuclear reactor is defined in VFE's code. Despite being a powerplant, their CompPowerPlantNuclear subclasses CompPowerTrader instead of CompPowerPlant. I'll push a patch for that, as well as some other stuff, when time permits.
Ferchu 9 Agu 2021 @ 8:28am 
Hi @Mersid, the nuclear reactor (Vanilla Furniture Expanded - Power) is listed in the category of consumer.
One question, is it compatible with Rimatomics?
Mersid  [pembuat] 7 Agu 2021 @ 12:00pm 
Yeah, you should be able to just fine. The mod shouldn't add any data to your save file, so there shouldn't be any issues with removing it afterwards, if that is what you want.
Windows XP 7 Agu 2021 @ 9:22am 
Can I both add and remove this mid-save without problems? I just want to see how in the fuck my low-tech base has 2 wind turbines, a solar panel, a chemfuel generator yet can barely power a few heaters. What's using all the juice?
Mersid  [pembuat] 1 Agu 2021 @ 1:36pm 
Yeah. I wrote the mod under the assumption that nobody keeps electrical items selected for any decent period of time :P
Pee Warmer 1 Agu 2021 @ 8:09am 
game lags a lot if any electric powered object is selected
Mersid  [pembuat] 29 Jul 2021 @ 3:59pm 
No idea! Try it, find out, and let me know!
PhoenixDIE 29 Jul 2021 @ 3:30pm 
Awesome mod, thanks man. just wondering if you know if it conflicts with power++?
Highlandman 29 Jul 2021 @ 2:10am 
Thanks for the update!
lol 28 Jul 2021 @ 12:39pm 
This mod is great. Thank you!
The Blind One 28 Jul 2021 @ 12:26pm 
ahhhh hell yeah, electrify me man!
hoia 28 Jul 2021 @ 11:17am 
@Highlandman, don't worry, happens to the best of us ;)
Highlandman 28 Jul 2021 @ 10:32am 
@hoia I didn't see the request below, did not mean to be that guy. :P
Mersid  [pembuat] 28 Jul 2021 @ 10:08am 
Mod is updated. I've hopefully fixed the issue with some mods/items causing this mod to break. I've also modified the UI slightly and made the items sort based on their power use/draw. Let me know if anything is still broken and I'll try to take a look at it later! :)
hoia 26 Jul 2021 @ 1:28pm 
@Highlandman author says it will, might take a wee bit. stay patient
Highlandman 23 Jul 2021 @ 9:58pm 
Good day. Will this mod be updated for 1.3 patch? Many thanks.
Sannestia 21 Jul 2021 @ 2:25pm 
@Mersid - Like I said if you have trouble finding it, feel free to give me a friend request temporarily and I can talk you through it. I also have a few friends who develop Rimworld mods regularly so if you need any pointers I would be happy to introduce. Best of luck, hope you're doing well ^^
hoia 21 Jul 2021 @ 12:18pm 
That's good to hear, thanks for getting back to me!
Mersid  [pembuat] 21 Jul 2021 @ 10:52am 
@Rovalen: I'll investigate this later, when I have the time.
@Teemo: That's odd, but I can confirm. I'm working on a patch that should hopefully help.
@Sannestia: Neat! Never heard of that mod, but it seems interesting!
@Hoia: I'll try and push out an update in the coming days/weeks. I'm rewriting the codebase for this mod, and trying to implement a method of getting the power use/production of buildings from all mods, to fix the numerous bug reports of modded buildings breaking the mod.
hoia 21 Jul 2021 @ 10:35am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)