RimWorld

RimWorld

Mech Recharger Standby Mode
25 Comments
SpeedyCat 24 Jul @ 11:14am 
still showing 200w draw even when not in use by mech.
Fette Sandratte  [author] 24 Jul @ 6:24am 
Updated to officially support 1.6 :)
ferny 21 Jul @ 6:46am 
Works perfectly in 1.6
Suniver 19 Jul @ 9:40am 
Would love to see an update for 1.6. If you have time and did not stop modding RimWorld mod author =) In both cases have a great day !
Draegon1993 11 Jul @ 9:19pm 
This mod is an absolute must-have for mechanitor playthroughs. Will it be updated for 1.6 by any chance?
Fette Sandratte  [author] 7 Jul, 2024 @ 2:51pm 
@Richex I probably commented before steam was done verifying the new mod version. Sorry for the confusion.
Richex 29 Apr, 2024 @ 3:33pm 
Now its working, thx :)
Richex 28 Apr, 2024 @ 12:06pm 
Game not recognize to 1.5 (and u changed the version number? Because is yet 1.0.2 so i dont know if steam downloaded correctly or not (i unsubscribed and subscribed again two times))
Fette Sandratte  [author] 28 Apr, 2024 @ 3:24am 
Updated for Rimworld 1.5
Fette Sandratte  [author] 8 Feb, 2023 @ 7:09am 
New Version 1.0.2
- Fixed info panel displaying incorrect power consumption
Fette Sandratte  [author] 8 Feb, 2023 @ 6:45am 
@Spesh Thanks for the report. Apparently one of the recent minor Rimworld updates broke the power consumption displayed. It still correctly draws 40 W but the info panel displays 200 W (you can check if you build a single recharger and a power generator. The power available displayed on the generator is it's own power minus 40 W for the charger).

I'll see if I can get the display fixed. The mod is still working in the meanwhile - your chargers will draw reduced power when on standby.
Spesh 7 Feb, 2023 @ 3:08pm 
I removed all mods, just had this one enabled, made a new colony and used dev mode to make a small recharger. it still cost 200w to run with nothing using it
Enduriel 16 Jan, 2023 @ 9:53am 
Doesn't work for me either, maybe something like Turn it on and Off - Repowered? I'll try and figure it out at some point
Fette Sandratte  [author] 5 Jan, 2023 @ 8:39am 
Hmm nothing I can see log. Might be an unknown incompatibility with one of the other mods. If you want, you could try to figure out which mod is causing it.

Steps for that would be: Start a new game with only vanilla, biotech and this mod enabled. Build a recharger (devmode is fine) and confirm that it only consumes 40 W while inactive. Save the game and enable a bunch of mods. Load the game and check the consumption. Repeat that until you found the bunch of mods that caused it. Then disable them again and add them one by one to find out exactly which mod is causing it.

Without knowing which mod causes it, chances are sadly pretty low for me to figure out what's happening.
Maty the Fluff :3 4 Jan, 2023 @ 4:38pm 
The mod is not working for me :c Any idea what could be the problem here?
https://gist.github.com/bec5d921e51545e6c3a14934f40a5e3f
Apraxas 16 Dec, 2022 @ 4:09am 
I'm very satisfied with this mod. If you use big power mods like Rimefeller or Rimatomic, power is not much of a problem but it is a pain if you don't. This really should be in basic vanilla game.
Fette Sandratte  [author] 16 Dec, 2022 @ 1:57am 
New version 1.0.1
- Added compatibility support for MechSupercharger mod by rselbo

Note: MechSupercharger has mod settings to set the supercharger idle consumption. Therefore this mod does NOT change the idle consumption of superchargers (this mod only affects the base game chargers).
Fette Sandratte  [author] 13 Dec, 2022 @ 11:50am 
Hey, I can try when I get a moment @Victor
Victor 10 Dec, 2022 @ 7:27am 
Jukecalla 26 Oct, 2022 @ 10:02am 
@[DKS] Killaim mechs can already turn off, with the dormant self-charge state
[DKS] Killaim 25 Oct, 2022 @ 11:11am 
Thank you.
Is there a mod for the mechs themselves to turn them "off"

i see they will use power regardless of what your doing with them. Would be neat with a "Stand still, do not use power"

perhaps even add a start up time for them if you want to turn them back on.
Ultimoos 25 Oct, 2022 @ 12:58am 
Don't worry about it. My mod folder is so heavy that I have to pay attention to size of new files now ;)
Fette Sandratte  [author] 25 Oct, 2022 @ 12:30am 
Oh, that's my bad. Thanks for the note @Ultimoos. The uploaded version included the source code, version history and the screenshots+video for the workshop page. Updated the mod to only include the necessary files (~30 kb). I'll improve my mod set-up to make sure this doesn't happen again.
Sleezy Cabbage 24 Oct, 2022 @ 7:25pm 
wait yeah that is funky, never notice that stuff usually?
Ultimoos 24 Oct, 2022 @ 2:53pm 
Something does not seem right. Why is this over 9 MB?