RimWorld

RimWorld

Vanilla Outposts Expanded: Power Grid
98 Comments
эвил заза 14 hours ago 
my goat
百里诗安 9 Jul @ 11:13pm 
my hero
[Zerg03] MrHydralisk  [author] 4 Jul @ 9:09pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
[Zerg03] MrHydralisk  [author] 30 Nov, 2024 @ 10:00am 
Solved the issue in discord.
[Zerg03] MrHydralisk  [author] 29 Nov, 2024 @ 6:50pm 
horseyzero, first of all for bugs/issues there is a proper thread in discussions. The second this is not the actual error, but just a link/reference to it. So this alone sadly doesn't say anything at all. Please provide full Log file in that thread and also explain there in more details how exactly it not allowing you to build it.

Overall there shouldn't be any compatability issues, since so far none was reported and it really hard to imagine what mod could even have something that will cause a problem. So we probably should figure out how to solve your problem with enough information.
horseyzero 29 Nov, 2024 @ 6:41pm 
I can't seem to build the outlet in my colony, which essentially makes the power outpost useless :(
It throws this error, but I'm not a rimworld modder in any way so I have no idea what it means.

Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 29400F00] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)

Is it an incompatibility error? I run a huge modlist so I wouldn't be surprised if so.
Suspumpkin/bonejokeguy 14 Sep, 2024 @ 2:03am 
this (and others) makes rimworld into a 4x game and im all for it :)
[Zerg03] MrHydralisk  [author] 14 Jun, 2024 @ 4:42am 
Beodyn, as long as it got solved in the end it good. Hope it didn't took too much time from you at least.
Beodyn 13 Jun, 2024 @ 7:31pm 
I figured it out, it was a ID10T error (I was the idiot lol)
Beodyn 13 Jun, 2024 @ 6:16pm 
The "Construct" button is there, and I've built 2 Watermills, its just the option for Power Transmission Towers does not appear. Now that I know that that is where its supposed to be, I'll do some trouble shooting on my end. Thanks.
[Zerg03] MrHydralisk  [author] 13 Jun, 2024 @ 4:36am 
Beodyn, if the button "Construct" on any Power Grid Outposts not showing, then it really strange and never happened before in few years at least. I did check it rn and it seems to be working on my end. Do you have any ideas of mods in your modpack that might removed Power Transmission Towers or maybe VOE:PG files got corrupted on your PC. Cause I not sure what else can even remove it. If the item itslef got removed from the game, then it should have send you an error in logs. If it didn't show any error, then it also possible that some other mod affecting UI for options and due to it you not seeing it. If you will find more info in logs or your modlist, send it in issues discussion thread, I will try to help.
Beodyn 13 Jun, 2024 @ 2:33am 
Hello, I couldnt find the answer in your bugs/issues or the Instructions, but I cant seem to be able to find the Power Transmission Towers. When I click the Construction button on my Watermill Outpost only the Basic Watermill and the Advanced Watermill are listed. (though I dont have advanced watermills yet, so the option is visible, but disabled.) Am I missing something in the UI?
[Zerg03] MrHydralisk  [author] 11 Apr, 2024 @ 1:41pm 
Update to Rimworld v1.5 out.
Port O' Geese 7 Apr, 2024 @ 4:53pm 
Thanks for the answer! I just built my first outlet so I didn't know how they worked yet, and yeah it seems like I just need two sets of outposts, one for each base.
[Zerg03] MrHydralisk  [author] 7 Apr, 2024 @ 3:39pm 
Still need to check what changes Power Grid new ver 1.5 and DLC might bring, which I haven't really had time for yet. Hopefully will be done with that right till it release.
[Zerg03] MrHydralisk  [author] 7 Apr, 2024 @ 3:37pm 
Port O' Geese, you create at least one Outlet in each faction base map. One outlet connect to one Power Grid Outpost. So probably you would need to have 2 Power Grid Outposts of same type or diff at least to power both maps, since rn there is no feature like spliting power line.

On the topic of other mods ig it more like I just never considered things related to Bad Hygiene, due to not playing with it yet iirc or if I did it was just ages before I started modding. So I will note that down just in case maybe for future.
Port O' Geese 7 Apr, 2024 @ 12:06pm 
Got back to RimWorld today and found out your outpost mods. They are what I always wanted ever since the initial mod got released! I would love to see more of these mods, and it would be awesome to get some tied to other mods as well (perhaps a water and sanitation mod that goes with bad hygiene, to get water for your faction, etc.?). I love building realistic cities, and using outposts as little satellite towns, so this mod is just my type of tea.

Anyways, I do have a question, before I forget: Has anyone tried this mod with multiple faction bases? I used to build two faction bases but I wonder how this would work out, if it would be like a 50/50 split with two outlets build, etc.
Tearous 12 Mar, 2024 @ 7:34am 
I see, thx.
[Zerg03] MrHydralisk  [author] 12 Mar, 2024 @ 7:25am 
Tearous, yes, some buildings have adjusted requirements for balance reasons.
Tearous 12 Mar, 2024 @ 6:47am 
What I built was a nuclear power outpost. I need construction level 8 to build a nuclear reactor in my colony, so I think these colonists should be enough. Have you adjusted the level requirement for the reactor in the outpost because it tells me it requires level 14.
[Zerg03] MrHydralisk  [author] 10 Mar, 2024 @ 2:46pm 
Tearous, total skill calculated by VEF mod code and seems to be working fine on my side rn. With neither VEF, nor this mod having any changes in a while, I will assume that it prob not the case of bug. Could it be you not looking at "Cumulitive construction skill" (which increase capacity based on total pawns skill), but trying to build something in Power Grid outpost itself and it require skill higher than lvl 9. Cause to build things in outpost you need at least one pawn that have enough skill on it own to construct new building. Just like how vanilla game require you to have one pawn with enough skill to build something in colony, instead of just checking sum of all pawns you have. If I wrong and you encountered issue related to Capacity, then please provide more info in Bug discussion.
Tearous 10 Mar, 2024 @ 12:05am 
I found that the skill level of the colonists was miscalculated. I have 4 colonists with a total of 28 building skills, but it says it is only level 9, which is the highest level among these people.
[Zerg03] MrHydralisk  [author] 14 Jan, 2024 @ 9:50am 
drsavagethe1, power line suppose to go from Power Grid Outposts straight to any map, that have outlet in it. There not much reasons to allow power transfer between outposts themselve, since they don't have use for any of it. Delivery logistics support mostly needed, if you want to auto refuel non-refuelable Power Grid like Chemfuel Powered.
drsavagethe1 14 Jan, 2024 @ 7:59am 
If using the delivery logistics add on too, can you have the power delivered to another outpost that then delivers it to the colony or does that only work with goods?
[Zerg03] MrHydralisk  [author] 5 Dec, 2023 @ 10:24am 
Emilie, modded, cause vanilla Rimworld doesn't have any Nuclear or Tidal power generators.
Emilie Sackenball 5 Dec, 2023 @ 9:19am 
what's the "M" means in some of the info images?
hamed91211173 30 Nov, 2023 @ 10:05am 
Ok thanks try to make them and post them for you
[Zerg03] MrHydralisk  [author] 30 Nov, 2023 @ 10:01am 
hamed91211173, let's move to Bugs/Issues discussion thread, cause I might need a full log and screenshot of how it look on your end.
hamed91211173 30 Nov, 2023 @ 9:52am 
done some testing by removing some new mods that add recently and even go back to a save before those mod and creation of the second outpost and even create a new save in quick test mode and still even with one outpost still getting the same problem

even done a test with no other mod only this mod and what it's needed the bare minimum still get the same problem after save and reload have the same problem
[Zerg03] MrHydralisk  [author] 30 Nov, 2023 @ 7:42am 
hamed91211173, is it happening only on current save or even after making new save after overload? Did you tried for testing make a new game and create power grid outposts there, to check if it maybe only related to that save. I did some testing and it didn't happen on my end with any amount of outposts. So it is kinda strange. I did released a small adjustment to check overload on save load, which maybe was related to this, so check if new ver still have same problem.
hamed91211173 30 Nov, 2023 @ 7:23am 
both of them every time save loaded
there is no problem until skill limit and give a latter of Overload power grid for both outpost
have a second base with one power cell outpost and that too give the same problem
it's possible to add back power in grid tab no structure destroyed
[Zerg03] MrHydralisk  [author] 30 Nov, 2023 @ 4:26am 
hamed91211173, multiplier failing to load on Power Cell or Wind Turbine?
hamed91211173 30 Nov, 2023 @ 4:04am 
hi have a problem dont know it's mod incompatibility or an update cause this
after adding second power outpost a power cell grid first was a wind every time game loaded terrain capacity multiplier lose it's effect and need to reactive the generators again it's only a nuisance when load the game and capacity work fine
when have only wind outpost this not happened so i dont know what causes this and cant find any problem in logs too or at least not show any only latter in after loading save
thanks in advance
[Zerg03] MrHydralisk  [author] 20 Oct, 2023 @ 7:15am 
ParasiticSquid, currently non-renewable power sources still in development, so neither chemfuel, helixien or nuclear plants supported yet. Compatability with Rimatomics currently mean only ability to use Rimatomics RTG in Power Cell grid outpost.
ParasiticSquid 20 Oct, 2023 @ 6:46am 
This work with chemfuel expanded or helixien gas expanded? Also description says rimatomics has support but how exactly does that work, do pawns just setup a self sufficient nuclear plant? Or is it something else?

Im mainly thinking about installing vanilla outposts expanded and some submods for the possible performance gain using outposts gives but I would like to know exactly what im getting into first. I saw a comment on your additional outposts mod that your ranches delete animals when packing them so im iffy on either this or that mod. Figured I would ask first before installing it on a new playthrough just incase
[Zerg03] MrHydralisk  [author] 19 Oct, 2023 @ 9:02am 
dizzle, there is an Instructions thread in Discussions. After finishing establishing a Power Grid you won't need to do any extra mangment, unless you would need to expand it more one day
okaydizzle on twitch 19 Oct, 2023 @ 8:51am 
so do i have to build the power plant and manage extra colonists at the plant or does it do it by itself? i havent played with this yet as i dont fully understand how it works
Jfluffy 18 Sep, 2023 @ 1:20pm 
Thanks for the pinned Instruction thread, I overlooked the Power grid outlet because it looked so similar to the Wall Socket from Wall Decorations.
BanDHMO 19 Jul, 2023 @ 8:17am 
Yep, original has mechanoid factory that theoretically can do a lot, but it is dependent on a large unrelated mod that I'm not going to install. Also I wanted to do anti-grain shells at a very high cost, and the original can't do that. The other outpost I have in that package is a satellite launch facility that does either silver inefficiently from commercial services, or puts up orbital bombardment satellites and gives you the control item, also quite expensive.
[Zerg03] MrHydralisk  [author] 19 Jul, 2023 @ 7:51am 
BanDHMO, Well, it possible to make every Outpost produce things from raw materials, I just not sure if amount of work (since it can require adjustment per each item and outpost) worth the result (it might end up a very niche mod for what it takes to make). Add to that original mod outposts itself would take a rebalance and deep redo just for that. Also you can just lower efficiency of production to compensate (like some parts of the skill goes to finding raw materials by outpost residents).So it not sure, if I will try making Rimworld into Factorio any time soon.

I had some plans for possible brewery related outpost in the past, didn't put it rn, since it not really pawn required type of outpost, so left till I try making new types of outposts, like was with Power ones. Munition Factory I didn't plan to make, since orginal mod had outpost related to producing factory things iirc. But ye, all input can be useful, so can just make a discussion in other mod to describe it.
BanDHMO 19 Jul, 2023 @ 7:33am 
Are you saying the plan is for the non-renewable plant outpost to actually consume fuel? Can that be generalized to the base production outpost too, so that it would consume one resource while producing another? That would be cool, since currently half of the outposts have to be hand-waved as "and they somehow also get all the inputs necessary", so you could live with just a restaurant and no farms, and somehow everyone in the colony is fed.

BTW, I've coded up a couple of outposts that I was previously suggesting: Brewery for beer production and Munitions Factory for mortar shells. Not used them enough in my game yet to share with everyone, but I thought I'd bring it up in case you are considering something similar and want to reuse an icon or code. Icons are just the stock production outpost ones with ammo/bottle on the side in place of the window. Just let me know if you want to take a look and I can put it up on fileshare somewhere.
[Zerg03] MrHydralisk  [author] 19 Jul, 2023 @ 5:46am 
Figured how to make custom delivery from Outpost to Outpost with new Vanilla Outposts Expanded: Delivery Logistics , so now I should be able to make non-renewable Power Grid Outpost.
事不过三兄ToumanRin 12 Jul, 2023 @ 2:24pm 
Fascinating!!
[Zerg03] MrHydralisk  [author] 12 Jul, 2023 @ 2:19pm 
事不过三兄ToumanLin, standalone ver of prisoner patch now available
事不过三兄ToumanRin 21 Mar, 2023 @ 8:31am 
Good, thank for your excellent work.
But may you split this function out of that mod? Cause there's so many outpost making me confused
[Zerg03] MrHydralisk  [author] 21 Mar, 2023 @ 3:00am 
事不过三兄Raven, original mod have issues with removing pawns like prisoners. I made a fix in my previous add-on VOE Additional Outpost, that fix it for any outpost (allwoing to put pawn right in existing caravan on same time).
事不过三兄ToumanRin 20 Mar, 2023 @ 9:34pm 
How can we move my caught prisoner?
BanDHMO 13 Feb, 2023 @ 8:30am 
TBH, I just stay away from solar/wind outposts, since there are usually much better options available that give constant power. On the main map hydro and geothermal have significant limits and downsides, being inconvenient to protect and limited in quantity, but stashed away in a power outposts, those downsides are gone, so there's no reason to tinker with solar and batteries.
BanDHMO 13 Feb, 2023 @ 8:26am 
If you want to make it simple, it can just be built into the solar outpost. Raise the cost for each new build of generation capacity by the cost of a battery. Then just make the outpost output a flat line throughout the day, varying the daily constant value based only on sunrise/sunset hour at the location, and brightness at noon to account for eclipses, fallouts, fog and such.

Because, let's be real, almost always you build solar you also build a battery. Maybe if you are making an indoor growing area.

Having a separate battery outpost has the advantage of working with multiple types of outposts, of course, but the tradeoff is complexity, since you'll need a way to connect outposts to outposts as well as to the colony, an figure out all the time how the power is split between consumers in the colony vs recharging the battery outpost, etc. Simpler is better, IMO.
Taz 13 Feb, 2023 @ 3:23am 
Man you're quick with responses. Awesome!