RimWorld

RimWorld

Power Tab 2
78 Comments
Nite 30 Jul, 2024 @ 11:28pm 
Sun lamps are *still* broken, nullifying a major use of this mod. The one discussion on this seems to have been largely ignored?
Mlie 22 Jul, 2024 @ 10:44am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
NuanKi 20 Jul, 2024 @ 9:58am 
Yep, still works fine, but using the "Power Management" from [/url] Colony Manager[/url] is more visual and better to understand, but you need a persona core for the "automatic bench"

But i still use both of them
Flamangos 8 Jul, 2024 @ 11:14pm 
Works perfectly after a 100hr playthrough
Kotobike 18 May, 2024 @ 6:41am 
update mod Power Tab 2 to 1.5
at the request of the author the mod will be removed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3249121693
Latex Santa 12 May, 2024 @ 2:30am 
Alright, I'll update a local copy of this mod to 1.5 for my own use
I am no longer allowed to be a whiner about simple stuff that I can very well do myself.
ubergarm 11 May, 2024 @ 11:31am 
Yeah, seems to work fine in even for MultiPlayer testing in my MultiNomaly modpack for 1.5. It does throw some debug log errors occasionally when closing the power tab, but it doesn't cause desync or gameplay issues that I can tell.

Owlchemist makes high quality stuff! Thanks for your efforts!
Espiovvv 11 May, 2024 @ 3:56am 
Nice, works perfectly fine in 1.5.
Ender's games 29 Apr, 2024 @ 11:11pm 
It works fine for me.
Three 29 Apr, 2024 @ 1:51pm 
Is it safe to use this in version 1.5? :guard:
Hoki 26 Apr, 2024 @ 3:47am 
if its just a version mismatch issue theres no need to fork it.

in case the error it throws annoys you just make a local copy of the mod and adjust the "about" file to include 1.5
Lil Kitty Girl 24 Apr, 2024 @ 6:21am 
The mod author has been busy lately. I wouldn't count on this mod being updated until they have some free time or someone forks it.
dysaster 19 Apr, 2024 @ 6:55am 
1.5 please
Endorsi 15 Apr, 2024 @ 4:36pm 
Just to confirm - this works totally fine on 1.5, only issue I've seen is the version mismatch :)
Ender's games 14 Apr, 2024 @ 4:25am 
@gunnshFF

Totally true. Go to the mod folder under Steamapps, make a copy (I guess rename the folder works too) of the 1.4 folder and paste it as 1.5.

Works (so far) like a charm
GunnshFF 13 Apr, 2024 @ 8:19pm 
Manually change 1.4 to 1.5 in mod dir, works perfect
Pos 4/5 1 Apr, 2024 @ 11:34am 
I love this mod a lot! Is it going to be updated to 1.5?
Mersid 1 Nov, 2023 @ 5:58pm 
@josh.w.howe Source code is at {LINK REMOVED}
josh.w.howe 25 Oct, 2023 @ 6:52am 
This looks awesome. Would you be willing to share the source code? I am looking to build a power mod of my own. I will definitely give you credit if I ever actually build it and if it is any good.
Choppa Chom 14 Oct, 2023 @ 3:20pm 
You have no idea how much I needed that, thanks a lot
Robob 29 Jun, 2023 @ 5:31am 
For future features a 24h chart would be nice,to check day/night power loads
TJawn McJawnnell 28 Jun, 2023 @ 10:46am 
I have a feature request: Can you add a line that shows the difference between Consumer and Producer numbers? It would be a quick way to see where you're at in total, and adjust accordingly. It's easy enough to just mentally subtract Consumer from Producer, it would just make it a little quicker to glance. Maybe even a way to have that number somewhere on the main UI without having to find a power tab?
SunGod 16 May, 2023 @ 6:26pm 
God bless you.
Angrysquirrel 2 May, 2023 @ 10:04am 
Awesome mod. Just subbed. I couldn't figure out the default available power draw and power available explanation from rimworld, so this is much better!
Amateur 23 Apr, 2023 @ 8:00am 
Great job! I wish I'd fix my bugs such swiftly :)
Owlchemist  [author] 18 Apr, 2023 @ 11:03am 
v2.0.4
- Fixes an oversight: the code was asking for Harmony, except it didn't actually use it for anything.

---

@Amateur - should be fixed now, whoops! heh
Amateur 18 Apr, 2023 @ 10:00am 
Solved :) It does require Harmony
Amateur 18 Apr, 2023 @ 4:24am 
Could somebody help please?
Doesn't work for me with lost tribe colony. Worked fine with crashlanding. This is only mod I use, and (ofc) I already learned electricity.
Winterbloom [✚] 16 Apr, 2023 @ 8:02am 
@guccio the community rules honestly should be ignored, aside from a quick sort you ALWAYS need to manually move things around because some people who submit their own rules for rimpy end up having mods before their dependancies and worse.
RichieDon 12 Apr, 2023 @ 11:22am 
Great mod, as always! Thanks for all your hard work!

Is it CE compatible? ;)
すし🍣 10 Apr, 2023 @ 12:47pm 
Nice mod as always!
Owlchemist  [author] 10 Apr, 2023 @ 6:31am 
@Guccio regarding rimpy (which you commented on my other mods as well), That's not how that works. Any mod order specifics that I'm aware of would have already been specified in the about.xml file which rimpy uses.

The community crowdsourcing handles any load order specifics that I'm not aware of though.
Three 10 Apr, 2023 @ 5:46am 
Just subscribed to this interesting mod. :HKIndustry:
I hope you let the RimPy team know what order it should be loaded in. :floppy:
Thanks for the great job. :steamthumbsup:
TARDIS 8 Apr, 2023 @ 11:01am 
Can you make the indicators change dynamically? I mean, at the moment all the indicators on the tab are static and only change when you open tabs or close and reopen a tab.
Rips 6 Apr, 2023 @ 6:59pm 
Really great simple QoL mod that should be in the base game.
Blonc 31 Mar, 2023 @ 11:18am 
Owlchemist my beloved
Black Adder 30 Mar, 2023 @ 8:43am 
This looks great! May i request a UI change? It would be wonderful to have a budget like breakdown with Consumers and producers next to eachother and ranked by total amount in both categories and a quick current result shown at the top of the chart. This would give you a quick overview and the ability to quickly assess the current draw sum and delta between the two categories.

IF you could make this mod dependant on a certain building or access it through a pawn using a certain table, that would be amazing. Would love to see a command center like function <3
Kayedon 29 Mar, 2023 @ 5:51pm 
0/10 not called "Powler Tab" terrible. :steamsad:
gravy 29 Mar, 2023 @ 5:12pm 
you're the most yes 'yes' I've ever yessed
Bambaryła 29 Mar, 2023 @ 6:55am 
you may consider compaitbilty with repowered to allow to view (Current/Max) usage.

otherwise, top notch work as always
Superfly Johnson 28 Mar, 2023 @ 9:37pm 
POGGGG
Bardez 28 Mar, 2023 @ 6:19pm 
@IamWatro you're thinking of antimatter annihilation. And I agree, its power instant flick monitor should be a standalone mod.
Kupie 28 Mar, 2023 @ 2:50pm 
Holy shit another owlchemist mod, done to perfection.

If there's any mods that I believe would be in a rimworld update as a vanilla feature, it'd be your QoL mods!
Twilight 28 Mar, 2023 @ 1:19pm 
Great Mod! Minor quibble any chance of getting some means to sort the display alphabetically? Appears to default to total power (which is certainly useful in some circumstances) but in a late game colony with tons of benches\turrets\lights\etc if I was curious of a particular device types consumption unless if its a major one its a fair bit of scrolling to try and find it. If sorting doesn't work perhaps maybe the device type you have selected when you open the Power Menu the view starts at that item in the list?
JageriuS 28 Mar, 2023 @ 1:33am 
Great! I wasn't using this mod because of the overhead. Owlchemist absolute chad as always. And thanks for Compilatron as well for the mod!
cptnoname 28 Mar, 2023 @ 12:02am 
Owl, you're awesome
Kar_Root 27 Mar, 2023 @ 8:50pm 
Great QoL mod once upon time,even better now :steamthumbsup:
IamWatro 27 Mar, 2023 @ 6:31pm 
There was a mod in 1.2/1.3 that added a "Power monitor" of sorts that did this. Unfortunately I didn't like that mod at all for it added weird other mechanics that weren't compatible with a bunch of mods. Thank you @Owlchemist for making this it's own separate thing. works like a charm and helps level out power early game!
Offutticus 27 Mar, 2023 @ 4:58pm 
Okay. I didn't realize the manager desk wasn't part of Vanilla. It is from Fluffy's Colony Management mod. I'll remove it and put this one in.
Offutticus 27 Mar, 2023 @ 4:05pm 
In my current colony save, I have done nearly all the research, including the manager's Power Management. I installed this mod to get a better look at what uses how much. However, after installing and loading the save, the management desk gets an "Empty Workbench" notice, as if it has no bills established. Which it doesn't have any bills to fill. Is it possible because I already did the power research?