RimWorld

RimWorld

Circuit Breaker
40 Comments
blues  [author] 8 Jul @ 10:01am 
Hi, @Rudi Gauss. Uninstall the "Circuit Breaker Retexture" mod until it gets updated for the new version.
Rudi Gauss 8 Jul @ 10:00am 
The circuit breaker texture is 3x3 tiles big.
blues  [author] 7 Jul @ 11:03am 
New update;
- Circuit breakers come with 10 fuse clips. After 10 triggers, they break down and require repair.
- Single shot fuses for cheap & early game.
- Mod customisation menu with lots of settings.

I’ve tested everything myself, but if I missed something, feel free to report bugs.
blues  [author] 13 Jun @ 2:59pm 
1.6.
C0lin2000 13 Jun @ 2:27pm 
1.6?
blues  [author] 29 May @ 1:06pm 
@尋千, @MangoCobra enjoy:)
MangoCobra 28 May @ 12:25am 
Love this, thank you
尋千 30 Apr @ 8:20am 
good mod:steamthumbsup:
blues  [author] 13 Apr @ 12:41am 
I'm glad to hear that, @turkler. Enjoy.
A few weeks ago i was making some upgrades for this mod. But my hard disk crashed and i lost that work, alongside some analysis data for my thesis. (I auto-sync all my important folders to cloud now.)
But i'll get there again sometime. We'll have more options and sauce, little by little hopefully:)
turkler 12 Apr @ 6:37pm 
just wanted to say, thank you so much for making this mod! it's my favorite short circuit mitigation mod by far
blues  [author] 17 Mar @ 2:04am 
Thanks, @CheeseWheelGuy. I hope to have such free times again some day:)
CheeseWheelGuy 15 Mar @ 8:45pm 
blues, if nobody else has told you this, let me be the first. you don't owe the short circuit overhaul enjoyers a thing. if you've better things to do than code for a hobby, do it. by all means. do what's important to you first, then come back once your inspiration or will to mod returns. we'll understand.
BenjiTheHunted 25 Feb @ 8:52am 
COOL
Johnny 23 Jan @ 6:18am 
Understandable! modding is just a hobby, wish you the best with your studies and looking forward to any future updates
blues  [author] 22 Jan @ 11:59am 
thanks johnny. i really want to add complexity and more fun to this mod alongside with my other mod ideas. but my mind and time is occupied with my thesis studies for at least another few months.

i have free time, time to time, but these little times i tend to appreciate with shorter fun activities.
but this is still in mind somewhere. believe it:)

retexture mod is nice, makes me jealous, but it looks more like a power transformer box rather than a circuit breaker. maybe if i dare to add a power transformer into the equation in future, we'd talk about retexturing the retextures, who knows.
Johnny 21 Jan @ 12:47pm 
The circuit breaker retexture for this mod conviced me to try it, I always found RT's breaker to be a bit too simplistic, just pop it in wherever and forget about it, this though, it's perfect

Tho it would be cool to have some extra mod options in case I'm feeling a bit masochistic, like still loosing some battery power similar to RT's, or maybe just add weaker versions of the breaker that unlock early, and put the good one at a higher tech level.
blues  [author] 27 Nov, 2024 @ 9:43am 
i'm just cooling my head off from medical knowledge, but i'll go ahead and think with you.
- a primitive fuse, like a thin cable, costing just a steel, and being the weakest point of the circuit, for a controlled zztt, i mean, wire burns were not too big of a deal for me but... yeah maybe.
- i'd merge 1 and 2 :)
- auto power on, like nothing happened at all. by itself it'd be boring but maybe can be colourised with extra drawbacks. maybe a slight battery drain etc.
- premature trip, was one of my initial ideas as well. adding power transformers for the current management, if the current is not managed good enough, breakers would keep tripping...
- and something else i wanted to do is make something that works with fluffy breakdowns... non-maintained electric buildings causing more short circuits and extra damage etc.
well, maybe someday...
CTH2004 27 Nov, 2024 @ 9:22am 
well, I'll go assume you will eventually improve it. So, to keep it short I'll put the gist here, but do note I have more detailed information

1. primative fuses: a low tech version that will destroy itself, and due to poor design (useing wood as a resistor? idk, something "primative"), it has a chance to start a fire (at least you can control where the fire is...)
2. fuses: a low tech version that completly destroy themselves
3.circuit breaker: what you have
4. advanced circuit breaker: if it's connected to a cable, it will auto-reset. Basically, it's a switch that a conduit goes into, then goes out of. However, one of those "purple wires" (you know what I mean, right) can connect, and if it has power, it will be able to re-set it. So, might be good to have a separate power grid with no batteries...
5. more advanced one that has no power limit (see bellow comment)
CTH2004 27 Nov, 2024 @ 9:21am 
now the advanced one-
mechanic: load
basically, irl these work by looking at current flow. That means, if you are consuming too much power, it will trip even if there is no issue. If it's just barely above, it might take some time, but the more you put through it, the worse it gets.

So, the idea is: each one of thes OCDP (Over Current Protection Devices) (the official name for this group of devices, as well as surge protectors, GDFI's, and so on). has a "limit". If you draw more than that limit, they will either trip, or "melt" (so a circuit breaker could melt and act as a wire now, being useless).

However, if you split the power, it works. Let's say you are drawing 1.2 times the max power, puting 2 in will now be .6 times the max power.
blues  [author] 26 Nov, 2024 @ 10:23am 
I didn't answer to that question this fast. It was just coincidence.
I had a huge ton of ideas but doesn't seem doable with my time and mind state currently. Feel free to shoot. But i don't even feel like organising my ideas and writing them down, sorry:)
blues  [author] 26 Nov, 2024 @ 10:21am 
@CTH2004, yes, mod itself practically doesn't control battery drains or anything, batteries doesn't drain or explode because they simply are just disconnected.

My initial plan was to have settings for this mod as well, drain amount, explosion risk etc, like in the previous mod that i did for RT Fuse, but my time and mind is very busy with my phd thesis currently.
This mod is simply the draft i was holding back to improve, but felt compelled to release as soon as possible since old mod's users was asking for update. Maybe i can have time to improve on later. I like the interest so far though. And open to suggestions. Short ones;)
CTH2004 26 Nov, 2024 @ 10:20am 
warning: today I seem to be struggling with phraseing things, so this comment (and really all I've put here) aren't that well written. Especially this comment you are reading right now

oh, quick question. Do you plan on makeing an ideas (or suggestions) discussion? if so, i'll wait for it to put my idea. if not, would you like me to make one for you (drawback is that you can't edit the first comment to put plans.

For instance, if you make it, you can put planned features (at least major ones), so people don't suggest already planned things.
CTH2004 26 Nov, 2024 @ 9:57am 
" You can also check my answer to a similar question on the previous page."- uh, other page? hmm... good idea!

"@CTH2004, descriptions and the pictures."- I didin't quite get the difference. I got how this one works, and how the other works, but not the connection

"With this mod strategic placement matters, and batteries can save their stored energy. "- ah, I get it, RT's effectivly allows a specific object to break (or toggle), instead of breaking other stuff. Yours allows you to isolate them, meaning that it doesn't just controll the drain, but block cascades!

okay, I officially am changeing mods, sorry RT! (:

p.s. that gives me an idea. I would put it here, but when it reached 2 paragraphs...
blues  [author] 26 Nov, 2024 @ 8:49am 
@RowanSkie, that's nice thinking. Enjoy :)
@CTH2004, descriptions and the pictures. With this mod strategic placement matters, and batteries can save their stored energy. You can also check my answer to a similar question on the previous page.
CTH2004 26 Nov, 2024 @ 7:41am 
out of curiousity, how would you say this mod is different than RT's Fuse mod? I want to know before I decide to change or not
Rowan Skye 25 Nov, 2024 @ 5:10pm 
This can replace the switch I was using to isolate my RimAtomics nuclear power plant, nice.
blues  [author] 23 Nov, 2024 @ 8:42am 
Imagine the description pictures with "PPCs" instead of batteries; and "Turrets" instead of smelters. The results will be the same.

Circuit breaker is basically a power switch which turns off in case of a short circuit (Zzztt).
So when the switch is off, the connection in between turrets and PPCs would cut, until one of your pawns switch it on again.

This mod doesn't override any function other than the short circuit event, so there shouldn't be any incompatibility with anything, other than other short circuit mods, which is stated in the description.
Sir_Trollman 23 Nov, 2024 @ 4:08am 
I wanted to know if it would cause issues with PPCs and Turrets
blues  [author] 23 Nov, 2024 @ 3:30am 
I'd say pretty well, @Sir_Trollman.
Imagine the description pictures with a Rimatomics building instead of a smelter. The results will be the same.
Separating your nuclear reactors from power net with circuit breakers would increase your safety a ton, since cables normally can cause fires in case of a 'Zzztt'. So it's a good thing.
Sir_Trollman 23 Nov, 2024 @ 1:39am 
How well does it work with RimAtomics?
blues  [author] 22 Nov, 2024 @ 8:14am 
Thanks, @exiledfreedom. Enjoy :)
exiledfreedom 22 Nov, 2024 @ 7:01am 
This should have been in the base game. Awesome mod :)
blues  [author] 21 Nov, 2024 @ 11:23am 
You are welcome, @p20 hammerpoints. Whatever suits you best. Enjoy!
p20 hammerpoints 21 Nov, 2024 @ 11:18am 
@blues Thank you, I do like the idea of having to find an optimal way to organize things.
blues  [author] 21 Nov, 2024 @ 11:05am 
Thanks, @turkler, enjoy. Great job on your mods too!
turkler 21 Nov, 2024 @ 10:55am 
love this mod, thank you
blues  [author] 21 Nov, 2024 @ 10:17am 
RT Fuse is a great mod, so far my mod was about patching it, managing the battery drain. So there's that, RT Fuse does prevent explosions, but batteries will be emptied in case of Zzztt.

I liked that style so far, but i wanted to add another, realistic approach, to include more logic and also challenge to it.

Even though we all (have to) skip steps when modding, The logic behind circuit breakers is that, they are little wires, getting cut in case of power surges, preventing electricity to flow in wrong ways and damaging equipment.
This mod does only that, breakers cut the circuit, the rest happens automatically.
If the batteries are in the wrong side, they go uff; if they are in the safe side, they keep their juice.

So in my opinion;
+ RT Fuse: Accustomed, Simplistic, Less Risky
+ Circuit Breaker: Realistic, Challenging, Rewarding
p20 hammerpoints 21 Nov, 2024 @ 9:39am 
I'm not trying to be rude or anything, but is there anyway you can "sell" me on this? I'm currently using RT Fuse and have been for awhile, but this one seems interesting, but I want to know what are the strict advantages (and disadvantages) this one has over RT. Thank you so much if you can help me out with this.
blues  [author] 20 Nov, 2024 @ 6:03am 
@Nishe, thanks for the kind words. Yes, the planning is the best part of Rimworld:)
I was planning for bigger theatrics, but this'll have to do for a while.
I was not very satisfied with the texture as well, and i'll probably update it later. And of course, you can do a retex. Also you can send me a link, and I can put the link up here too.
Nishe 20 Nov, 2024 @ 1:19am 
I really like this implementation. Seems like a slightly more elegant solution than RT fuse, and it requires some planning in terms of where you place the breakers which is cool. Btw, would you mind if I do a little retexture of the circuit breaker?