RimWorld

RimWorld

[FSF] Power Generation Multiplier
15 Comments
FrozenSnowFox  [author] 20 hours ago 
@Hippo ♫
Ah I had that on my to do list for a while. I'll see about adding it later.
Hippo ♫ 20 hours ago 
I only want vanometrics to be buffed, since you aren't updating the old vanometrics mod, would it be possible to have separate sliders in this mod?
FrozenSnowFox  [author] 2 Jul @ 6:37pm 
@boldface
Personally I've been using a 2x multiplier and that seems to feel pretty decent. Although you might need to a bit higher depending on your power generation method and how heavily you spam power heavy items.
boldface 2 Jul @ 6:33pm 
Thanks for your mods--trying this in lieu of your old efficiency and VPC mods. Do you recommend a multiplier to approximate the experience of using your old mods? I was guessing ~2.5x, but am not sure.
Jazuke Taizago 8 Jun @ 1:32pm 
No. I have been testing things now, and after Disabling this and the other one, the Tweaks one. The problem remains. It is not your mod.

None of my Mods have changed other than having added yours. The only thing i can think of, is that one of the Mods, was updated and is causing all these problems.

I apologize for blaming your Mods when it was not either one's fault. Take care!
FrozenSnowFox  [author] 8 Jun @ 1:25pm 
@Jazuke Taizago
Its a simple xml patch mod that specifically targets the node for power generation. It can't cause issues like that. It sounds like there's some severe issues with your mod list.
Jazuke Taizago 8 Jun @ 10:51am 
Unfortunately. This mod causes Models to have severe Errors, and disappear. And cause significant FPS drops all over the place.

Playing with lots of Mods, of course. So it is not impossible something wen't very wrong somewhere. But i have no idea without hints towards Compatibility possibilities.

I will try the Tweaks ones. Perhaps that works without problems.
FrozenSnowFox  [author] 27 Dec, 2024 @ 1:51pm 
@Rapturous
People have always tried to reduce power requirements so they don't need to build massive sprawling power networks. Whether this is by reducing the cost on individual items, turning off production benches or building high output power generators. If you want to build aesthetically or you use a lot of mods the power costs get very high.

I myself have tried various ways to combat the power usage and I've always felt the base output has been very low. Eventually I realised I should just increase the overall output of power sources to what I think is a more acceptable level. Personally I set the multiplier to x2 which gives double the output and I think is a nice middle ground.
Rapturous 27 Dec, 2024 @ 10:03am 
I'm curious what necessitates this mod. Not trying to make a slight or hate on it, genuinely curious what mods are being used that are drawing more power than can be produced. Pretty cool though, might use it for the battery aspect just as a QoL option. :steamthumbsup:
FrozenSnowFox  [author] 21 Dec, 2024 @ 1:29pm 
@crafty1983
Yes its safe to add or remove mid save.
crafty1983 21 Dec, 2024 @ 9:02am 
Mid game safe?
blackkanye 21 Dec, 2024 @ 12:10am 
So true new bestie. Need to remember to use one of mine in future releases. Cool mod. Doing stuff on a global multiplier is something I both didn't think of, but also surprised wasn't a thing
FrozenSnowFox  [author] 21 Dec, 2024 @ 12:05am 
@blackkanye
Knife ears are the pinnacle of genetics.
blackkanye 21 Dec, 2024 @ 12:00am 
Hello fellow knife ears enjoyer
FrozenSnowFox  [author] 20 Dec, 2024 @ 9:22pm 
With the release of this mod I am discontinuing my mods Efficient Utilities and Improved Vanometric Power Cells. I feel this mod is a much simpler and more compatible way to handle power generation issues rather than tweaking individual items.

Currently the Power Generation Multiplier also affects Vanometric Power Cells. I don't see this as an issue but if people really want different multipliers between normal power generation and Vanometric Power Cells I can add an option in the future so Vanometric Power Cells can be tweaked separately.