RimWorld

RimWorld

RT Fuse
865 Comments
netzone23 4 hours ago 
Life and Job always come first but when ever you get a chance to update the mod I just want to say Thank You! Your mod saved me from countless explosions and fires.
I'm sure the thousands of people who use this mod would thank you also.
ForgeTec 6 hours ago 
fires in space to zzzt are pain (great mod looking forward when update happens but yes real life first )
Genyatron 13 hours ago 
Yes, life comes first always. Take you time and thanks for your work.
Pepe 16 hours ago 
Yeah, it can be hard to keep updating if you feel pressured at all. You're cool for responding and for this mod. Thank you for your work and take your time :KneelingBow:
DrSarcasmo 22 hours ago 
@Ratysz Yes, life and job do come first. Thanks for supporting the mod up until this point, and thanks in advance for when you get around to updating it to 1.6!
Ratysz  [author] 11 Jul @ 3:30pm 
Patience. Life and job come first.
oscarmdsh69 11 Jul @ 1:38pm 
1.6 update coming?
K3rnelPan1c 11 Jul @ 12:41pm 
1.6 please
be_cracked 6 Jul @ 1:14am 
For anyone wondering: This currently does NOT work in 1.6. The error suggests to me the header of the "GenExplosion.DoExplosion(...)" function was changed.
SghHanzMullerSW 5 Jul @ 5:41am 
this mod is a must have when rimworld goes to 1.6
Cristi 99th Hell Company 24 Jun @ 7:31am 
please consider updating this to 1.6 , thank you!
Nicoman 28 May @ 2:26am 
@0。0 nice tip. Integrated into my own local version of the mod.
Monkey Magic 20 May @ 4:49am 
@o. 0 stated you would be better off adding those flags, because your research tab doesn't have a sub heading or description, it results in a weird black bar popping up when switching tabs. It's not game-breaking, but it is kinda distracting
0。0 1 Apr @ 3:31am 
ResearchTabDef need two Tags
<generalTitle></generalTitle>
<generalDescription></generalDescription>
Brandon12340987 1 Mar @ 1:47am 
after the wall light mod is no longer essential, this mod will become my longest subbed mod. i really appreciate that this has been maintained all these years
WiseArkAngel 28 Feb @ 4:22pm 
@Ratysz There's a special battery in the mod used to power special weaponry, but it also experiences the ZZZT event.
Ratysz  [author] 28 Feb @ 4:15pm 
@lessar-dog: I'm not sure what's this about RimAtomics, but in vanilla RimWorld your cables could always explode, with or without installing RT Fuses. What the fuses do is prevent that explosion (as long as you have enough to cover your battery capacity).
lessar-dog 27 Feb @ 2:00pm 
can anyone explain what the use for this mod is besides that it is needed for rimatomics, i don't really see what i would benefit from when adding a fuse that adds the ability for my cables to explode
WiseArkAngel 21 Feb @ 5:00pm 
This mod is required with Rimatomics. Legendary Mod.
[+| CL rautamiekka 7 Nov, 2024 @ 3:48pm 
@XxN1GHTMAR1SHDEM0NxX

Bullshit, not worth the trouble.
=>PR<= XxDEM0NIKSxX 6 Nov, 2024 @ 6:27am 
You sigma. Leave batteries. Just use generators boi.
High ping Batman 15 Sep, 2024 @ 7:40pm 
yeah the batteries were outside i'm the rain, i'm really sorry to have bothered you dude, i don't know why i didn't realize it, thank you very much for the mod.
Ratysz  [author] 15 Sep, 2024 @ 7:23pm 
@Batman: The short circuit event doesn't actually blow up the batteries, only the cables, so whatever it is it's probably not that. Are you leaving your batteries outside in the rain? Are the batteries from a mod? Do you have other mods that might be affecting the short circuit event?
High ping Batman 15 Sep, 2024 @ 8:26am 
i'm having the issue where the batteries still are exploding despite there being more circuit breakers than batteries they are all connected to each other as i can see each other and every battery is touching at least one circuit breaker.
Rovalen 15 Sep, 2024 @ 5:37am 
@Batman fuses don't prevent the event, they prevent the explosion and fires if you have less than or equal to 1800Wd per fuse of energy stored in a network.
High ping Batman 14 Sep, 2024 @ 4:15pm 
hello sorry for the stupid question but im having trouble figuring out how fuses work, im putting circuit breaker next to the batteries but the zzzt event is still happening
Rovalen 1 Sep, 2024 @ 9:54pm 
@Emily seriously though, if you find the "immersion" this mod offers too expensive to the point of considering exploiting a random flaw in the game's code instead, just disable the Zzzt event altogether, why even bother?
Rovalen 1 Sep, 2024 @ 9:45pm 
@Emily wow I like exploiting my story generator for no reason lol

Btw that is only a thing because apparently normal cicruits are hardcoded to be the only def to be a valid target for the short circuit incident. Spaghetti monster at it again.
Emily 1 Sep, 2024 @ 7:57pm 
1.5 added hidden conduits to the base game which are completely immune to short circuits, so now you can completely avoid the random short circuit event by using hidden conduits everywhere instead of regular conduits, at the cost of a small amount of extra steel and build time (less than the resources and time it costs to research and build anything from this mod)
Rovalen 2 Aug, 2024 @ 1:09am 
Update: couldn't replicate the issue in devmode. Maybe the conflicting mod was updated, maybe it always has been a weird edge case.
Rovalen 1 Aug, 2024 @ 2:01pm 
@Ratysz: Yes and yes, literally right next to each other and to batteries.
The network is really basic - just 6 batteries in 2x3 next to a wall with cables, and 2 curcuit breakers on top. All roofed too.
My modlist is a bit on a chonkier side (364 mods), but I'm trying to keep it free of redundancies and things I'm not sure I need, so it's hard to even tell if there is interaction. My best guess is stuff like Tweaks Galore or TD Enhancement Pack causing some weird butterfly effects, but even that seems unlikely. The only thing I have that even remotely touches electricity is Device Standby , but I'm pretty sure I had no problem with it back in 1.4.
I'll see if I can reproduce this behavior and do some testing tomorrow.
Ratysz  [author] 1 Aug, 2024 @ 6:02am 
@Rovalen: Never seen that happen... Are the breakers on the same circuit? Are they both toggled on and not broken down? Could you post a sceenshot of your power network, with the breakers? Do you have any other mods that might be interacting with RT Fuse?
Rovalen 1 Aug, 2024 @ 3:46am 
Hi! Thanks for this mod, been using it since time immemorial.

I've run into a weird problem. When Zzzt happens, only one of my two constructed circuit breaker proc, and I get an explosion with 1800W-something worth of power that the second breaker was supposed to mitigate. That happened twice already, and it doesn't throw an error.

Any idea what might be the problem? Playing on 1.5
Ratysz  [author] 7 Jun, 2024 @ 10:51am 
@BlackWaterAquifer: Not every mod needs to be updated for every bugfix - those come out as patch version bumps for a reason. None of my mods needed to be updated, that's for sure.
BlackWaterAquifer 7 Jun, 2024 @ 8:04am 
That was a good explanation Svela. i do prefer to use mods that update with hot fixes, bug reports, and DLC updates so i do not get any game breaking bugs!
Svela 5 Jun, 2024 @ 10:23pm 
I embellished their words a bit, and I mean everything in a respectable manner, but please know I am not BlackWaterAquifer's representative and may not have perfectly interpreted their words. Just a random RW enjoyer passing by. :)
Svela 5 Jun, 2024 @ 10:22pm 
@Ratysz From what I understand BlackWaterAquifer just wanted to share their circumstances despite not being prompted to do so. Just like how I'm here explaining things despite not being prompted to. As such, you may freely ignore both of us at this current moment. Otherwise, below is my interpretation of BlackWaterAquifer's words:

I think what BlackWaterAquifer was trying to say was "I prefer to use mods that have updated after the usual hotfixes that usually go up after a major expansion. As such, I will not be using your mod, but I am very interested in using it. You didn't ask, but I felt compelled to share this. In the mean time, I do not have anything to tell you in regards to your mod breaking as I am currently not using it in the current 1.5 update. Regards."
Ratysz  [author] 5 Jun, 2024 @ 8:43am 
@BlackWaterAquifer: I still have no idea what are you talking about.
BlackWaterAquifer 4 Jun, 2024 @ 11:15am 
Hey OP, I have nothing for you unfortunately. For reference, i use mods that update around the time Tyan makes his hot-fixes to reduce the risk of any game breaking bugs.
Ratysz  [author] 28 May, 2024 @ 6:11am 
@BlackWaterAquifer: Gonna be waiting for a while unless you tell me what actually broke, if anything.
BlackWaterAquifer 27 May, 2024 @ 1:20pm 
Waiting for the updates due to the hot fixes by Tyan
[+| CL rautamiekka 24 Apr, 2024 @ 6:17pm 
@gigawattz

Same as vanilla, watt-days stored, and works fine with modded batteries in multiplayer (at least the one we use, but I imagine it doesn't really matter).
Watts Up 24 Apr, 2024 @ 1:15pm 
Does this work with modded batteries? And if so, are they handled by watt days stored or just number of batteries?
micmic25 22 Apr, 2024 @ 6:09pm 
Let's freaking go! Yes!
Moose_NL 22 Apr, 2024 @ 7:10am 
Thanks for the update! :happy_yeti:
Master Anuca 21 Apr, 2024 @ 9:43pm 
Appreciate the update, Ratysz :)
Renzor 21 Apr, 2024 @ 6:43pm 
thanks for the update, but letting you know this mod probably wont be necessary anymore... Assuming it's not a bug, hidden circuits cannot trigger the Zzzt event. The tooltip for them even says they're better but doesn't explain why, so I think the change is intentional.

Even still, thanks for this mod for such a long time!
gordon519 21 Apr, 2024 @ 5:43pm 
o7
DrSarcasmo 21 Apr, 2024 @ 3:06pm 
@Ratysz Thanks so much for updating to 1.5! It's greatly appreciated.
Ratysz  [author] 21 Apr, 2024 @ 7:31am 
@=IntelektualnyBeton=: Just you.