RimWorld

RimWorld

Power++
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] 15 Jun, 2019 @ 7:26pm
[FAQ]
1) Can i build several WPN or LWPN
Yes

2) Is it normal that the start and stop sequence of the STS is slow ?
Yes, the start sequence take 3h in game and the stop sequence 12h because any error in the sequence can result to very harmfull situation, the STS need to process a lot of data during these steps.
(In fact the real explication, is it's mainly to keep the mod correctly balanced and avoid player cheating).


3) Is it normal that always i activate the A.R.E.S system there is an incident alert ?
Yes, the A.R.E.S is an hijack of the Wireless Network Technology used to military goals.
The devices have never been planned to achieve atmospheric overloads, that is why this causes explosives overloads.


4) Is a solarflar fatal with an powerbeam energy generator installation ?
No, if your absorption dish is not overloaded, the countdown is 14h, by default RimWorld's solarflare last maximum 12h so it's ok.
Homewever if you AD is overloaded the countdown is decreased so you are much more likely to have a brutal desynchronization


5) I dont see the wireless power switch on electrical devices
This button is only visible when you have a functional LWPN emitter on the same map

6) I have this kind of error filling my console : "Tried to register trasmitter PowerConduitXXX at (x, x, x), but there is already a power net here. There can't be two transmitters on the same cell..."
Its because of the fact that a (WPN receptor, WPN emitter,...) is placed over an electric wire blueprint (it only happend in dev mode), just remove the overlapping blueprint wires

7) Knowns limitations
  • Two or more ARES devices cannot be started at the same time (one after the other)
  • When disconnecting or connecting to a WPN a WPN receptor (LWPN are not affected) all WPN emitters are temporary disables then automatically reconnected (less than few seconds), this is due to prevent
    creation of unlimited power due to recursive dependancies (for example : you rent a faction WPN then from the power delivered from this WPN you create your own WPN and connect with another WPN receptor to this WPN)

8) What is the new events added by this mod ?
  • Mechanoid raids (Negative) : A mechanoid warship will temporarily orbit around your planet, you must cut all your WPN traffic (disable all you WPN emitters/receivers, LWPN traffic is not councerned), because it has a sensor to locate the sources of emissions. It will randomly send you supply troops or (more rarely) will launch a powerbeam on one of your WPN receiver.
  • WPN unsecured (Positive) : An unsecured remote WPN is receivable by your receivers. The broadcast will last some time before the security breach is noticed and corrected
  • Supernova disturbance (Positive/Negative) : Following the implosion of a nearby star in your solar system, all long range wireless power networks will be impacted by a ( X% decrease in capacity/ X% increase in capacity). These
    disturbances may last for some time
  • WPN interruption (Negative) : Following a violent raid,a faction which rent you a WPN is no longer able to provide you with power, so the WPN will not emit power while the faction restore these electric generators
  • Damaged satellite (Negative) : A power beam satellite paired with one of your absorption dish (AD) has been damaged by collision with a meteorite, during the repair period by the nano robots of the maintenance system, the power of the orbital beam will be diminished


9) Is it compatible with C.E (Combat Extended) ?
Yes, the only minor difference is that A.R.E.S E.M.P produces light wounds on the pawns within range.


10) The powerbeam noise is annoying how i can disable it
In mod's settings


11) How can i infuance the price of rented/borrowed WPN with factions ?
In mod's settings you can set the faction base price of rented/borrowed wpn per day (this value is also more or less affected by other parameter (the goodwill between player and the faction, the faction's technology level, ...)

12) How long does the mechanoid warship last?
In mod's settings (section "Incidents" you can set the min and max last days )

13) My device cannot be connected to an LWPN (no button to enable or connect to LWPN), is it normal ?
Yes, the mod do not support the (rare) devices also transmitting power to connect to an LWPN

14) How can i overload my absorption dish ? to produce a lot of power
The third power level (present on STS) correspond to overload your absorption dish (AD), the AD is continually damaged and need to be repaired often but produce by default 75 000W.
In addition the timeout before "brutal satellite desync" is divided by three so it's very dangerous in case of solar flare as the STS is down and the solar flare can last more than the timeout.

It's recommended to build ADs on another map and transfert the generated power via a WPN network, thanks to "AD relay towers" the STS can be on your main base and remotelly control the harmfull overloaded AD located in another map.


15) Can i reload wirelessly my robots ?
Yes, currently Power++ support Android Tiers and Misc Robots++ ones, you can connect your robots to an LWPN (wireless powergrid) by simply clicking on an robot then select the desired LWPN network to connect to thanks to the button "LWPN Selector".
Last edited by aRandomKiwi; 10 Mar, 2020 @ 4:17pm
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Showing 1-15 of 24 comments
megabot 18 Jun, 2019 @ 10:35am 
is this CE compatible?
aRandomKiwi  [developer] 18 Jun, 2019 @ 11:30am 
@megabot : yes
Is this compatable with Rimatomics? Should be right?
megabot 21 Jun, 2019 @ 5:54pm 
he said in the description that you can use this mod to make a new colony(in a new/existing save) where you build a reactor and transfer it with a long range transmitter
aRandomKiwi  [developer] 21 Jun, 2019 @ 6:03pm 
@Commodore calculus : yes it should be compatible with all energy mod
Thanks for the reply, and sorry I just skimmed the description and looked at the image. Gonna try this out asap then.
Stucka_ / Luca 26 Jun, 2019 @ 1:33pm 
i tried to export power with an wpn emitter, i set the power to 20.000 went to the comm console but i was only able to import power not export it i just got the message that they dont want it and thats it



am i doing something wrong ? is there a way i can get them to buy power from me ?
Last edited by Stucka_ / Luca; 26 Jun, 2019 @ 1:34pm
aRandomKiwi  [developer] 26 Jun, 2019 @ 1:45pm 
@Stucka_ : It's normal , it's because each factions have their own needs, sometime they need to buy power (with a specific max amount of Watt needed) sometime not, like irl, their needs are renewed randomly between 3 and 55 days
The Lord of Ebola 28 Jun, 2019 @ 10:41pm 
how long does the mechanoid warship last? ive had one orbiting the planet for a week now. do i have to turn off the WPN for it to leave? because i kept it on and just fought off the raids and luckily the power beams didnt hit any major targets
aRandomKiwi  [developer] 29 Jun, 2019 @ 4:28am 
@The Lord of Ebola : By default it last between 3 and 31 days (see my answer to your question in bugs report for more informations), FAQ updated
The Lord of Ebola 29 Jun, 2019 @ 5:01am 
i saw lol thanks :P
LastResortFriend 11 Jul, 2019 @ 3:22pm 
Would it be possible to add a non steam user download link like you did for the Kill For Me Mod?
aRandomKiwi  [developer] 11 Jul, 2019 @ 5:02pm 
@Last Resort Friend : Done, i added a "Download" section in the mod's description ( https://www.dropbox.com/s/immpy4q1549yttr/Power%2B%2B-1.7.4.zip?dl=0)
Last edited by aRandomKiwi; 11 Jul, 2019 @ 5:03pm
LastResortFriend 12 Jul, 2019 @ 6:24pm 
Thanks a bunch Kiwi, I'm really enjoying your mods!
aRandomKiwi  [developer] 12 Jul, 2019 @ 6:51pm 
@Last Resort Friend : Thanks, just for information the download link of kill for me has been updated to the latest release (the available version was obsolete (rev6) since a while).
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