RimWorld

RimWorld

373 ratings
Turn It On and Off - RePowered
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
273.285 KB
13 Sep, 2020 @ 12:05pm
22 Oct, 2024 @ 12:15pm
32 Change Notes ( view )

Subscribe to download
Turn It On and Off - RePowered

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
108 items
Description


Why not both?

This mod is based on two other mods: Turn It On and Off and RePower

Ive always used RePower since it made it possible to have more realistic power-consumption.
The electric stove for example uses 350W but a real such stove uses between 2000-5000W.
This is of course because the stove in the game does not turn off when unused.
The trouble with the RePower-mod is that it requires a patch for each building.

The Turn It On and Off-mod is a more general solution to the problem as it works on almost everything.
This trouble is that it keeps the vanilla power-requirement, making the game very easy.

This mod combines the two and also introduces mod-options.
This makes it possible to define a multiplier for the vanilla power-draw for a more realistic level.
Changes are applied without need for restart.
It also supports the patches from RePower for special cases or personal settings.

Its safe to add and remove from saves, and should not affect performance any more than either of the previous mods.

- Added support for turrets, turrets that use the Building_Turret class will now draw high-power when having an active target.
- Added support for all autodoors that use the vanilla door-class
- Added support for Doors Expanded
- Added support for Project RimFactory Revived, both the workbenches and the automatic assemblers.
- Added setting for blocking work if power is low, all workbenches that inherits the vanilla class should now block usage if there is not enough power stored or being generated.
- French translation added, thanks qux!
- Russian translation added, thanks Reiquard!

If you want, you can use this along with my patch-pack for RePower:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1836577627

Credits:
Ryder (Turn It On and Off 1.1/1.2)
Thom Blair III (Turn It On and Off B19/1.0)
Fluffy (Turn It On and Off B19/1.0)
Xen (Turn It On and Off B19/1.0)
EbonJaeger (RePower 1.1)
NubsPixel (RePower B19)
Texel (RePower A16)

[dsc.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: power consumption, realism
221 Comments
Mlie  [author] 22 Jun @ 10:55pm 
@raz334 That is why this mod lets you change the multiplier if you feel its too hard to use the default values.
Hopefully you can find a value more in line with your interpretation of the problem.
raz334 22 Jun @ 9:14pm 
@Mlie The reason for the low power draw on the items is because of the exceptionally bare-bones level of power production on the generators and other power producing sources in the game. Likely to simply avoid forcing large calculations on the already calculation heavy game engine.

The reason for leaving items running could be similar or it could be a nerf to kind of offset the way it effects difficulty.

IE: Look up actual power production numbers for power plants, they are off the charts compared to Rimworld's scale, especially if you get into things like nuclear.

1,000W is a portable gas generator you can buy and plug into your home, and your lucky it if keeps your fridge running, or your microwave but not both. Yet that is the amount of alot of the low tier gens in vanilla rimworld and they are alot bigger. Taking 4 squares where a comparative size would be 1 square.
Mlie  [author] 5 Apr @ 5:18am 
@seed of nihility I dont see the point of that. Why would they draw that little while in use?
seed of nihility 4 Apr @ 11:48pm 
可以做对questionble ethics enhanced(countinued)的适配么?目前organ vat 和clone vet在培养时也耗电10。
Can u make a adapt to "questionble ethics enhanced(countinued)" ? its organ vat and clone vet spent 10w while cloning.
Stubkan 23 Mar @ 5:18am 
I put a power mod on to observe what draws power - and it seems a bunch of furniture that this mod is changing to use lower power actually doesn't. For example, television - says 10w idle, 500w full.. but its actual draw is 200w constant. Ideas why, or what I can do to try to fix that?
XKDMW 8 Feb @ 9:01am 
@Mlie 好吧 谢谢
Okay, thank you
Mlie  [author] 8 Feb @ 7:35am 
@XKDMW That is the intended values
XKDMW 8 Feb @ 7:26am 
熔炼器闲置时耗电400w 使用时耗电4500w 麻烦修复
The smelter consumes 400w when idle and 4500w when in use. Please repair it
Mlie  [author] 5 Jan @ 11:30am 
@John Marble Please see the Reporting Issues section described above
John Marble 5 Jan @ 11:21am 
It seems reload the save will make the mod not working as intended, all the tables, devices, machine will use full power even though it shows that it's turn on/off. There is no error log so I think is just a small bug, restart the game (not reload the save) will make them working again.