RimWorld

RimWorld

Turn It On and Off - RePowered
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.
Mlie  [author] 18 Nov, 2024 @ 2:44pm 
@[FUN] Arthion Please see the Reporting Issues section described above
[FUN] Arthion 18 Nov, 2024 @ 1:51pm 
So i've tried this mod today, but there seems to be a problem with my settlement now with that there's no power going anywhere anymore. I have 4 geothermals and a collection of solar and wind turbines but everything is off. I've disabled the mod but there's still power problems. My grid is all intact and I had no issues before using the mod and now it's killing my settlement sadly. Any help with this? Thanks in advance
Mlie  [author] 10 Nov, 2024 @ 2:29pm 
@saintbrutal There are no active reports of that.
saintbrutal 10 Nov, 2024 @ 12:16pm 
has there been any reports of machines/productions that randomly has not enough power even though there is?
Mlie  [author] 22 Oct, 2024 @ 12:18pm 
@axossk Had a look at it but the trouble is that they do not change the building but instead adds a hediff to the caster with a private reference to the building. So there is no effective way to know that a building has the effect.
Mlie  [author] 21 Oct, 2024 @ 1:23pm 
@axossk Please link to the mod you are referring to
axossk 21 Oct, 2024 @ 1:12pm 
When using the Energy spell from Vanilla Psycasts Expanded, providing free electricity to an object for some times, it is not working. The power turns back off instantly after the effect is applied.
Mlie  [author] 6 Oct, 2024 @ 9:39am 
@624932690 Please see the Reporting Issues section described above
624932690 6 Oct, 2024 @ 9:32am 
Is it possible to add a log option to show which mod could cause this?

[HugsLib][ERR] TurnOnOffRePowered caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 327626A5]
at TurnOnOffRePowered.TurnItOnandOff.IsDoorType (Verse.ThingDef def) [0x00019] in :0
Mlie  [author] 12 Jul, 2024 @ 10:35am 
@seed of nihility Should be fixed now
seed of nihility 11 Jul, 2024 @ 9:10pm 
mech gestator only 'active' while mechanic put mech in/ take mech out, not 'active' while gestating mehcs (spend 10w) , both mech gestator and large mech gestator.
Mlie  [author] 11 Jul, 2024 @ 9:51am 
@seed of nihility Sorry, I have no idea what that message was about.
seed of nihility 11 Jul, 2024 @ 9:48am 
the machine bey only use 10w when cultivate machine, only spent right value when mechanic put and take machine out.
thanks for ur mod
asvc 24 Jun, 2024 @ 2:33am 
It seems that this mod has a serious performance cost when continuously changing the building list, eg: Shipbattle in sos2. Especially if you already have a lot of buildings.
ShortBear 27 May, 2024 @ 6:16pm 
Seeming to have a slight issue with a biotech mech gestator, it's getting recognised as inactive and only using 10 watts while gestating. I'll see if I can reproduce without my other mods in a few days when i have a longer play session.
Mlie  [author] 22 Apr, 2024 @ 12:20pm 
@Fokson Then your steam havent downloaded the update. Try resubscribing.
Fokson 22 Apr, 2024 @ 12:04pm 
Although on the workshop this mod reports compatibility with 1.5, in-game the mod says it's compatible only up to 1.4. Furthermore, upon loading this error is displayed.

TurnOnOffRePowered caused an exception during OnDefsLoaded: System.MissingMethodException: System.Collections.Generic.IEnumerable`1<Verse.Building> Verse.ListerBuildings.AllBuildingsColonistOfDef(Verse.ThingDef)
StarOri 29 Feb, 2024 @ 8:19am 
Hello! I always loved this mod, been using it for a while now!

I tried the opposite of below, ramping up the consumption to a factor of 5 when in use :D however I expected basic lamps and / or at least heaters and coolers to be impacted, but they are not apparently.

Could that be added to the mod? Through a parameter ideally, like with autodoors.
Or if you guys knows of mods that change just those values I'd love to try them, indeed vanilla lamps & heaters seems not to use "realistic" consumptions I think: I often hear indeed 1kW is needed to heat 10m², if we consider one cell ingame is one quare meter we're really far from it!
Mlie  [author] 25 Feb, 2024 @ 1:16pm 
@Crashtestdummy Yes, if you dont have any self-control this mod is not really for you I guess.
Crashtestdummy 25 Feb, 2024 @ 1:12pm 
with configurable power settings it just feels too easy to cheat, i think it should be a balanced mod without this option or you may aswell make a mod that just makes everything use 1 watt
m11kire 31 Oct, 2023 @ 11:32pm 
is there a way to exclude an item from this? i've got advanced commerical servers and instead of the intended behavior it has of a variable power draw depending on what's been installed in the object it has 10 wt draw all the time
LordXamon 10 Jul, 2023 @ 4:48am 
Ok yeah, that was it. Thank you.
Mlie  [author] 9 Jul, 2023 @ 1:42pm 
@LordXamon Perhaps you have the setting to apply the old repower-values in the mod-options?
LordXamon 9 Jul, 2023 @ 1:03pm 
I think something is wrong with the Electric Smelter, instead of consuming 10w inactive like everything else, it consumes 400
CatSayInk 27 May, 2023 @ 9:00am 
great!
qux 29 Apr, 2023 @ 7:52am 
thanks !
Mlie  [author] 29 Apr, 2023 @ 7:49am 
@qux No idea, hevent looked at it much. They patch in comps on items instead of using the builtin vanilla property ”usedthistick” that this mod uses. Its more like a different version of repower since they have to add patches to support buildings. Generally comps are slower but perhaps they have a way around it.
qux 29 Apr, 2023 @ 6:50am 
Hi Mlie ! what do you think of this new mod? https://sp.zhabite.com/sharedfiles/filedetails/?id=2967053451
do you think it affects performance less than this?
Mlie  [author] 13 Apr, 2023 @ 9:46pm 
@Moses The gestator is not changed by this mod as it uses its own power logic. Same as the speakers from Ideology
Comrade Shrimp 13 Apr, 2023 @ 3:25pm 
Also thanks for the great work Mlies, you seem to bust ass here on workshop. With out you a good chunk of my mod-list would be kaput.
Comrade Shrimp 13 Apr, 2023 @ 3:23pm 
The large mech gestator from biotech's behavior is inverted. It uses 1250wd idle and 10wd active
Dranseer 13 Apr, 2023 @ 12:37pm 
@Mile I do use the lightsout mod but the surgical lamps are unaffected by that; the wall lights and such still work in that room but those lamps remain on 24/7. I hadn't seen the powerswitch mod before though, so thank you for pointing that one out to me!
Mlie  [author] 13 Apr, 2023 @ 12:29pm 
@Dranseer If you do not need the light when noone is in the room you should probably use either the powerswitch mod or the LightsOut to make them turn off instead. This mod has no support for lamps.
Dranseer 13 Apr, 2023 @ 12:25pm 
@Mlie think you misunderstand, saying it'd make sense if it used less power when someone wasn't laying in the bed next to it because it really doesn't need to be lit all the time - don't need a 400w surgical light on when no one is even in the room. Something I'd be quite happy to edit in just for myself just can't find the .cs in the steam mod folder to do so.
Mlie  [author] 13 Apr, 2023 @ 10:41am 
@Dranseer Its a lamp that is lit all the time, why would it use less power just because someone is lying in a bed next to it?
Dranseer 13 Apr, 2023 @ 8:10am 
Tried to look for a quick way to edit and update myself, but this mod doesn't seem to be working for the surgical lamps from More Linkables https://sp.zhabite.com/sharedfiles/filedetails/?id=1103809207 so my hospital is now constantly drawing a hell of a lot of power when it's not in use. Is there any way to have the surgical lamps work the same way as the vitals monitors?
megabot 28 Feb, 2023 @ 12:00pm 
yeah, it wasn't really a complaint
Mlie  [author] 28 Feb, 2023 @ 9:27am 
@megabot I see, no problem. The main reason I made this version is to increase the challenge of the game. The on-off mod in itself makes the game too easy for my taste. But its not for everyone so there is also modsettings to change or remove the power-multiplier to fit other playstyles.
megabot 28 Feb, 2023 @ 9:16am 
(sorry if i came off as rude, it was not my intention)