RimWorld

RimWorld

Higher Power
122 kommentarer
MacBlade07 16. sep. kl. 2:03 
Okay, thank you.

@leion247
"That's fine. The actual power production is handled in a DLL"
leion247  [ophavsmand] 14. sep. kl. 23:03 
That's fine. The actual power production is handled in a DLL
MacBlade07 14. sep. kl. 8:22 
Good morning,
Is it a concern for solar generator LV2 :

<basePowerConsumption> -1 </basePowerConsumption>
mogazor 29. juli kl. 15:49 
Hi, I really like this mod, I use it for every play-through, thanks for making / maintaining it! I happened to be looking at the chemfuel generator for the first time today, I noticed the LV2 version doesn't double the power output (like the others seem to), just curious as to why please? I wondered if it was a typo or something. Thanks again for the mod!
leion247  [ophavsmand] 21. juli kl. 16:33 
Correct, that isn't right 😂 It's max output is 3400W when the sun is fully out.
🎄🐓André🐓🎄 21. juli kl. 16:05 
checking "solar generator lv2" description on research bench to check if I want to use that, in the description I found: "Max power output: 1W", I am really hoping that is not correct.
Bobbarækus 15. juli kl. 10:40 
Thank you very much!
leion247  [ophavsmand] 15. juli kl. 10:05 
Okay, I'll be sure to have it dealt with when I update this to 1.6.
rwll 13. juli kl. 21:28 
In addition to the great idea of @Monkey Magic. I found another red text after locally modifying accordingly. It can be similarly dealt with:

locate, and delete the following line in ToxifierGenerator_II 's <building>

<soundAmbient>Toxifier_Working</soundAmbient>

Now it seems fine
irrelevantredundancy 13. juli kl. 16:40 
Hell yeah @Monkey Magic!
LinDonProMax 12. juli kl. 8:51 
Pls update love ur mod man:mhwgood:
Tameablebread 12. juli kl. 8:01 
@Monkey Magic holy shit absolute GOAT commenter
leion247  [ophavsmand] 14. juni kl. 2:36 
Much appreciated, I'll make use of this when updating to 1.6. ♥
Monkey Magic 14. juni kl. 1:58 
@leion247 - I had to fix this locally for 1.6 so I could update my retexture mod properly, so all you need to do to get this ready for 1.6 is:

1. Add 1.6 to the about file
2. Copy the 1.5 holder, rename to 1.6
3. locate, and delete the following line in GeothermalGenerator_II 's <building>

<soundAmbient>GeothermalPlant_Ambience</soundAmbient>

4. Add the following class to GeothermalGenerator_II 's <comps>

<li Class="CompProperties_AmbientSound">
<sound>GeothermalPlant_Ambience</sound>
<disabledOnUnpowered>true</disabledOnUnpowered>
</li>

And you're done ^^
60threin 24. feb. kl. 11:07 
Alright, thanks man
leion247  [ophavsmand] 20. feb. kl. 20:07 
It should be compatible as far as I'm aware.
60threin 20. feb. kl. 17:21 
does this conflict with vanilla power sources expanded?
leion247  [ophavsmand] 16. feb. kl. 1:06 
Looks like the intended behavior from the mod is to have pollution pumps next to your toxifier generator, as they connect to the waste network. I probably shouldn't modify both the base toxifier and the level 2 one to subvert that step since that's how it's supposed to be.
leion247  [ophavsmand] 10. feb. kl. 17:25 
I don't see why not. I'll try to get something out by this weekend if its possible.
Jeremie 10. feb. kl. 7:06 
can you add support to connect to Vanilla Chemfuel Expanded - Unofficial Expansion ?
can let the Toxfier generator connect to it .
Kham 6. okt. 2024 kl. 9:11 
@leion247 thank you, really appreciate it! Seems to be working great.
leion247  [ophavsmand] 5. okt. 2024 kl. 23:44 
@Kham, it should be present the next time you load up your save. Assuming you're in patch 1.4 or 1.5.
Spotter 1. okt. 2024 kl. 2:52 
Absolutely spot on Leion 👍👍 5💖 10🌟 To your MODS.
leion247  [ophavsmand] 1. okt. 2024 kl. 1:33 
I don't know any other Rimworld modders on a personal level, so the best I can do is set an example.
Spotter 30. sep. 2024 kl. 23:22 
Any chance you could prod other Modders into keeping their Most Used Mods updated, like yours are? 👍👍💖 5🌟
Kham 30. sep. 2024 kl. 14:37 
Thanks!
leion247  [ophavsmand] 30. sep. 2024 kl. 14:15 
Probably, I'll look into it over the week.
Kham 30. sep. 2024 kl. 10:39 
Any chance you could add the auto cut feature to the V2 wind turbines?
kittenjedi 3. juli 2024 kl. 17:08 
the geothermal generator 2 seems to not quite work properly with more linkables' power linkables :steamsad:

still an amazing mod tho!! 10/10
leion247  [ophavsmand] 11. maj 2024 kl. 23:43 
Likely not. It would probably require a patch operation to do so.
ozfresh 11. maj 2024 kl. 15:23 
does this work with stuffed power?
Monkey Magic 7. apr. 2024 kl. 9:23 
@leion247 - From the looks of it, you will only need to update the About in any case. The mod is working fine in 1.5 as is.
leion247  [ophavsmand] 22. mar. 2024 kl. 12:15 
When it comes out, this'll be updated that week. As is standard for all my mods.
ZebraCore89 22. mar. 2024 kl. 11:47 
Is there goin to be a 1.5 update?
Can we get a V3? V2 seems light on power.
Firesparq 21. okt. 2023 kl. 2:19 
Thanks <3
leion247  [ophavsmand] 20. okt. 2023 kl. 0:28 
Sure, I hadn't even noticed it existed. I'll see what I can do by the end of this weekend.
Firesparq 19. okt. 2023 kl. 20:53 
Could you please add a v2 for the toxifier generator also?
Firesparq 4. sep. 2023 kl. 20:30 
Just a heads up, the wind turbine V2 doesn't have the auto-cut feature of the base wind turbine
Monkey Magic 31. juli 2023 kl. 17:48 
I'm kinda what you call a "mess around with it and see if it works" kinda guy - totally untrained, just like to screw about with stuff I barely understand, and sometimes it works out XD

That said, I have done something similar using set xpath for modding games like 7D2D, but I dunno if it would work the same for Rimworld. Something like:

<snip>embarrassing set xpath attempt that failed miserably</snip> lol

Yeah that idea didn't work. I'll take a look at the tutorial, and if I still can't get my head around it I'll beg for your help lol

After much faff, and stress actually figured out a very easy way to do this without using setpath, or replace or any of that jazz. So yeah. Simple methods are often the best.
leion247  [ophavsmand] 31. juli 2023 kl. 14:23 
Should be fine, but I recommend using the replace operation to replace the node pointing to the texture path. That way you don't need the building files themselves. You'd just need the new images and point the existing buildings to them. Making it lower maintenance to maintain and it would make it easier to back port to older versions. If you'd like some help, I'll be available to do so on the discord, or you can find out how by this wiki page https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationReplace

Sure it would then require this mod to work, but I'd literally rather die then not keep my mods updated immediately to the newest game version, so that shouldn't be an issue with me.
Monkey Magic 31. juli 2023 kl. 5:18 
Gotta say, I would have preferred updated textures that show they have been updated, rather than simple recolours. I mean, it's fine I guess - apart from the chem-powered generator. Those gas gas have to stay RED dammit. Red = chemfuel XD

In hindsight, I realised maybe this was asking too much, so I went ahead and made new texture myself. A reupload is available at the link below, but should leion247 request I take it down, I will switch to private for my personal use - unless they adopt my textures in which case I wont need it either :P

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3012796834
leion247  [ophavsmand] 27. nov. 2022 kl. 14:42 
Assuming you have the mod downloaded, open the folder and choose the version of the game you're playing. Then go to Defs/ThingDefs_Buildings/HP_Power.xml and change the value of basePowerConsumption to negative whatever to generate power for the building you want to change it for. The solar buildings power level likely won't update however since that requires messing with assemblies. I can't help there since I don't do that myself.
Jaén 27. nov. 2022 kl. 14:00 
How can ı change the power outputs?
PlusPurple 17. nov. 2022 kl. 9:46 
Thank you for updating! This mod is great to have.
leion247  [ophavsmand] 2. nov. 2022 kl. 12:06 
Change Notes: Updated to 1.4
VeeOt_Dragon 2. nov. 2022 kl. 11:42 
any news on the 1.4 update?
leion247  [ophavsmand] 29. okt. 2022 kl. 10:22 
Only unbalanced if you don't make huge mountain bases. Smaller bases probably don't need this amount of power, but I regularly do. =P
Gruntly The Gobdaw 29. okt. 2022 kl. 7:49 
sounds very unbalanced
i love it
leion247  [ophavsmand] 20. okt. 2022 kl. 9:23 
Will be updated when 1.4 comes out tomorrow yes.