边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Furniture Expanded - Power
1,929 条留言
[Zerg03] MrHydralisk 10 月 6 日 上午 10:22 
Portable and Industrial version of generators have increased/decreased power production, but for some reason they doesn't have scaling of fuelConsumptionRate. It just have same fuelConsumptionRate of 22 and 4.5 of vanilla wood and chemfuel powered generators. Only recently realized that this was the reason why it felt that Industrial version barely was consuming fuel for the amount of power it produces.
Slimez 9 月 22 日 下午 5:38 
I can provide the rest if needed, but suffice it to say, this was finally fixed (even after uninstalling/reinstalling several NEW mods i had added to the game, including "simply more roofs") by deleting two advanced wind turbines. These turbines had caused me some problems prior, with both breaking at one time, then later just one of them breaking (not providing power when unblocked, claiming to be blocked), but this was the first time it had interfered with the landing process.

Not sure if it was because my gravship was close to the top of the map, or because i moved my grav engine. Really not sure what changed to where my gravship stopped liking the wind turbines it had had for awhile.
Slimez 9 月 22 日 下午 5:35 
Okay. Just now I ran into a problem where I was unable to land my gravship. After confirming the landing location, it would look like the very start of the gravship landing animation, but not play and not land. The ship would sorta generate in Dubs minimap. The start of the exception was as follows (but I only have 1000 characters):

Exception from long event: System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Ref FEC49188]
at Verse.RoofGrid.Roofed (Verse.IntVec3 c) [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
at VanillaPowerExpanded.CompPowerAdvancedWind.RecalculateBlockages () [0x00086] in <acf51c122d3a474799a50e1a63da16b7>:0
at VanillaPowerExpanded.CompPowerAdvancedWind.PostSpawnSetup (System.Boolean respawningAfterLoad) [0x00034] in <acf51c122d3a474799a50e1a63da16b7>:0
at Verse.ThingWithComps.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0
Kastras 9 月 22 日 下午 2:07 
why was the chemfuelpump removed?
Sarg Bjornson  [作者] 9 月 20 日 下午 10:53 
Base game problem that has existed since forever
Slimez 9 月 20 日 下午 3:57 
Sometimes the advanced wind turbine says things like blocked by roof or by large thruster even when these things are not in or directly adjacent to the exclusion area. Deleting and replacing it using godmode in the exact same spot fixes this, but I am not sure what causes the bug.
Sarg Bjornson  [作者] 9 月 20 日 上午 2:49 
Dunno. Someone might have made a translation. We only do English
okak 9 月 20 日 上午 2:40 
What languages ​​does it support?
WabbaCat 9 月 19 日 下午 6:35 
@Slimez oh... I thought it was "solar wind" working its magic...
That wasnt intentional?
Deggial 9 月 19 日 上午 6:43 
The vanilla wind turbine has this useful 'cut trees' feature. (I'm unsure of the exact terminology as I'm not currently in the game. I just stumbled upon this discussion as the mod was recently updated.)

The advanced version doesn't have this feature, though.
Do you have any plans to add it?
As I wrote, it's *very* useful! :)
Sarg Bjornson  [作者] 9 月 17 日 下午 10:47 
Yes, low priority though
Slimez 9 月 17 日 下午 5:52 
Just a heads up @DawnsGlow there is a (presumed) bug where the advanced wind turbine functions even in orbit. Not sure if that meets your definition of space efficient.

My guess is that during the update from 1.5 to 1.6, new code was added to the base game wind turbine to check if it is in orbit. Adding this check to the modded turbine should be a quick fix (if you want to fix it, that is. Its kinda funny)
Azylacus 9 月 10 日 上午 8:00 
Fair enough
Sarg Bjornson  [作者] 9 月 9 日 下午 10:58 
@Azylacus: I wasn't talking to you. I removed all comments in that thread of conversation
Sarg Bjornson  [作者] 9 月 7 日 下午 10:43 
This is not a soapbox. If you want to discuss how terrible I am, please do it elsewhere. I have more important things going on
TcT Goth98 9 月 2 日 下午 12:11 
Anyway to protect against the Archotech Violence Generator?
Nujanunki 8 月 28 日 下午 2:30 
The industrial/portable generators don't seem to have the "no fuel" icon when it's out of fuel.
DawnsGlow 8 月 24 日 上午 5:12 
@Sarg Bjornson : Do you plan to add space efficient options for gravships ? Thanks for the mod !
coochieparade 8 月 23 日 下午 3:01 
oh wait I forgot what I came here to ask, can you add an eject fuel option to the reactor? or maybe some kind of emergency sequence like an actual reactor would have but requires a lot of time to shut down and then can't be restarted for a long time or something. I just didn't read the description and I without thinking about it loaded it fully and now I'm trying to stop my county from going full Chernobyl lol
coochieparade 8 月 23 日 下午 2:58 
has someone told this guy he can just not use the mod lmfao. anyway I appreciate you this mod is great <3 The vanilla power options are incredibly lacking for actually powering your grav ship especially once you get late game. Also the nuclear reactor is balanced because that's how nuclear reactors work they make a shit ton of power that's the whole point. you guys want a fission reactor to make a similar amount of power to two solar panels?
Sarg Bjornson  [作者] 8 月 22 日 下午 11:23 
Right! Have a good day
ryan 8 月 22 日 下午 7:38 
Just seems like you don't really have any interest in vanilla design principles. I think you should remove the "Vanilla Expanded" part of the title
Sarg Bjornson  [作者] 8 月 22 日 上午 6:10 
Yep, I don't consider the other two relevant. any way, use mod options, I added them for such cases
ryan 8 月 22 日 上午 12:52 
Sarg, 1/2 of one of those three points was about Gravships.
Sarg Bjornson  [作者] 8 月 21 日 下午 10:56 
These were never intended for Gravships
ryan 8 月 21 日 下午 2:08 
1. Solar generation is quite literally energy/area, from the sun.
2. They just released what is essentially "The limited space DLC" for Rimworld. Additionally, space literally is limited in Rimworld and walling/defending more space literally does cost more resources
3. Resources are limited, and you never have just one solar generator, so why would the player ever spend 40 plasteel and **3 advanced components** on solar generators that take up more space to accomplish the same thing?

An important correction, however, is that although it's true that adv solar panels produce 104 W/tile (2600/5x5), vanilla solar panels produce 108 W/tile (1700/4x4, not 1700/3x3). It doesn't really change the question though
Sarg Bjornson  [作者] 8 月 21 日 下午 12:17 
No, again, why would you? Space is not a limited resource in RimWorld
ryan 8 月 21 日 上午 11:26 
..why wouldn't you calculate power per cell???????
Sarg Bjornson  [作者] 8 月 21 日 上午 8:05 
Why are you calculating power per cell?
Master Nabo 8 月 21 日 上午 7:05 
the advanced solar panel makes no sense to build. It produces 104 W/cell, while the vanilla one produces 188/cell. Does it harness power better in low light or something like that?
ryan 8 月 15 日 下午 7:56 
I was way overthinking it. 20kW for 1 day = 20kWd, ie *33 batteries*
ryan 8 月 15 日 下午 7:51 
I realized this 5 minutes before falling asleep yesterday, lmao
Slippery Salmon 8 月 15 日 下午 7:36 
@ryan I agree that the nuclear reactor seems a bit unbalanced, but... 10,000 watts for 1 day is not 240,000 watt days, it's 10,000 watt days. 10kWd=240kWh, if you'd like, but it's not 240kWd.
Tzeentch Bot 8 月 15 日 上午 2:09 
is there an advanced version of the vanilla tox generator?
ryan 8 月 15 日 上午 1:11 
Oh thank you, I misread the menu and missed that. Still :/
Sarg Bjornson  [作者] 8 月 15 日 上午 1:00 
Oh Wd! Yeah, use mod options to tweak it to your liking
ryan 8 月 15 日 上午 12:51 
2 uranium per day, 20,000W
Sarg Bjornson  [作者] 8 月 14 日 下午 11:18 
Nothing, as that isn't what this mod does
ryan 8 月 14 日 下午 8:40 
240,000Wd per 1 uranium is so comically unbalanced it doesn't merit further explanation. What was going through your mind?
Sarg Bjornson  [作者] 8 月 13 日 上午 11:11 
Thanks, will review when back from vacation
LadyZarla 8 月 13 日 上午 9:50 
@Kalrithus I have the same thing. I've set mine to 20 in the mods settings and radius is still the default 40. Changeing the power output works. Sent in a bug report about this.
Kalrithus 8 月 12 日 上午 11:13 
Using Tidal generators, after noticing the minimum separation mechanic, I went to the settings and changed it down to the 5 tile separation, however even after a restart it is still treating it like you need the default amount in order to place a new one. Not seeing any errors, hence no bug report, just wondering if anyone else has a similar issue!
KingsMan_ 8 月 8 日 上午 3:13 
Steam page says that VEF is not required, but Rimpy and Rimsort say that it needs VEF ( About Folder ). Is it okay i dont have it?
Sarg Bjornson  [作者] 8 月 7 日 上午 8:43 
Well, yes. You shouldn't ever let them reach 100ºC
Harry_Robinson1 8 月 7 日 上午 3:24 
...are nuclear reactors meant to rapidly kill every plant on the map when they have a breakdown? I'm using them to power and heat my asteroid greenhouse and every time one breaks I get dozens of messages about plants dying to poison while my colonists try to fix it. It impacts plants more than half a map tile away, so if it's meant to be on a radius the radius is huge.
silfsy 8 月 2 日 上午 10:30 
gotcha, thanks—I'll just use the vanilla solar generator
Sarg Bjornson  [作者] 7 月 31 日 上午 2:31 
Why are you calculating power per tile? Space is not limited in RW maps, not really

"But my gravship...."

These are not intended for gravships. We'll have specific gravship ones
The Bard of Hearts 7 月 30 日 下午 8:13 
The Advanced Solar Generator is actually worse than the vanilla one pound for pound. the vanilla produces 106.25w per space while that Advanced one provided here costs more to make and only provides 104w ... so why make it?
vojtek 7 月 30 日 上午 1:11 
can there be building that allows you to sell excess power to allied factions?
DARK170 7 月 27 日 下午 7:09 
Wind turbines are clipping on solar panels when placed above them