边缘世界 RimWorld

边缘世界 RimWorld

Power Logic
568 条留言
mr.Brain 9 月 22 日 上午 5:15 
Hey @Supes! Thanks for the extremely useful mod!:steamthumbsup::steamthumbsup:

Idk if you had this idea already, but between your conduit mods, the only lacking thing to (un)complicate the power management for me are wire bridges like in ONI.

Thanks again!
ziplock9000 8 月 28 日 下午 1:11 
Isn't the description of the 'Capacitor Sensor Switch' back to front? If I want to use it to turn of a supplementary generator when a battery gets low from solar for example it would do the opposite?
半间-11 7 月 27 日 下午 12:50 
we need Chinese :((
Mr. Raider 7 月 25 日 上午 4:12 
Is it fine to add midgame?
Supes  [作者] 7 月 12 日 上午 8:20 
Their implementation are functionally different so shouldn't conflict.

Powerswitch modifies the existing vanilla switch.
Powerlogic adds new switches that are separate from the vanilla switch.
тетеря, блин 7 月 12 日 上午 7:56 
do they overlap completely?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=717632155

if not, could you add its features or make them compatible, so these mods would work seamlessly together?
t0m4s1t0 6 月 19 日 下午 10:37 
Goated mod
Scentyz 5 月 13 日 上午 9:46 
nvm the remote flicker also switched off devices
Scentyz 5 月 13 日 上午 9:40 
I might be smol brained - how do I make a remote flicker for switching devices off?
Shabazza 1 月 11 日 上午 11:11 
Aaah! I get it. I got irritated by the IFR button saying "Do not trigger on friendly".
I thought it would mean, if I click, it will NOT trigger. But turned out I need to click it to switch it to "Trigger oo friendly". Boy... nevermind.
Shabazza 1 月 11 日 上午 10:52 
How does the Proximity sensor work?
It always says "not connected to power" even when it has adjacent conduits.
I place it in line with a conduit and place a lamp on the left and power source on the right and it still does nothing when a colonist walks through it's range. ("Friendly" is not exccluded in it's settings)
So how does it actually work?
I also don't get any conduit connections. It doesn't look "connected" at all.
Aizuki 1 月 4 日 下午 5:18 
do these mod decrease game performance?
Tawnylure 2024 年 9 月 27 日 下午 3:46 
Suggestion : Failure detector
It'd be nice to have something that can detect if something has failed, so you can have a fallback to a working device. Without it being powered 24/7.
Sisyphus 2024 年 8 月 13 日 上午 10:18 
Can't wait to try this, thanks for your hard work!
smitty_the_smith 2024 年 4 月 23 日 下午 9:41 
Zone switch is all over the map (so to speak). It reads as having 23 items when the zone is empty. I'm not sure whether it is reading the wrong zone or what.
Asteroid 25399 2024 年 4 月 17 日 下午 12:17 
I love this mod!
staticriou 2024 年 4 月 13 日 下午 8:14 
thx u for maintain this. supes. great+ mod
shek 2024 年 1 月 7 日 下午 5:03 
I'm just dumb. The capacitor switch I'm messing with tells you it's not connected to power when it's switched off.
shek 2024 年 1 月 7 日 下午 4:54 
I'm probably just dumb but none of the switches or gates on my end are hooking up to conduits at all. Just says "not connected to power".
ChrisF0001 2023 年 12 月 5 日 下午 4:46 
I seem to be having a lot of trouble with signal repeaters...

At first I thought it was as another poster said - I have a transmitter for channels [0, 0] and a transmitter for channels [1, 1], I set up the repeaters as [0, 1] - and with the [0, 0] transmitter powered and the [1, 1] transmitter unpowered, my [1, 1] remote door is receiving a signal and closed - as if a repeater that receives on one channel repeats on every channel.

So I tried setting every repeater to [1, 1] - and with that done the [1, 1] door is *still* receiving. It's as if both the first case is true (repeaters repeat on every channel even if they only receive on one) - *and* the Channel 1 signal is still bouncing around the network, despite the transmitter being off, because multiple repeaters can see each other and keep rebroadcasting it.

Am I just misunderstanding something? I don't remember any of this from when I last used the mod a few patches ago...
kinngrimm 2023 年 11 月 12 日 下午 12:30 
@shcade would be enough if they were invisible till one edits/builts like the underground wires from power ++
kad 2023 年 9 月 30 日 上午 1:28 
love this mod, but is there anyone that is interested in making a retexture? personally i always find myself adding this mod to my playthroughs, but never using it since i feel the textures on many things just take out of the experience.
all the switches are perfect, but structures like logic gate, input socket and more would be awesome to see some changes. would pay to see that.
Sacheverell 2023 年 8 月 9 日 下午 5:48 
How isn't the mod more widespread? This is incredibly useful!
hit or miss 2022 年 12 月 31 日 下午 4:09 
FYI, using this mod with Vanilla Factions Expanded - Mechanoids, the Remote Gizmo Servo interacts with the Autoharvester just fine. With the Autosower, however, the "servo" tab fails to display anything.
makoaluveaux 2022 年 12 月 15 日 上午 10:28 
do you think we could ever have this?

a version that let us have the complex wiring as a single block with multiple inputs
makoaluveaux 2022 年 12 月 15 日 上午 9:27 
Sounds like you are going to need power flow switches paired with logic gates and capacitor switches. Just remember you can place this stuff ontop of the walls
Clystar 2022 年 12 月 14 日 下午 7:43 
can you make rimfeller pipe automate? I'm trying to automate the oil/chemfuel pipelines according to my battery capacity so I don't waste any fuel. anyone have better idea how to automate this with what we have currently?
makoaluveaux 2022 年 11 月 29 日 上午 10:24 
wish there was a version that let us have the complex wiring as a single block with multiple inputs
VitaKaninen 2022 年 11 月 21 日 上午 11:21 
It would be nice if the Archotech Power Cells were created as an "Unfinished item". As it is now, it takes 10 cells to make the highest tier of battery, and if a pawn gets interrupted during the crafting process of any of the cells, they have to start all over again and lose all the work put into the cell.

So, while it may require 2042 work to create an Archotech battery in theory, in practice, it may take 4,000-10,000 work to produce a single battery if your pawns get interrupted during the crafting process. It seems unnecessary to lose all the work they put into a cell if they need to go eat, or sleep, or if a raid occurs.

Also, someone will have to come along and put all the materials back away, and then the crafter will have to go gather all the materials together to craft another one after each interruption. So there is more time wasted in putting stuff away, and gathering materials again.
HAZRAD 2022 年 11 月 5 日 下午 11:24 
Game changing mod, thank you!
Menos 2022 年 10 月 18 日 上午 10:01 
I think logic switches really should be a part of the vanilla game. However your mod sadly is extremely complicated to use.

To setup a simple logic gate to let's say switch heaters on and off, you can't just attach the heat sensor, because it will start flickering around the target temperature. So you need an AND gate + inverter, which however require space between the gates so they won't connect to the wrong one... End of story you have a full room filled up with logic gates just to switch a heater on and off.

Sadly not worth it.
name Jeff 2022 年 10 月 3 日 下午 3:13 
i tried entangling a switch with a normal, vanilla switch. It didn't work. Bug? or not meant to work with vanilla switches?
smitty_the_smith 2022 年 9 月 25 日 下午 2:27 
The glitch, as far as I can tell, has to due with a serial connection of two zone sensors in different zones.
smitty_the_smith 2022 年 9 月 25 日 下午 2:19 
I have a zone with 1100 stone blocks in it. I have a zone switch set to "On when stack is at or under 1000" . It's still on? Are we counting stacks instead of bricks? Should I send you a debugging file? When I click "set threshold to current" it sets to zero. Are there known mods this mod doesn't get along with? Thank you for your time.
Lord Asriel 2022 年 7 月 11 日 下午 1:50 
@Fokson Use the following 2 switches in parallel: 1. A current switch set to inverse (on when current negative) and also 2. A capacitor switch with a limited area that includes your capacitors. Thus, when either condition is active, your capacitors will be connected to main grid to wither provide current or charge up; When they are charged up AND your grid has positive current, both switches will be off and the capacitors will disconnect.
Fokson 2022 年 5 月 12 日 下午 11:18 
Would it be possible to implement a diode, to only allow power to flow in one direction? I'd like to combine it with the capacitor and current flow switches to make it so when a circuit's power draw exceeds a certain amount backup batteries come on, and when the backup batteries are low they will be charged, but when the backup batteries are full and aren't important to the circuit they are cut off to mitigate 'zzt' events.
Lord Asriel 2022 年 4 月 11 日 上午 4:03 
@Ibbygidge I have already used the capacity sensors extensively. However, I was looking for a map-wide option.
Ibbygidge 2022 年 4 月 10 日 下午 1:52 
@Lord Asriel re:#1 fyi I do this by putting a stockpile of 900 cotton, then next to it a shelf for cotton, with a capacity sensor under it. I put the stockpile at like important priority, and the shelf at preferred priority. So they first fill the stockpile, then they fill the shelf. If the capacity sensor on the shelf notices low stock, it activates whatever function you want to refill the stock. I use this all the time with my deep drills.
Ibbygidge 2022 年 4 月 10 日 下午 1:48 
Just wondering, can the door be set to lock depending on input? Like could I connect it to a temperature sensor or a switch to set it to lock to everyone?
Lord Asriel 2022 年 4 月 7 日 上午 2:35 
Hey supes! I have two requests for your zenith skill!
1. Can you make a switch that will compare a configurable value to the amount of a material stockpiled? Like, "if cotton > 1000 then ON". This, combined with gizmos on hydroponics, would allow automatically selecting which plant to grow depending on current stockpiles.

2. This is the big one, it will make (imo) your mod truly shine. Could you let us create ICs somhow? So that, if I have 10 of your switches combined in some way, i could compress them into a 1x1 IC?
Kuchar 2022 年 4 月 7 日 上午 2:35 
OMG YES!!! Thank you very much. I was looking for that.. Now I can use it even better with time power switches.
Lord Asriel 2022 年 4 月 7 日 上午 2:29 
@SirKuchar Yes, [Selected Reconnector] will suit you well.
Kuchar 2022 年 4 月 4 日 上午 7:29 
Anyone know better option to connect stuff to power conduits? atm it is auto connection in random spot. Any mod to allow me choose where something has to be connected?
Delta7777777 2022 年 2 月 22 日 上午 5:48 
Ludeon studios should hire you.
smitty_the_smith 2022 年 2 月 20 日 下午 11:51 
Found it! AutoFlick. These two mods work well together.
smitty_the_smith 2022 年 2 月 20 日 下午 5:04 
Is there any way to electrically control vents? I want to vent heat from a generator when it's hot outside and keep the heat when it's cold outside.
Thank you for your time.
Terry 2022 年 1 月 11 日 下午 12:05 
The Signal Repeater seems broken for me, if i set the 2 channels to 1 and 3 and i broadcast on one the channels the repeater seems to repeat on both channels and not the selected one :-(
SuwinTzi 2021 年 12 月 26 日 上午 1:38 
Yes, I was looking for something like this to recreate my airlocks and security measures from Prison Architect
Xylem 2021 年 11 月 14 日 下午 3:47 
@Supes Absolutely incredible work.

One question: I'm using a Remote Gizmo Servo to activate a Door Button from the Doors Expanded mod. It turns the gizmo from green check to red X just fine. But it doesn't actually activate the gizmo. A colonist still has to come by and flick it. The Remote Flicker doesn't flick this gizmo either.

I would love for this to work remotely. I'm using the Blast Doors from Doors Expanded because they look cool and can take a lot of damage.

Thanks!
Dr. Fnord 2021 年 10 月 29 日 下午 1:21 
Bravo, sir or madam. Bravo.