RimWorld

RimWorld

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Vehicle is Generator
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
102.960 KB
21 Aug, 2023 @ 1:46am
21 Jul @ 5:47am
9 Change Notes ( view )

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Vehicle is Generator

In 1 collection by Cedaro
cedaro's mods
37 items
Description
Wanna have an immersive road trip but cannot access stable power supply?

Tired of building a power generator every time you set up camp?

No more! There's already an alternator in your car, why not just use it as a generator!

Treat your vehicle as a portable generator

If vehicle is not ignited, you can use a new gizmo called "Toggle power" to turn it into a power generator. Working generator can directly consume fuel from vehicle's fuel tank, and once ignited, it'll automatically toggle off.

The fuel consumption rate and power generation are deduced from vehicle's general stat. If you're not satisfied with the value, you can also manual modify them via Vehicle Framework mod settings.

Enjoy your road trip!

Compatibility

Work with almost every refueable vehicle.

No known conflict.

Safe to add/remove, you may encounter some harmless error logs.
48 Comments
Snuggl 9 Oct @ 4:13pm 
I have the error with the tick with all kinds of vehicles, load order doesn't change anything. it only stops spamming when i turn a vehicle into a generator.
Darian Stephens 4 Oct @ 6:59pm 
Yeah, I'm getting that same error with a Vehicle Map vehicle.
csc001 19 Aug @ 9:36pm 
Exception in Verse.TickList.Tick: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4B65B50A]
at VehicleGenerator.CompVehicleGenerator.CompTick () [0x0010c] in <7df82169e2fa408395beca3a07d07d48>:0
at Vehicles.VehiclePawn.TickAllComps () [0x00010] in <65fe2447a6d64815af94bc74beab627e>:0
at Vehicles.VehiclePawn.Tick () [0x00006] in <65fe2447a6d64815af94bc74beab627e>:0
at Verse.Thing.DoTick () [0x0007b] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.TickList.Tick () [0x00157] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)

希望会有修复
Terallis 16 Aug @ 8:09pm 
@FirePlox Gotta agree. It just pumps out a ton of passive errors relating to the mod, and when turning power on with the vehicle, it just further errors out on the vehicle until you turn it back off.
FirePlox 13 Aug @ 4:23am 
doesnt work on 1.6
V252 28 Jul @ 2:06am 
supports any vehicles mod, no? :steamhappy:
Cedaro  [author] 21 Jul @ 7:10am 
fixed
Corbald 20 Jul @ 7:25pm 
Describe the bug
If a vehicle (or at least the Mule) is on the Gravship superstructure when it launches, all the walls, furniture, pawns, etc... vanish, and the game becomes unplayable. Menu still works, not sure what else.

To Reproduce

Get a Gravship up and going.
Make a Mule.
Park the Mule on any Gravship Superstructure (floor plate), tested with full coverage beneath vehicle and room all around.
Take off for any destination.

I can provide screenshots and logs at need. Exception in logs (brief): "Tried to despawn VehicleGenerator__VVE_Mule3710071 which is not spawned."
oscarmdsh69 11 Jul @ 1:52pm 
1.6 update coming?
allbad 20 Apr @ 4:12pm 
is this compatible with the new Vehicle Map Framework vehicles?