RimWorld

RimWorld

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[1.6] Neb's Electricity Meter
   
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Mod, 1.6
File Size
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2.948 MB
5 Aug @ 12:03am
5 Aug @ 9:01pm
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[1.6] Neb's Electricity Meter

Description
Have you ever thought "What is using all my power?!"

Introducing a researchable power meter!

Once it's attached to a power grid, it will show you a full breakdown of:
- All power consumption by item on the grid
- All power generation by item on the grid

This is a mod designed for the Rimworld 1.6 base game.

Features:
  1. Energy cost of each active power consumer: Shows a breakdown of the energy cost for each active power consumer in the grid.
  2. Energy generation of each active power generator: Shows a breakdown of the energy generation for each active power generator in the grid.
  3. Requires research: You must research the "Electricity Meter" technology to unlock the ability to build the electricity meter.
  4. Does not require power: The electricity meter does not require power to function.
  5. Must be placed on a power grid: Simplifies the process of finding out which power grid is consuming or generating power.

All languages supported, and open source. Enjoy!

Patreon: https://www.jalapenolabs.io/patreon
Source code: https://github.com/JalapenoLabs/rimworld-electricity-meter
14 Comments
Candeez 6 Sep @ 8:49pm 
just an idea but would it be possible to sort the lists based on alphabetically or power consumption? to make it easier in identifying

thank you for the mod tho! bless your soul <3
NebulaBlade  [author] 18 Aug @ 8:34am 
@Alex Yes I can! Great suggestion. I'll see to adding it soon.
CrimsonJellyfish 11 Aug @ 3:42am 
I have been searching for a mod like this my ENTIRE time playing this game. o7
Alex 8 Aug @ 11:18am 
Can you add the maximum possible consumption? Like if any station, cooler, heater, lamp, etc. take their maximum power at once.

So you have 1.5 kW output, 1.2 kW consumption on average. Now your pawns craft, cook, etc. all at the same time and it jumps to 1.7 kW consumption.

I want to prepare for these spikes.
NebulaBlade  [author] 7 Aug @ 11:13pm 
When I mod, I prefer to have mods that bring balance to the game.
If I use or make a mod that makes the game too easy or feels like cheating, it isn't worth having IMO. I always look for tradeoff. So in this case, the trade off is research + building. There's no power cost to the electricity meter, but you have to spend some tiny resources and spend a tile on it to use it.
NebulaBlade  [author] 7 Aug @ 11:12pm 
@Ishchyaboi I wanted something that attached to a specific grid, and that only told you what it was connected to. For example, I didn't want anyone to just go to an enemy map and see all their power grid information. By building and connecting it, it becomes part of the world not part of the standard hud. That was the inspiration here :)
Ishchyaboi 6 Aug @ 10:57pm 
The point is a more colonist-centric addition, not just utility. Or else why use anything but Power Tab?
Sera 6 Aug @ 12:20am 
This is a great idea but this feels like you can just put a button on a battery you have selected and do the same thing.
NebulaBlade  [author] 5 Aug @ 8:34pm 
@DeathKnight @JoeOwnage @VitaKaninen @KawwaK
Thank you for your feedback! I just pushed an update to the workshop, removing the custom research requirement. Instead of needing custom research, now you just need the in-game basic "electricity" research completed and you'll have be able to use the power meter! :)
JoeOwnage 5 Aug @ 2:37pm 
Great idea, I agree with the recommendation to have an option to enable/disable the building and research