RimWorld

RimWorld

Backup Generators
27 Comments
Mlie 6 Aug, 2021 @ 5:18am 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2567443348
Hope it helps anyone!
Dimensional_Horror 24 Mar, 2021 @ 5:58pm 
Hey Damnation, I hope you are fine. Thanks for making this mod ^^ Take your time... as far as I can tell, your mod works fine in 1.2 and reallife is a lot more important anyway.
The Dutchman 24 Sep, 2020 @ 7:29am 
You do you Damnation, nothing here that cant wait as long as needed! Life comes first
Tarnation LLC  [author] 24 Sep, 2020 @ 6:46am 
@Yitan, it also requires Microelectronics Basics, but I could revisit that.

@The Dutchman is correct that it works for 1.2 (but shows as wrong version.) I'll try to get it updated sometime, but am currently underwater in life. My bad!
The Dutchman 24 Sep, 2020 @ 6:38am 
Already works for 1.2
SonOfNitrous 22 Sep, 2020 @ 11:41am 
1.2 update?
thx in advance!
Yitan 30 May, 2020 @ 10:04pm 
Dude, I ran into a bug, when I finished researching biofuel refinement, chemfuel's backup generator did not appear in the build list! only the one who uses wood appears to me.

Help :c
Fluffy 1 May, 2020 @ 6:09am 
have you ever thought about adding a priority to _all_ power producers? So that the player can decide what producers should turn on in what order?
Tarnation LLC  [author] 1 Mar, 2020 @ 6:18am 
Ok folks! Mod should be fixed and good for 1.0 and 1.1, also included (and credited) bug finding by @Senacharim. Now that I've got the source set up properly to handle both app versions I should be able to make headway on settings soon. For now I've also removed the HugsLib requirement since it doesn't actually need it yet (but probably will down the line.)

Please let me know if you run into any issues!
Tarnation LLC  [author] 29 Feb, 2020 @ 1:44pm 
It's working for 1.1 but I'm ironing out a textures issue with 1.0 support. Going to hold off on pushing until it's straightened out.
Tarnation LLC  [author] 29 Feb, 2020 @ 7:55am 
Mod update is in progress and not much should have to change (although eventual back-fixes for 1.0 are going to be a painful slog) -- waiting for the Harmony/HugsLib forkery to settle down. For now I'm testing against the Harmony bundled with HugsLib (vs. the new standalone Harmony) and if it works out I'll push sooner than later.
Vinny 29 Feb, 2020 @ 7:44am 
Thank you!
Tarnation LLC  [author] 28 Feb, 2020 @ 6:40pm 
:thumbsup: thank you!
Senacharim 28 Feb, 2020 @ 6:25pm 
@Damn Sorry if miscommunication, minified as in "not installed, just an item". Not using minify everything mod.
Tarnation LLC  [author] 28 Feb, 2020 @ 5:17pm 
Sorry for the really long lapse. I'll try to get this shored up for 1.1 in the next week or two.

@SnakeZZ, I'm not sure where the "wasting fuel" message is coming from. The generators DO consume a small fraction of normal fuel when idle, by design.

@Sencharim, are you using Minify Everything? I'll investigate while updating.

@1stReaper, the backup generators kick on when the network they're connected to fall below a certain reserve. So, kinda? They don't work during a solar flare without shielding.

@jose.faunon and @SgtSquiggs, I tuned the research against vanilla so mods that change up the tech progression MAY be a problem. Can you please let me know which ones you're using and I'll see about patches?

@Natalo77, I don't know of any. On 1.0 I was playing with ~200 mods and things were working fine.

@VoshkaVonBadMeow, going to try to add some actual mod settings while I'm at it.
Vinny 28 Feb, 2020 @ 4:00pm 
Will this be updated to v1.1?
SnakeZZ 13 Oct, 2019 @ 7:06am 
Cool mod! Loving it. I am getting a "wasting fuel" message however when all my batteries are 100% full, even when the backup generators are not outputting power (i.e. inactive). Is there a way to get rid of the message?
Senacharim 6 Oct, 2019 @ 12:41pm 
Bug to report: The mobile uranium generator--on loading a save, when in minified form, has no graphic--and no text when trying to add it to a caravan.
1stReaper 2 Jul, 2019 @ 2:03pm 
im if understanding this correctly,

would i be able to build a back-up generator to do same as what real life hospitals do when they lose power ?
(for example, if theres a power-outage, hospitals back-up generators kick-in so that they can continue surgeries and such)

or would i need to activate the back-up generators manualy?
(also, do they still work during a solar flare, if i've not built the solar flare shield in time)
jose.faunon 22 Jun, 2019 @ 4:59pm 
after researching Biofuel refining the chemfuel generator doesn't appear in the power menu
Natalo77 6 Feb, 2019 @ 12:42pm 
Any hard incompatabilites?
SgtSquiggs 8 Dec, 2018 @ 10:42am 
I'm trying to figure out what mod I'm having a conflict with - I have researched fuels but I do not have the chemfuel generator as an option under Power.
Tarnation LLC  [author] 31 Oct, 2018 @ 5:41am 
That's a great suggestion. I ought to be able to make it an either/or decision in the Mod Settings with a few lines of code changed. Stay tuned!
VoshkaVonBadMeow 31 Oct, 2018 @ 5:06am 
I am really loving this mod!

Saves me having to get mods for switches and stuff and figure out a way to do that..

But would it be possible to have it check a percentage of battery charge instead of a specific number?
That way it would scale with the number of batteries rather than I going into the options to set a number.
Tarnation LLC  [author] 25 Oct, 2018 @ 4:48am 
You're both welcome! Thanks for subbing!
Ģ◊иℤ◊⚡ℤ∀муpΛй 25 Oct, 2018 @ 1:17am 
thank you for this great mod :)
yaobo 20 Oct, 2018 @ 8:27pm 
I like this mod very much. Support You~~