RimWorld

RimWorld

Vanilla Generators What Can Go Wrong
35 Comments
Corvet 6 Aug, 2021 @ 5:41pm 
Chance for update to 1.3?
Think3r 20 Apr, 2020 @ 3:58pm 
Evil!
hauvega  [author] 20 Apr, 2020 @ 3:18pm 
I will take a look at it and see what bad things I can do.
Think3r 20 Apr, 2020 @ 3:05pm 
Hey hauvega, would you mind adding support for the generators from Vanilla Furniture Expanded - Power as well as the chemboiler from VFE - Settlers ?
hauvega  [author] 7 Mar, 2020 @ 7:37am 
sure
nana_the_ninja 7 Mar, 2020 @ 6:01am 
Thanks for the update to 1.1!
hauvega  [author] 21 Aug, 2019 @ 2:47pm 
Then I will just add the forbiddable part to it.
Aaronthelemon 21 Aug, 2019 @ 10:05am 
And I'm against portability. The Rimworld gens seem fairly large.
Portability is what batteries are for.
Aaronthelemon 21 Aug, 2019 @ 10:04am 
Sounds good.
Happy for them to not be switchable.
But you do need some control over refueling c:
hauvega  [author] 21 Aug, 2019 @ 8:02am 
Adding the forbid comp to wood gennys.
hauvega  [author] 21 Aug, 2019 @ 7:50am 
Adding portability to the wood gennys. What do you think?
hauvega  [author] 21 Aug, 2019 @ 7:24am 
Make a room for the generators and forbid the door.
Aaronthelemon 21 Aug, 2019 @ 7:05am 
Is there a way to stop autofueling of a wood gen?
lilwhitemouse 20 Aug, 2019 @ 7:44pm 
Clearly I need to watch more movies.
hauvega  [author] 20 Aug, 2019 @ 6:46pm 
Do you really want a Dr. Raymond Cocteau society(Demolition Man movie)? Too controlled and restricted. Our pawns are bunch of misfits and we love our misfits. I do not see that glitterworld medicine being a cure all if they were that advanced.
lilwhitemouse 20 Aug, 2019 @ 5:27pm 
Hehehe.

Somehow I had imagined Glitterworld society advancing socially in addition to physical science-y. But maybe that's the way they went...
hauvega  [author] 20 Aug, 2019 @ 1:08pm 
They are sensitive to rain. Yes explode upon serious damage. Just got to set damage level.

These advanced technologies used cheapened methods of engineering. Cost cutting. LOL
lilwhitemouse 20 Aug, 2019 @ 12:57pm 
(I might make the vanometric cells have like 5 hitpoints and explode dramatically upon destructions. Finicky pieces of tech, don't break the seal)
lilwhitemouse 20 Aug, 2019 @ 12:55pm 
I suspect geothermal stations are designed to be robust - they do have to be fairly large installations?

Aren't vanometric glitterworld tech? It seems highly unlikely they wouldn't be completely sealed units that mere mortals cannot hope to understand the workings of.
hauvega  [author] 20 Aug, 2019 @ 11:52am 
Playing around with the idea of adding geothermal and vanometric cells to the list.
lilwhitemouse 12 Aug, 2019 @ 9:00am 
...what a brilliantly straightforward option. I never thought of it...
hauvega  [author] 11 Aug, 2019 @ 3:21pm 
Sorry, Had a burst of real life work lately so I have not responded. I will update some xml adjustments with the defs patching soon and I probably build a generator room and forbid the door.
lilwhitemouse 7 Aug, 2019 @ 10:39pm 
I ran some numbers, btw, and found "/Defs/..." aster than "Defs/..." for patching.

So....is there a way to tell pawns to stop refueling the wood generator?
hauvega  [author] 25 Jul, 2019 @ 12:06pm 
Oxygen does not mean crap in this game. Since wood stoves have to run out of fuel why not the wood generator. Let's a bit of additional management. I been messing with adding geothermal and vanometric cells with consequences like short circuit in the rain and failures due to extreme damage.
Aaronthelemon 24 Jul, 2019 @ 12:49pm 
I like the idea of this mod but find the idea that wooden stoves not being able to be flicked off odd.
You can easily stop a wood fire by denying oxygen?
hauvega  [author] 15 Jul, 2019 @ 12:29pm 
Has been updated. Thanks @rebelscum. I think Cassandra decided to use that floating ball and put it where the sun doesn't shine. Even in modding she can do you in. https://www.youtube.com/watch?v=_J4Onll7VNs
egoanditspwn 15 Jul, 2019 @ 12:25pm 
Glad to hear you got it. It can be so tricky finding those tiny little typos.
hauvega  [author] 15 Jul, 2019 @ 11:58am 
Sorry about that I made my one stupid mistake. I forgot the 's' on Defs which causes patch failures every time. My bad.
hauvega  [author] 15 Jul, 2019 @ 11:28am 
What other patch mods? I would like to see the format since the lack of good examples it helping me learn it. I tried the @ part and it does not work.
egoanditspwn 15 Jul, 2019 @ 9:55am 
This has some compatibility issues with other patch mods due to how you wrote your xpaths. A solution is to either specify that this needs to go high up in the load order so this patch happens before others, or if you changed .../comps/li[number]/... with .../comps/li[@Class="CompProperties_Whatever You're Targeting"]/... it should be able to modify the correct one no matter what other comps other mods might patch in.

Also, using Defs/ThingDef... should make it load a bit faster compared to using */ThingDef...

Thanks for making the mod though, it's pretty cool.
An Author 26 Jun, 2019 @ 2:29pm 
Wow, how is this not a thing already? good one.
hauvega  [author] 26 Jun, 2019 @ 2:27pm 
It makes the game moar fun.
Deyon 26 Jun, 2019 @ 2:10pm 
good mod! it makes sense that generators are fragile and volatile, why would batteries explode constantly while generators are left out of the fun?!
hauvega  [author] 26 Jun, 2019 @ 10:43am 
Trying to get some vids up yet.