RimWorld

RimWorld

RePowerReborn
31 kommentarer
Marvin 27. maj 2021 kl. 16:11 
it doesn work in space with save our ship
JajajTec 23. apr. 2021 kl. 2:14 
will it be updated? and is it possible to manually add modded buildings?
Mlie 13. sep. 2020 kl. 12:18 
Made version that combines this with the functionality of the Turn It On and Off-mod and also includes settings for the default-powerdraw of in use-buildnings.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2228219259
Hope it helps anyone!
WJSabey 1. sep. 2020 kl. 19:16 
That doesn't seem like it should use power though, certainly not that much. That's just recording the location, you could do that with a sheet of paper.
MinionJoe 1. sep. 2020 kl. 8:13 
@WJS I suspect because when the scanner is on, you can see underground deposits whether or not a pawn is operating it or not.
WJSabey 28. aug. 2020 kl. 14:49 
Is there any reason that the deep scanner doesn't have reduced power when not being used?
Taliesyn 22. aug. 2020 kl. 10:23 
Heart of Mud - it's working just fine in my games.
Videogameplayer 16. aug. 2020 kl. 12:20 
does this work in 1.2? an official update would be great :)
Mlie 8. juni 2020 kl. 9:39 
@Captain Lurmey No, the patches only has this mod as dependency, fluffys mod manager has a bug in it that fails to understand version-numbers of x.x. If this mod adds uses x.x.x the error will go away.
Lurmey 8. juni 2020 kl. 8:52 
I second what biship said. But I think the issue is with the patches. All the RePower patches complain that they need version 0.0.0 but version 1.2 is loaded, or that they depend on "invalid.package.id".
biship 13. apr. 2020 kl. 13:59 
Can you update your Manifext.xml to be <version>1.2.0</version> so that it plays nice with Fully's Mod Manager?
Aki-San 4. apr. 2020 kl. 9:48 
thank you @mile and @ebonjaeger!
Jellypowered 1. mar. 2020 kl. 19:52 
Safe to remove/add mid save.
Marvin 1. mar. 2020 kl. 19:19 
can i add this to an existing save?
velcroboy333 28. feb. 2020 kl. 20:36 
Gotcha. And thanks to both you and EbonJaeger for these.
Mlie 28. feb. 2020 kl. 9:24 
@velcroboy333 The other one is abandoned
Mlie 28. feb. 2020 kl. 9:23 
Updated my patchpack for this mod as well:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1836577627
velcroboy333 22. okt. 2019 kl. 18:19 
Why should I use this and not the other one? What is wrong with the other one?
Selweor 18. okt. 2019 kl. 14:06 
Hello! You've said, "Just be sure not to accidentally install the old RePower." I have old RePower in my game, so will it be secure to remove it and then install your update? Thank you.
Mlie 16. sep. 2019 kl. 10:05 
The manifest uri is for checking if you have the latest version of the mod. It checks the version-string in the local manifest.xml against the version in the manifesturi-path.
Jellypowered 16. sep. 2019 kl. 8:13 
Side thought, correct me if i'm wrong: Since manifest.xml is pulled from your github (via <manifestUri>*snip*</manifestUri> when loading, there really isn't a need to update the mod itself on steam right? Asking for future learnings lol
Jellypowered 16. sep. 2019 kl. 8:11 
Thanks for pushing my pull request :) Glad to be of assistance!
EbonJaeger  [ophavsmand] 16. sep. 2019 kl. 7:51 
Pushed an update for the Manifest.xml error! :D

@Mycroft Sounds maybe like another mod conflicting? If you would like help with this, please feel free to open an issue on Github. :)
Mlie 13. sep. 2019 kl. 1:39 
The mod works as intended for me, if you are having problems with the smelter turning off, maybe you simply do not have 4500W available in your power-network?
Mycroft 12. sep. 2019 kl. 17:27 
i dunno about you guys, but in addition to that error, the mod didn't actually reduce my power needs at all

what it DID do, was shut down my smelters any time i was about to smelt anything, it would still cost me the full power cost all the while but don't i DARE use the smelter for the exact purpose for which it was built, it'll shut off the power to it until the pawn leaves and instantly restart.

0/10, would not use again
lbmaian 1. sep. 2019 kl. 22:57 
I can confirm that with Fluffy's ModManager, I get the following error:

Failed to parse dependency '[1.0] RePower': invalid dependency format

at ModManager.Dependency.LoadDataFromXmlCustom (System.Xml.XmlNode root) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
ModManager.Dependency:LoadDataFromXmlCustom(XmlNode)
...

ModManager requires that the mod identifier have no spaces, and compares it with other mod identifiers with spaces stripped out.
EbonJaeger  [ophavsmand] 26. aug. 2019 kl. 11:19 
I was wondering about that. Not sure if it makes a difference having it at all, tbh. Don't think I ever got it to mark the old RePower as incompatible no matter what I did.
Mlie 26. aug. 2019 kl. 9:59 
Updated all my patches and removed dependencies and instead only populated the LoadAfter-property with both the old and your version.

BTW, you have an error in your Manifest, there are no spaces in identifiers so "[1.0] RePower" should be "[1.0]RePower", it fails to parse otherwise.
EbonJaeger  [ophavsmand] 26. aug. 2019 kl. 7:40 
@Mlie assuming you use a Manifest.xml for Fluffy's Mod Manager, I guess you could set RePowerReborn as a dependency so it will recognize it. I think it would just be the same with the Workshop page. Either way, the patches will work fine as-is.

@ISky Changelog can always be found here: https://github.com/EbonJaeger/RePowerReborn/releases
Essentially, I restructured most of the code, cleaned a bunch of things up, made the default item power levels no longer hard-coded (can edit the mod's .xml to change values), and added support for Fluffy's Mod Manager stuff.

In the future I'd like to implement a settings page to edit power values while in-game, instead of having to edit a file.
Blooest 26. aug. 2019 kl. 5:55 
What makes this one different from NubPixel's for players? What did you fix/change?
Mlie 26. aug. 2019 kl. 1:47 
Is there anything I need to do to list my RePower patches as compatible with this version as well?