RimWorld

RimWorld

[XND] Watermill Tweaks (Continued)
33 Comments
Mlie  [author] 2 Aug @ 4:38am 
@Kuro I dont use their stuff so its always good to have the link
Kuro 2 Aug @ 4:24am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2062943477
It's just vanilla expanded, sorry if that wasn't clear.
Mlie  [author] 2 Aug @ 3:40am 
@Kuro Clould you link to that mod?
Kuro 2 Aug @ 3:31am 
Does this work with VFE:P's Advanced Watermill too, or just the vanilla Watermill?
莫名某某 1 Aug, 2023 @ 2:39am 
Thank you for your reply
Mlie  [author] 31 Jul, 2023 @ 10:34pm 
@3023125678 Oh, you mean the original description. I did not write that, but yes they get hitpoint damage over time. This is not the same as needing maintanence.
莫名某某 31 Jul, 2023 @ 6:53pm 
Maybe damage here means damage to buildings and loss of health. As opposed to a breakdown event in the game where parts need to be replaced?
Am I understanding this correctly?
莫名某某 31 Jul, 2023 @ 6:50pm 
Maybe there's something wrong with what I said. I mean this:
Adding a new Incident - ~~~ "but they also get damaged over time"
Please excuse my machine translation English
Mlie  [author] 31 Jul, 2023 @ 10:08am 
@3023125678 What newly added incident?
莫名某某 31 Jul, 2023 @ 8:04am 
I noticed that the newly added incident involved building damage. So does this conflict with the Fluffy Breakdowns mod?
Qta 18 May, 2023 @ 9:39pm 
@Mlie Thank you so much! It's working now. The previous error, I couldn't confirm the cause because the comment I wrote was the only error phrase. No power output was displayed and an error message was logged in the information box. I've been using it well for a long time, but one day I just got that error. Thank you for letting me play a fun game!
Mlie  [author] 16 May, 2023 @ 1:26pm 
@Qta Added some nullchecks, if you notice any errors please report on how to replicate them
Qta 16 May, 2023 @ 12:03am 
There seems to be a problem with returning a null value when the GetRiver function is called in Watermill Tweaks mode. can you fix it please?
AngleWyrm 18 Dec, 2021 @ 5:32am 
I stand corrected. Thank you for the educational post
Mlie  [author] 18 Dec, 2021 @ 5:16am 
@AngleWyrm Well, according to this it does change with temperature:
https://www.engineersedge.com/physics/water__density_viscosity_specific_weight_13146.htm
AngleWyrm 18 Dec, 2021 @ 3:28am 
Do watermills actually change output according to temperature? Because water doesn't change 'viscosity' at all. There's liquid, solid and gas forms. I suspect this is a worshipper of RNGesus imposing random variation where it isn't appropriate. https://i.imgur.com/WgYAnTI.jpg
Dizzy Ioeuy 15 Jul, 2021 @ 2:24pm 
thanks for the update!
Ruki V01 7 Feb, 2021 @ 5:11pm 
Que buen mod.
Muchas gracias por re-subirlo.
Mlie  [author] 12 Apr, 2020 @ 1:50pm 
@troopersmith1 I see what you mean now. I have not changed that part of the code so I assume its remnants from the old authors version.
troopersmith1 12 Apr, 2020 @ 12:49pm 
I looked at the source for the most recent release on github. However, I looked over it a little more, and the code actually doesn't use those values. That's why they were commented out. The code uses an equation later in the script to replace those values.
Mlie  [author] 12 Apr, 2020 @ 12:30pm 
@troopersmith1 What source did you look at? I cannot find any commented code in the source.
Mlie  [author] 12 Apr, 2020 @ 12:33am 
@troopersmith1 It works as intended in my tests but ill have a look
troopersmith1 11 Apr, 2020 @ 2:35pm 
@Mlie

I was looking over the source for this mod and I noticed the float values for halved power production and zero power production for cold temperatures are commented out. Is that going to affect anything?
Think3r 11 Apr, 2020 @ 1:54pm 
@Mlie Will do! Cheers.
Aleks 11 Apr, 2020 @ 11:21am 
@Mlie Okay I will take a look, thanks.
Mlie  [author] 11 Apr, 2020 @ 11:06am 
@Think3r I think its better if you asked the maintainer of permafrost. Since that mod changes tiles of water and already has code to detect fishing for example its probably better it that adds support for watermills in general.
Mlie  [author] 11 Apr, 2020 @ 9:31am 
@Alleks Can you request it in the ressurected collections comments or discord? My moderators handles requests better than me :)
Aleks 11 Apr, 2020 @ 9:13am 
Could you update the mod mechanoids drop weapons?
Mlie  [author] 11 Apr, 2020 @ 5:41am 
It should be possible to add support for that mod I think. I can look into it.
Think3r 11 Apr, 2020 @ 4:24am 
Oh yeah, I read that. It might look weird if the water is frozen at 0°C due to Permafrost, while the watermill is still rotating, producing power. I don't know at which temperatures rivers freeze in Permafrost (only got a micro lake on my map), but in case of mod compatibility, they should match with the numbers you cited. If you don't have the time, I can also ask the other (new) author, since he's active.
Mlie  [author] 11 Apr, 2020 @ 3:47am 
@Think3r Havent tried it but according to the description production stops at ” -5°C and -8°C for creeks; -10°C and -15°C for rivers; -15°C and -23°C for large rivers; -20°C and -30°C for huge rivers.”
Think3r 11 Apr, 2020 @ 2:36am 
Is this compatible with [RF] Permafrost , i.e. will the watermills stop producing power when the water is frozen?
Bobby_Hill (♀) 10 Apr, 2020 @ 2:02pm 
your profile is bugged out again yo