Stranded: Alien Dawn

Stranded: Alien Dawn

No Idle Power Consumption
72 Comments
helfisk 21 Jul @ 9:45am 
I think there's an issue with Medical Bed's not having power / in "idle".
After I started using this mod, survivors seems to not wanting to automatically choose to go to the medical beds. They can still be ordered just fine though.

I have almost no lua experience, so I might be wrong, but think the issue lies with the code in "UnitMedicalBed.lua", line 56:
if not power_consumption or power_consumption <= 0 or patient and patient.require_treatment <= 0 then return end

If I'm on to something, would it be possible to solve by assigning some "trickle" idle value, like 1 or something?

Hope it's helpful - and that I'm not misidentifying the root cause
lukeh_ro  [author] 1 Jun @ 3:54am 
that's a bit more complicated technically...
also, for turrets you have sensors to enable them only on need
son-goku 1 Jun @ 3:08am 
Can you add turrets to this? Kiind of weird that towers use that much energy when not being in use
lukeh_ro  [author] 12 Apr @ 6:02am 
@jeypee, what errors? I'm using it and no errors...
send me a log maybe
23 Sep, 2024 @ 8:17am 
DLC 수술 치료 작동 안 함 😡
Flabby AP 13 Aug, 2024 @ 4:43pm 
I'd think devices should still take some power when idling, maybe like 5 or 10% of their normal consumption?
WarriorsLegacy 1 Aug, 2024 @ 11:24am 
Love the mod as it makes a lot of sense. No person with limited power is going to leave a appliance on all the time. One problem ive seen is that the Automated surgical bed wont heal automatically though as when someone lays in it, they act like it has no power even when laying there to heal and simply wait for someone to give them first aid while laying in the bed. If you can find some way to fix this that would be awesome. Thank you.
lukeh_ro  [author] 17 Jul, 2024 @ 11:13am 
Yeah, since I made this mod I don't use circuits for production devices. I still use them for turrets+motion sensors, lights+light sensors, heating+termostats...
Anotubus 17 Jul, 2024 @ 5:00am 
> I think I kind of reproduced it when the power was limited - as in not enough to turn on the device(s)

yeah, I forgot the furnaces were on a circuit, that was powering them down when the charge was <70%. I took them out of the circuit and the behavior stopped.
Basically the native power saving through circuits mechanic and this mod are competing entities with the same goal. So maybe excluding the devices (from the mod processing) with configured circuits that are on Low Battery Sensor - is a good idea. But I also imagine it is lot of work or even impassible. So at the very least you could add a warning in the mod description.
lukeh_ro  [author] 16 Jul, 2024 @ 9:38pm 
@Anotubus
I understand what you mean but I didn't notice this problem while playing and I had used two furnaces like that placed nearby.
I think I kind of reproduced it when the power was limited - as in not enough to turn on the device(s). So, when the furnace is on idle mode (but not enough power surplus to start it) the mod does see it as possibly working and brings resources to it; once it has resources there is not enough power to start the job and the resources may be transported somewhere else.
Could this be your situation too?
If so, I would think about it but not sure how I could handle it better. As you noticed this is not a core mechanic and a lot of tricks were needed in order to hook it into a very core functionality which is not easy...
Jack-O-Lantern 15 Jul, 2024 @ 1:29am 
Is it possible to change the circuit control system to allow more than 11 options? Or would it be possible to just be able to create circuit control networks with a name, so you don't have to limit what you can do with just 10 circuits. Main issue this can fix is when you got separate buildings and you set up automated temperature control, but each thermostat requires the use of a circuit. Which is really a massive waste to dedicate each building to have it's own circuit just for temperature control. That also limits the number of buildings you can have if you want them to have temp control.
Anotubus 7 Jul, 2024 @ 2:17am 
Cont.

I don't think it's specifically a furnace bug, but one that tends to manifest on them because the recepies are all single ingridient (SIR) ones. also other powered stations that have SIR are tipically a single instance or do not produce the SIRs simultaniously.

Great mod btw, needs to be core, concidering Factorio-like games always have this as the core mechanic. But the game has this "follow the Rimworld no matter what" philosophy sadly...
Anotubus 7 Jul, 2024 @ 12:50am 
So, the electric furnace handling has a bug. namely if you have several of them in one place with the same recepies enabled - what happens is:
1. a character brings ingridients and loads them into a furnace A
2. the character recieves a request to bring ingridients to the furnace B
3. the furnace A is unpowered so it's treated as a the nearest storage hance the character goes and unloads furnace A's ingridients and brings them into furnace B
4. repeat until something changes (the character gets tired, the amount of products exeedes the limit, some other character manages to turn a furnace on, etc)

As you can imagine this is a huge problem, since both resource production is hampered and the work time of chars is wasted.

To fix this either the furnace needs to be turned on right after the ingridients arrive or the character mechanic regarding where the resources come from needs to be altered.
XenonLX 10 Apr, 2024 @ 11:28am 
Does it make sense to add electric furnace to the list?(If it is not yet there) As it also consumes lots of energy even when not smelting anything.
netupb 8 Mar, 2024 @ 1:03pm 
thank you very much..
Zark 3 Feb, 2024 @ 6:37am 
Many Thanks :)
lukeh_ro  [author] 3 Feb, 2024 @ 6:10am 
Done, note that existing Surgical automatons need to be turned off and back on or have to heal someone first in order to become idle afterwards. New ones should be good from start.
Zark 26 Jan, 2024 @ 12:29pm 
Great mods BTW, however, would you be so kind to update it to include 'Surgical automation beds' from the new DLC expansion please. :)
Separ 8 Jan, 2024 @ 5:32am 
This is a great mod that eliminates an annoying game micromanagement requirement.
netupb 29 Dec, 2023 @ 7:00am 
Doesn't work on the surgical bed (automaton?) master, can u add this building too?
Winnie_the_Poo 28 Dec, 2023 @ 12:46am 
Doesn't work on the surgical bed (automaton?) for me, and I can't turn it off at all in my game with this mod (latest version). Otherwise this is a great QoL mod, much appreciated!
Mantastic 11 Dec, 2023 @ 6:53pm 
Sweet! Thanks!
lukeh_ro  [author] 10 Dec, 2023 @ 9:02pm 
I believe I was able to fix the issue, no more need for manual off/on...
delboyspencer YNWA JFT97 3 Dec, 2023 @ 9:32pm 
Thanks so much
lukeh_ro  [author] 3 Dec, 2023 @ 8:32pm 
I will take a look at that mod also at the situation described with power going under threshold
delboyspencer YNWA JFT97 3 Dec, 2023 @ 6:21pm 
Doesn't work with this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3083443422&tscn=1701655389

And everytime the power goes out you have to go round turning on all the devices again. The drying rack will not power on with your mod installed sadly
El-Smole 2 Dec, 2023 @ 7:42pm 
@lukeh_ro Ah yes, im silly. Thank you !

It is a great quality of life mod. Its under estimated how much power you lose just because something is idle and merely plugged in....
Sacksahne 29 Nov, 2023 @ 5:17pm 
Found an issue:
If your power goes below the threshold for any of the devices and goes back up, the mod won't trigger an "ON"-state.
Found this on a save in which my power drains everytime at night and goes full on daytimes.
son-goku 29 Nov, 2023 @ 1:50pm 
Is it possible to add the turrets to this too?
Bjørn 29 Nov, 2023 @ 1:09pm 
Wow, why haven't I discovered this before? This is brilliant, many thanks! :steamthumbsup:
lukeh_ro  [author] 26 Nov, 2023 @ 11:55am 
El-Smole, try turning them off than back on manually. Does it solve the issue afterwards?
El-Smole 26 Nov, 2023 @ 9:32am 
seems that the electric furnaces dont queue automatically because of the mod (seems to be linked to this only)
reeight 24 Nov, 2023 @ 7:24pm 
@son-goku Sometimes I have to have a character to 'manually' turn off then turn on again before the "No Idle Power" starts to work
Makivante 22 Nov, 2023 @ 12:01pm 
Lukeh_ro - Thank you for all the work you put in to this mod - I appreciate it. I'll keep an eye out for bugs, but I didn't have any on my last playthrough.
son-goku 21 Nov, 2023 @ 1:06pm 
When a task is active on the Soldering bench but nobody's working on it, it draws power. Is that by choice? Or just forgotten in the mod?
Paraleo 20 Nov, 2023 @ 6:04am 
dw about that, sorry about the delay, i needed some sleep i ll accept your friendship now just temporary to gift you this, since i don't keep friends on steam,
this mod is solid anyway even if u keep working on it or not, it's already on my list of go to mods.
lukeh_ro  [author] 20 Nov, 2023 @ 2:02am 
If you really want to do that it will be appreciated. But please note that I can't make any promise that I'll get to handle DLC stuff in my mod(s) sooner because of that...
Time is the main bottleneck, not the money. I definitely will get the DLC at some point one way or another and one of the reason I don't rush to get it is that I don't want to become overwhelmed as I still have some ideas to work on without it.
Paraleo 20 Nov, 2023 @ 12:34am 
You know what i'll gift you the dlc, it will be my good deed for this game community,i got some wallet funds i can spare ofc no obligation towards me other than to activate the dlc i guess xD,
you ll have to answer so i don't buy it for nothing.
lukeh_ro  [author] 19 Nov, 2023 @ 10:49pm 
Just made a few tests and all seems fine as far as I could see. That said, I still acknowledge there is something fishy with new devices.
Apparently the issue with devices not properly working when fresh built is some sort of corner case but I can't pin point the conditions for it. In my test all the devices affected by this mod behave properly immediately after built.
If you encounter it please send me a save or try to let me know what may be special in your situation (ie. enough power when this mod turns off the consumption, so no missing power reported, but not enough to have them working... stuff like that)
Paraleo 18 Nov, 2023 @ 12:42am 
wth i might of posted in another thread yesterday,I did revisit the mod i turned off and on all the things and the smelters and the soldering bench did stop using power, also drone robots elevators are working normally, i dont think the elevators should be saving power it might mess with the AI,
the automaton bed doesnt save power still.
As per the crafting thing, that the other dude mentioned i cant say anything as i didnt craft but i ll be playing this weekend with a few other mods installed so i can make more observations
lukeh_ro  [author] 18 Nov, 2023 @ 12:41am 
I guess I may have to check this a bit more after the update. I indeed know there may be issue with new devices but didn't noticed problems once it starts behaving as intended
Tac 17 Nov, 2023 @ 11:07pm 
Love the mod. Having issues with with producing items when the mod is installed. Survivors will not deliver to the machine once it stops consuming power. If I turn the machine on and off it will then work for that batch until the machine then stops to wait for material delivery. At this time is then is no longer consuming power however the survivors will not deliver to the machine anymore.
Paraleo 17 Nov, 2023 @ 8:50am 
u're right i didn't turned them on and off or use them since i added the mod gonna look into that over the weekend,
i see injto4ka is a fan maybe he will hook you up with a dlc key, I'll add a few of these to attract attention xD !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
lukeh_ro  [author] 17 Nov, 2023 @ 8:26am 
@Paraleo
Thanks. I don't have the DLC yet so I would look into the related stuff when I get it.
I will try to reproduce the issue you mentioned but I think indeed there could be some issues with newly built devices.
Turning them off and back on after newly built should hopefully fix those until I'll be able to get to the root of it...
Mersi!
Paraleo 17 Nov, 2023 @ 7:44am 
As promised I tested, but i added in an ongoing game without mods dunno if that skews negatively the testing or not. So my findings:
-robots drones and the new elevators are not affected they work all the time, not sure if the elevators should save energy tho it might mess up with the AI pathing,
-the new automaton bed doesnt turn off I had two of them both consuming while not being used
-now the curious thing i had 2 soldering benches, 3 electrical smelters which werent active for 3 game days while i was testing, but one soldering bench and one smelter were on while the rest were not consuming as the ui was showing,
I think i built every consumer possible if i haven't mentioned them they were working as i expected like turrets,sensors or the hydroponic racks which need to be always on.
That is it! If u think of anything that i might miss i am still in game today and i can check.
Noroc. Dar nu ma angajez ca mod tester xD, doar azi.
lukeh_ro  [author] 16 Nov, 2023 @ 9:01pm 
I will look into those
Paraleo 16 Nov, 2023 @ 2:28pm 
wonder what will the interaction be with the flying drones tho and the robots who have a charging dock which has to be on all the time for them to work,
Paraleo 16 Nov, 2023 @ 2:27pm 
I'll give this a go tmoz since I finished the R&G unmodded scenario and check for issues since I got a ton of stuff using electricity there.
WarStalkeR 12 Nov, 2023 @ 9:18am 
Amazing mod. Must have.
tiamats4esgares 29 Sep, 2023 @ 7:07pm 
Sorry I just now saw the comment about it being fixed. I could try to replicate the situation and see if it happens again. But it'll be a few days before I can check. And I know it's already been a month. Lol