RimWorld

RimWorld

Circuit Breaker
58 Comments
Omega13 27 Aug @ 2:40am 
I would also love to see a version of this that does not require choke points, because presumably the choke points are incorporated into the actual devices and the wiring within the walls, since presumably a wire is not taking up the space of an entire wall. The chokepoint minigame is not difficult or interesting; it only serves to waste space.
blues  [author] 17 Aug @ 1:20am 
@VelxraTV, separating batteries from the system with a circuit breaker is easily achievable in small circuits and small spaces (see the lower-left circuit example in the screenshots). That’s the whole point of this mod in its originality: a tiny challenge to call it a mod instead of disabling the event entirely.

If you really need that simpler approach, there’s RT Fuse, you can use that mod instead of this one. And if that still doesn’t work for you, you can simply disable the short circuit event. Because at that point, there’s really no difference between “no challenge at all” and... no challenge at all.

In short, no. I'm not planning to change the baseline code for that, at least until the next big game update forcing me to push an update.
VelxraTV 16 Aug @ 3:56pm 
Could we have the option in the settings for the breaker box to count as protection so long as its attached in the system? Pretty much what the original mod did.

I like the design idea of needing to make a proper circuit. But this limitation has been very frustrating for small builds and space ships.
The Bard of Hearts 9 Aug @ 1:00pm 
Well, if and when you decide you want to work on things, I'll be happy to be a helpful little prinny... dood. :d5_prinny: Game on... dood. :d5_prinny: :steamthumbsup:
blues  [author] 9 Aug @ 12:45am 
The cable overlap thing seems annoying but i guess necessary since breakers has to be transmitters and able to cut of transmission when needed.
It could be made better, but not sure how, and i don't see myself doing it anytime soon.
I'm sure i'll love the dlc, thanks:)
The Bard of Hearts 8 Aug @ 4:53pm 
Hmm... It IS working now. It may be possible that I was trying to place it over an existing cable. I thought I tried putting it on a blank wall, but with my Inattentive Disorder, I can't recall. Thanks for the mod work all the same. Hope you enjoy the dlc.
blues  [author] 8 Aug @ 1:48am 
I installed the damn dlc, and checked it myself. I can place the breakers and the fuses on gravship walls and fly with them without problem. (Check the screenshot above) Make sure that:

- You are not trying to place the breakers on existing cables or other overlapping things.

- You don't have the retexture mod or any remnants of it's patch.

Other than that, every piece of code for breakers and fuses are the same, i don't see why else such thing would happen.

Safe travels. :theinterceptor:
The Bard of Hearts 7 Aug @ 7:46pm 
I didn't even know there was a retexture out there for this. Honestly your textures work just fine for me. Regardless, still is as is. The fuse will go into the wall without problem. The circuit breaker will not. So far, flying the ship hasn't caused any problems with anything that is built. And I can build the circuit breaker on the ship's floor, just not the wall, like I can with the fuse.
blues  [author] 7 Aug @ 1:52pm 
Naah mate. They are kneaded from the same dough, they can't act different, the fuse and the breaker.

I guess you are using the "Retexture Mod", they patched the breaker to not be wall-mountable for some reason idk. If that's the whole problem, you can uninstall that mod and you're good.

But let me know again when you launch your ship, check whether the fuses or breakers can fly attached with the ship without breaking the hull pressure or something. No logs needed, thanks. :theinterceptor:
The Bard of Hearts 7 Aug @ 12:11pm 
They can be placed on the gravship foundation but not on the gravship walls. In my current playthrough, I only just started using this mod and haven't tried launching the ship yet, but I doubt that will be an issue. The only real thing I noticed so far is that I can't place the circuit breaker in/on a gravship wall. The fuse, by the way, WILL go into a gravship wall. If there is any other way I can help, let me know. My debug logs may not be helpful, since I run 400+ mods. Thanks for looking into it. :megamanshoot::steamthumbsup:
blues  [author] 6 Aug @ 11:34pm 
Hi, @The Bard of Hearts.
I asked before but couldn't get an answer.
- Is this a problem just for wall-mounting in gravships,
- Or you can't place them anywhere in gravships at all?

If it's the second, it's a serious but easy problem, i'll just remove a few lines to make them normal buildings and push a quick update.

If it's just the walls, it's not that serious, and it'll need more experimentation, which i don't have that much time and i don't have the dlc.
The Bard of Hearts 6 Aug @ 9:03pm 
@blues
Thank you thank you for the mod work. I'm liking the idea of this better than RT Fuse at this point. I am curious though, do you plan on making it compatible with the gravships eventually? or is that not on the docket at all? Thanks for any response. :megamanshoot::steamthumbsup:
Church.exe 29 Jul @ 2:44am 
This is an incredibly interesting and well-done alternative to something like RT Fuse. As useful as stopping shorts & such is it always feels a bit cheaty to just use something like RT Fuse (since it basically just circumvents the mechanic entirely) but this seems to add quite a bit of actual depth & thought to designing the power grid beyond just "throw wires down until all of the blue lines touch each other"
blues  [author] 19 Jul @ 3:19am 
My thanks to those who express their appreciation with likes or messages.
Enjoy, @Mathrador.
Mathrador 18 Jul @ 6:53pm 
I question why this is not just a base game thing at this point honestly haha! Thank you for making a fair way to deal with Zzzt events
blues  [author] 15 Jul @ 11:53pm 
@Corbald, I don't have the dlc, i don't have the time to retexture for a wall-edge mount separately.
If it works on the floors or somewhere else in the ship, use it like that.
If it doesn't work anywhere in the gravship tell me and i'll make a quick fix (making it not wall placable at all).
Corbald 15 Jul @ 7:00pm 
Can not be placed on Gravship walls.
Renay Edor 13 Jul @ 11:25pm 
I should have just used this mod base from the start instead of using one of the retexture/rework mods... I like the idea of consumable fuses to begin with, and I've always run my power "natrually", so having circuit breakers works naturally with my planning D
blues  [author] 8 Jul @ 10:01am 
Hi, @Rudi Gauss. Uninstall the "Circuit Breaker Retexture" mod until it gets updated for the new version.
Rudi Gauss 8 Jul @ 10:00am 
The circuit breaker texture is 3x3 tiles big.
blues  [author] 7 Jul @ 11:03am 
New update;
- Circuit breakers come with 10 fuse clips. After 10 triggers, they break down and require repair.
- Single shot fuses for cheap & early game.
- Mod customisation menu with lots of settings.

I’ve tested everything myself, but if I missed something, feel free to report bugs.
blues  [author] 13 Jun @ 2:59pm 
1.6.
C0lin2000 13 Jun @ 2:27pm 
1.6?
blues  [author] 29 May @ 1:06pm 
@尋千, @MangoCobra enjoy:)
MangoCobra 28 May @ 12:25am 
Love this, thank you
尋千 30 Apr @ 8:20am 
good mod:steamthumbsup:
blues  [author] 13 Apr @ 12:41am 
I'm glad to hear that, @turkler. Enjoy.
A few weeks ago i was making some upgrades for this mod. But my hard disk crashed and i lost that work, alongside some analysis data for my thesis. (I auto-sync all my important folders to cloud now.)
But i'll get there again sometime. We'll have more options and sauce, little by little hopefully:)
turkler 12 Apr @ 6:37pm 
just wanted to say, thank you so much for making this mod! it's my favorite short circuit mitigation mod by far
blues  [author] 17 Mar @ 2:04am 
Thanks, @CheeseWheelGuy. I hope to have such free times again some day:)
CheeseWheelGuy 15 Mar @ 8:45pm 
blues, if nobody else has told you this, let me be the first. you don't owe the short circuit overhaul enjoyers a thing. if you've better things to do than code for a hobby, do it. by all means. do what's important to you first, then come back once your inspiration or will to mod returns. we'll understand.
BenjiTheHunted 25 Feb @ 8:52am 
COOL
Johnny 23 Jan @ 6:18am 
Understandable! modding is just a hobby, wish you the best with your studies and looking forward to any future updates
blues  [author] 22 Jan @ 11:59am 
thanks johnny. i really want to add complexity and more fun to this mod alongside with my other mod ideas. but my mind and time is occupied with my thesis studies for at least another few months.

i have free time, time to time, but these little times i tend to appreciate with shorter fun activities.
but this is still in mind somewhere. believe it:)

retexture mod is nice, makes me jealous, but it looks more like a power transformer box rather than a circuit breaker. maybe if i dare to add a power transformer into the equation in future, we'd talk about retexturing the retextures, who knows.
Johnny 21 Jan @ 12:47pm 
The circuit breaker retexture for this mod conviced me to try it, I always found RT's breaker to be a bit too simplistic, just pop it in wherever and forget about it, this though, it's perfect

Tho it would be cool to have some extra mod options in case I'm feeling a bit masochistic, like still loosing some battery power similar to RT's, or maybe just add weaker versions of the breaker that unlock early, and put the good one at a higher tech level.
blues  [author] 27 Nov, 2024 @ 9:43am 
i'm just cooling my head off from medical knowledge, but i'll go ahead and think with you.
- a primitive fuse, like a thin cable, costing just a steel, and being the weakest point of the circuit, for a controlled zztt, i mean, wire burns were not too big of a deal for me but... yeah maybe.
- i'd merge 1 and 2 :)
- auto power on, like nothing happened at all. by itself it'd be boring but maybe can be colourised with extra drawbacks. maybe a slight battery drain etc.
- premature trip, was one of my initial ideas as well. adding power transformers for the current management, if the current is not managed good enough, breakers would keep tripping...
- and something else i wanted to do is make something that works with fluffy breakdowns... non-maintained electric buildings causing more short circuits and extra damage etc.
well, maybe someday...
CTH2004 27 Nov, 2024 @ 9:22am 
well, I'll go assume you will eventually improve it. So, to keep it short I'll put the gist here, but do note I have more detailed information

1. primative fuses: a low tech version that will destroy itself, and due to poor design (useing wood as a resistor? idk, something "primative"), it has a chance to start a fire (at least you can control where the fire is...)
2. fuses: a low tech version that completly destroy themselves
3.circuit breaker: what you have
4. advanced circuit breaker: if it's connected to a cable, it will auto-reset. Basically, it's a switch that a conduit goes into, then goes out of. However, one of those "purple wires" (you know what I mean, right) can connect, and if it has power, it will be able to re-set it. So, might be good to have a separate power grid with no batteries...
5. more advanced one that has no power limit (see bellow comment)
CTH2004 27 Nov, 2024 @ 9:21am 
now the advanced one-
mechanic: load
basically, irl these work by looking at current flow. That means, if you are consuming too much power, it will trip even if there is no issue. If it's just barely above, it might take some time, but the more you put through it, the worse it gets.

So, the idea is: each one of thes OCDP (Over Current Protection Devices) (the official name for this group of devices, as well as surge protectors, GDFI's, and so on). has a "limit". If you draw more than that limit, they will either trip, or "melt" (so a circuit breaker could melt and act as a wire now, being useless).

However, if you split the power, it works. Let's say you are drawing 1.2 times the max power, puting 2 in will now be .6 times the max power.
blues  [author] 26 Nov, 2024 @ 10:23am 
I didn't answer to that question this fast. It was just coincidence.
I had a huge ton of ideas but doesn't seem doable with my time and mind state currently. Feel free to shoot. But i don't even feel like organising my ideas and writing them down, sorry:)
blues  [author] 26 Nov, 2024 @ 10:21am 
@CTH2004, yes, mod itself practically doesn't control battery drains or anything, batteries doesn't drain or explode because they simply are just disconnected.

My initial plan was to have settings for this mod as well, drain amount, explosion risk etc, like in the previous mod that i did for RT Fuse, but my time and mind is very busy with my phd thesis currently.
This mod is simply the draft i was holding back to improve, but felt compelled to release as soon as possible since old mod's users was asking for update. Maybe i can have time to improve on later. I like the interest so far though. And open to suggestions. Short ones;)
CTH2004 26 Nov, 2024 @ 10:20am 
warning: today I seem to be struggling with phraseing things, so this comment (and really all I've put here) aren't that well written. Especially this comment you are reading right now

oh, quick question. Do you plan on makeing an ideas (or suggestions) discussion? if so, i'll wait for it to put my idea. if not, would you like me to make one for you (drawback is that you can't edit the first comment to put plans.

For instance, if you make it, you can put planned features (at least major ones), so people don't suggest already planned things.
CTH2004 26 Nov, 2024 @ 9:57am 
" You can also check my answer to a similar question on the previous page."- uh, other page? hmm... good idea!

"@CTH2004, descriptions and the pictures."- I didin't quite get the difference. I got how this one works, and how the other works, but not the connection

"With this mod strategic placement matters, and batteries can save their stored energy. "- ah, I get it, RT's effectivly allows a specific object to break (or toggle), instead of breaking other stuff. Yours allows you to isolate them, meaning that it doesn't just controll the drain, but block cascades!

okay, I officially am changeing mods, sorry RT! (:

p.s. that gives me an idea. I would put it here, but when it reached 2 paragraphs...
blues  [author] 26 Nov, 2024 @ 8:49am 
@RowanSkie, that's nice thinking. Enjoy :)
@CTH2004, descriptions and the pictures. With this mod strategic placement matters, and batteries can save their stored energy. You can also check my answer to a similar question on the previous page.
CTH2004 26 Nov, 2024 @ 7:41am 
out of curiousity, how would you say this mod is different than RT's Fuse mod? I want to know before I decide to change or not
Rowan Skye 25 Nov, 2024 @ 5:10pm 
This can replace the switch I was using to isolate my RimAtomics nuclear power plant, nice.
blues  [author] 23 Nov, 2024 @ 8:42am 
Imagine the description pictures with "PPCs" instead of batteries; and "Turrets" instead of smelters. The results will be the same.

Circuit breaker is basically a power switch which turns off in case of a short circuit (Zzztt).
So when the switch is off, the connection in between turrets and PPCs would cut, until one of your pawns switch it on again.

This mod doesn't override any function other than the short circuit event, so there shouldn't be any incompatibility with anything, other than other short circuit mods, which is stated in the description.
Sir_Trollman 23 Nov, 2024 @ 4:08am 
I wanted to know if it would cause issues with PPCs and Turrets
blues  [author] 23 Nov, 2024 @ 3:30am 
I'd say pretty well, @Sir_Trollman.
Imagine the description pictures with a Rimatomics building instead of a smelter. The results will be the same.
Separating your nuclear reactors from power net with circuit breakers would increase your safety a ton, since cables normally can cause fires in case of a 'Zzztt'. So it's a good thing.
Sir_Trollman 23 Nov, 2024 @ 1:39am 
How well does it work with RimAtomics?
blues  [author] 22 Nov, 2024 @ 8:14am 
Thanks, @exiledfreedom. Enjoy :)
exiledfreedom 22 Nov, 2024 @ 7:01am 
This should have been in the base game. Awesome mod :)