RimWorld

RimWorld

725 ratings
RT Fuse
 
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0.272 MB
Jul 20, 2016 @ 12:47pm
May 30 @ 8:28am
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RT Fuse

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Description
Adds fuses: they will help diminish or completely negate any explosions due to random short circuits when placed anywhere on a power network with batteries. Also, changes how short circuit event works: it will now consider all batteries, not just vanilla ones.

Features:
    Makeshift fuse: small and cheap, can be researched early on. Will safely dissipate up to 3000 Wd (that's 3 standard batteries) of electrical discharge, but will need to be repaired with a component afterwards.
    Circuit breaker: a more advanced solution, dissipates up to 3000 Wd and will only need to be manually reset afterwards (colonists with switch-flicking jobs enabled will do that on their own).
Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
Source[github.com]
License (GPLv3)[github.com]
Popular Discussions View All (1)
7
Mar 14 @ 6:25pm
game balance
belzebot
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271 Comments
DrakeWarrior Oct 8 @ 9:01am 
This is why fuses are such a great idea, and why using power networks without them is like sitting on a burning barrel with powder (which it is, in original game).
DrakeWarrior Oct 8 @ 8:59am 
@Vas, totally agree. If something there breaks immerion and realism, but makes the game "harder/balanced" - it should not exist (apart from some exceptions, but those are rare).

It is like spear+shield combo in army formations. No matter how many cannon-meat with daggers/swords you will throw a them, your losses would be catastrophical.
And that is why this was used alot in formations.

If you find something overpowered - you just use it to save your recources/lives of your people, instead of thinking "is it even fair?.."
Agent Buizel Sep 27 @ 10:50am 
First balanced thing I've seen that helps with the discharges. now if only there was a improved version that saved abit of the batery, tired of my indoor crops running out of power...
navorskatie Sep 25 @ 7:23pm 
I like this idea. Rather than getting rid of the battery problem by not allowing it or by having a mod that turns it off, at least this is a kind of technology solution. It needs research and you would think a space-faring group of people can solve that kind of problem, right?

Vas Sep 20 @ 4:54pm 
I mean, my original point is that power shouldn't be drained from behind breaker boxes. So if you got batteries in a room and a breaker box in between, the batteries behind the inciident should be safe. But whatever. Its just more trolling game behavior like spamming you with random mad animals.
Vas Sep 20 @ 4:52pm 
Power Switch, requires someone to toggle a switch, which means still a half day of things toggling between on and off states if you have lots of machinery.

I go for realism, not balance. The game shouldn't be nothing but trolling events one after another.

"HAHA< Deleted all power, troololololololo!"
Ratysz  [author] Sep 20 @ 5:21am 
@gamer nerd, @[insert_name_here]: Yes, it does work with existing saves just fine.

@Vas: I've stated the reason for current behavior multiple times: balance. You may be interested in another mod of mine, RT Power Switch.
gamer nerd Sep 17 @ 1:49pm 
can i add this to a existing save?
Vas Sep 15 @ 1:53am 
Any chance you can stop the power drain when a breaker is in use? Perhaps some sort of backup battery system, not affected by conduit illogically explode event, that can restore power after such an event? I'd rather not loose all my power each time the event hits, which is ridiculously often but thankfully not as often as "a random 18 things have just broken because its funny trolling you!". But yea, losing 100% of my power is rather annoying, had hoped these would protect gainst that, and others even thought it did based on the wording here.
[insert_name_here] Sep 1 @ 1:29pm 
This works with old saves, right?