RimWorld

RimWorld

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RT Power Switch
 
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0.124 MB
Jul 20, 2016 @ 12:48pm
Jan 11 @ 7:16am
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RT Power Switch

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Description
Adds a research that will upgrade power switches with power-reserving functionality.
Compatibility warning: compatible with Haplo's PowerSwitch[ludeon.com] only if RT Power Switch is loaded before Haplo's; even then, enabling features of both mods at the same switch will lead to weird behavior!

Features:
    "Emergency power" mode: when enabled, power switch will automatically turn on if an adjacent energy network is about to lose power, and turn off once the network's batteries are all fully charged.

Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
Source[github.com]
License (GPLv3)[github.com]
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21 Comments
曾经沧海 Jan 10 @ 4:23am 
it seems ,when Batteries are fully charged and just connected with a electrical wire(because power switch cannot be connected directly) ,it will truely boom even the powerswitch turned off and not connected into networks.So can it automatically turn off once the network's batteries are charged 90% or like this?
曾经沧海 Jan 10 @ 4:23am 
it seems ,when Batteries are fully charged and just connected with a electrical wire(because power switch cannot be connected directly) ,it will truely boom even the powerswitch turned off and not connected into networks.So can it turn off once the network's batteries are charged 90% or like this?
Blackglass Sand Dec 26, 2016 @ 2:54pm 
just dropping in to say that I love your mods. Very handy, thanks for making them.
Ratysz  [author] Nov 11, 2016 @ 5:30am 
@Gooru: If there is I sure haven't made it.

As I've said before, power networks in RimWorld weren't designed with actual electrics in mind, so making something like you describe isn't as simple as taking my mod and inverting a condition. Practically, each and every simplest circuit/device/behavior one can find in real powergrids has to be meticulously emulated and recreated with very specific code, that sometimes is completely backwards to what the game does. There's just... no underlying physics to support all this stuff.
Gooru Nov 11, 2016 @ 4:07am 
Is there some inverse version of this? turn off, then the network lose power and turn on again when batteries on one side are fully charged?
SteveS Sep 22, 2016 @ 3:00am 
I just noticed that this is only happens when you first start the game. When you then switch them on and save the game and immediately load it again, it's fine.

I'm also using this with Haplo's power switch and paid attention to the load order. Not sure if that causes issues. I think I'll go back to DayNightSwitch, as the timer is really all I need.
Ratysz  [author] Sep 22, 2016 @ 1:39am 
@卖鱼蛋的金鱼佬, @SteveS: Odd, I remember coding in and testing the part that saves switch state. I'll check it out once I fix my workstation.
SteveS Sep 21, 2016 @ 6:21pm 
Same issue. The switch status does not appear to be saved, which leads to flickering lights when you load a save game
卖鱼蛋的金鱼佬 Sep 14, 2016 @ 5:29pm 
Every time you start the game, you have to turn on the switch
Fishbones Sep 2, 2016 @ 12:15pm 
for charging backup batteries:
designate power - ON
Emergency power - ON

once fully charged, designate pwoer will automatically switch to OFF

if a surge happens in ur MAIN circuit, it will automatically turn designate power on and act as backup.
if the surge happens in ur backup battery circuit, you will have to manually turn it on to charge it.

if you reload the game, you may have to set emergency power back to on.