RimWorld

RimWorld

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Power++
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.304 MB
Jun 15, 2019 @ 6:06pm
Jul 31 @ 3:54am
46 Change Notes ( view )

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Power++

In 1 collection by aRandomKiwi
aRandomKiwi's mods
12 items
Description




WORKS WITH SAVES

A wireless power mod :
Trade power (buy and sell) with factions, share wirelessly power between your colonies and all other maps (caravan, quest, deeprim...), connect electrical devices to wireless powergrids (no cables), thanks to the wireless power network technologies research.

Robots from Misc Robots++, DLC BioTech Mechs, Androids Tiers, Androids, What The Hack, VFE Mechanoid and Rimsec Security mods can be connected to LWPN allowing them to operate continuously.

Hack and use the dangerous energy from the ancient network of power-collection satellites to generate tons of energy and also use it as weapon.

Hijack the wireless power network technologies and use it as powerful weapons with the A.R.E.S system.

Fully customizable.


[ko-fi.com]








Download latest release (DropBox)[www.dropbox.com]



For the wireless power (transfert/sharing) :
To be simple, broadcast an amount of Watt you choose of a power source wirelessly like WIFI networks.
  • 1) You build an emitter who will emit a WPN (Wireless Power Network eg: WPN-1300987) with the desired amount of Watt you want.
  • 2) Then you simply need to build where you want (even another map) a receiver where you will select on which WPN to connect (between your's or thoses of the other factions you rented). You can also rent your WPN to factions thought the communication console.

For the wireless powergrids it's the same process :
  • 1) You build an emitter who will emit (on the current map only) automatically the connected power network wirelessly, it is the LWPN (Local Wireless Power Network eg : LWPN-001).
  • 2) On all electrical devices you want to connect wirelessly, you simply need to first enable the wireless switch, then select which available LWPN to connect.





  • Become energy supplier and earn money
  • Use all electrical devices without physical cables
  • No more lack of energy with the Satellite powerbeam absorption dish (warning : very dangerous)
  • Attack and defend your base thanks to the A.R.E.S (Atmospheric Remote Energy Storm)
  • Create dangerous electric setups on another map from your base (Rimatomic reactor, Satellite powerbeam absborption dish,...) then share wirelessly produced power with your main base safely
  • Use turrets and other electric defenses systems on caravan and quest maps thanks to portable (but limited) WPN Receptor and portable LWPN Emitter
  • Share power with your DeepRim mod in undergroup maps



All the energy trading are done thought the communication console.

Rent a WPN :
When you rent a WPN to a faction you commit yourself for a certain period of time to provide them with a certain amount of power.
Beware if you cant honor your contract till the end, the faction may cancel the contract and commit negative actions against you (decrease goodwill, raid or embargo).
Likewise the factions count all the hours or the contract is not respected and removes them from your payment, however if the total of theses hours are too high to their taste they can refuse to pay you (only neutral and ally factions) !

Borrow a WPN :
When you borrow a faction's WPN, you must pay it at the end of the contract period (you have 1 day), in case of non payment the faction will engage in negative actions against you (decrease goodwill, raid or embargo)

Power++ allow to have deep commercial relations with factions :

  • Dont pay the bill and assume the consequences
  • Break an contract in progress without pay and assume the consequences
  • Factions can do an energy embargo, based on some conditions faction (refuse to buy/sell power with you for a certain time
  • Factions can remind to you if you do not respect the energy supply contract before initiate actions against you
  • Calculation of proportion of the energy consumed during payments (hour granularity)
  • Factions may decide to make a discount based on certain conditions
  • Factions have specific (limited) needs





  • To function properly and safely, the AD must constantly be connected to the computer (the STS) that initiates the connection to the satellite network. In case of interruption of one of these two devices (AD or STS) while a beam is active, a countdown start, at the end of this countdown the connection with the satellite is abruptly interrupted, this can result in several types of major incidents (orbital aiming error, orbital beam dilatation (the worst), huge EMP, ...).
  • It's not recommended to overload your AD, even if you can and it significantly increases the amount of energy produced, because the desynchronization time (the countdown) with the linked satellite is shortened which will greatly increase the risk of hard desynchronization and therefore of potentially serious incidents.
  • The STS emit a lot of heat and it need to run at a temperature below 0C, if it overheat it can also cause hard desynchronization with the satellite
  • The A.R.E.S system is very effective on life forms but not very effective against mechanoids
  • Overloaded AD is gradually damaged by the orbital beam, so you should constantly check and repair it.
























  • Azarashi (Esp) : Spanish translation
  • aRandomKiwi : English and French translations
  • HawnHan : Simplified Chinese translation
  • Xeros08 : Graphic ressource (AD Relay tower)



1.8.7

Enjoy my mods and like me to continue updating ?
Please consider buying me a kiwi on Ko-Fi or at least put a like :)

[ko-fi.com]
Popular Discussions View All (5)
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Mar 26 @ 5:30am
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403 Comments
氘镉殆 Aug 1 @ 9:24pm 
:nekoheart:
Aguastral Jul 31 @ 10:01am 
Ah big thank you <3 it seems to work perfectly !
aRandomKiwi  [author] Jul 31 @ 3:59am 
:ai_wormhole: Update v1.8.7 :ai_wormhole:

-Fixed RimSec robots connection to LWPN end in a bugged state when the save is loaded while a connection was active during the saving
-Added multi-selection support for connecting/disconnecting one or more robots to an LWPN

@Aguastral: Fixed with the latest update

@氘镉殆: I cant fix issues related to Odyssey DLC as i dont have it, but the multiple selection issue is now fixed with the latest update.
Aguastral Jul 30 @ 11:00am 
One of the best mod ever made ! I love it :) I just have a "bug" it's the RimSec robots are not really connected. They are when you connect the robots, but when you save your save and load it, the robots seems to be still connected but not at all. They are not connected and detected by the LWPN.
氘镉殆 Jul 28 @ 7:07pm 
Thanks for updating to 1.6! I’ve encountered a few issues with the Odyssey ships mod:

1.Circuit Connection Glitch: After landing, ships randomly connect to nearby power lines, creating a messy network. The functionality isn’t affected, but the visual clutter is noticeable.
2. BioTech Mech Reconnection Issue:
After landing, BioTech mechs require manual reconnection to power sources. Additionally, when selecting multiple mechs, their assigned LWPN (Logical Wireless Power Network) links must be reconfigured individually for each unit instead of applying universally.

*AI-translated*
Henzel Jul 25 @ 9:52pm 
thanks for 1.6!
Darth Rinvey Jul 23 @ 10:31pm 
yeah 1.6
thx a lot :GhostLoveEyes::GhostLoveEyes:
ark Jul 23 @ 8:03pm 
insane timing
hhsred09 Jul 23 @ 6:13pm 
woohoo tyvm
aRandomKiwi  [author] Jul 23 @ 5:07pm 
:ai_wormhole: Update v1.8.6 :ai_wormhole:

-Add Rimworld 1.6 support
-Add DLC BioTech Mechs support (allow wireless recharge with a LWPN)

Note : Most of the basic features under 1.6 were tested, should work as on 1.5, however I have not tested it with Odyssey as i don't own it, it should work but I'm not sure.