RimWorld

RimWorld

125 ratings
RePowerReborn
   
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
81.683 KB
Aug 25, 2019 @ 4:21pm
Jul 12, 2022 @ 12:27pm
4 Change Notes ( view )

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RePowerReborn

Description
<color=orange><b>Important: </b> This mod requires HubsLib to be loaded before it in the load order.</color>

Rebalance power consumption based on when an object is in use.

Generally speaking, power consumers will use substantially reduced power when not in use, and substantively more power when in use. Power consumption will accordingly vary wildly based on usage, rather than the vanilla behavior of simply how many worktables or doors you have.

Effected Buildings:
Electric Tailoring Bench (10W Idle, 500W Active)
Electric Smithy (10W Idle, 1000W Active)
Machining Table (10W Idle, 1400W Active)
Electric Stove (10W Idle, 1000W Active)
Electric Smelter (400W Idle, 4500W Active)
Biofuel Refinery (10W Idle, 1800W Active)
Fabrication Bench (10W Idle, 1800W Active)
Electric Crematorium (200W Idle, 750W Active)

Multi-Analyzer (10W Idle, 600W Active) (Active when an associated research table is in use)
Vitals Monitor (10W Idle, 1000W Active) (Active when the associated medical bed is in use)
HiTech Research Bench (100W Idle, 1000W Active)
AutoDoor (5W Idle, 500W Active) (Active when open, but not blocked or held)

Televisions (10W Idle, 400W Active) (Active when being watched)

Deep Drill (10W Idle, 500W Active)

<color=orange>This is an unofficial update</color>

<b>Note:</b>
Previous mod power patches will be listed as incompatible, but they still work just fine; I made sure of that. Just be sure not to accidentally install the old RePower.

If you have an issue or a suggestion, please file a report here: https://github.com/EbonJaeger/RePowerReborn/issues
The full source code can be found online here: https://github.com/EbonJaeger/RePowerReborn
31 Comments
Marvin May 27, 2021 @ 4:11pm 
it doesn work in space with save our ship
JajajTec Apr 23, 2021 @ 2:14am 
will it be updated? and is it possible to manually add modded buildings?
Mlie Sep 13, 2020 @ 12:18pm 
Made version that combines this with the functionality of the Turn It On and Off-mod and also includes settings for the default-powerdraw of in use-buildnings.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228219259
Hope it helps anyone!
WJSabey Sep 1, 2020 @ 7:16pm 
That doesn't seem like it should use power though, certainly not that much. That's just recording the location, you could do that with a sheet of paper.
MinionJoe Sep 1, 2020 @ 8:13am 
@WJS I suspect because when the scanner is on, you can see underground deposits whether or not a pawn is operating it or not.
WJSabey Aug 28, 2020 @ 2:49pm 
Is there any reason that the deep scanner doesn't have reduced power when not being used?
Taliesyn Aug 22, 2020 @ 10:23am 
Heart of Mud - it's working just fine in my games.
Videogameplayer Aug 16, 2020 @ 12:20pm 
does this work in 1.2? an official update would be great :)
Mlie Jun 8, 2020 @ 9:39am 
@Captain Lurmey No, the patches only has this mod as dependency, fluffys mod manager has a bug in it that fails to understand version-numbers of x.x. If this mod adds uses x.x.x the error will go away.
Lurmey Jun 8, 2020 @ 8:52am 
I second what biship said. But I think the issue is with the patches. All the RePower patches complain that they need version 0.0.0 but version 1.2 is loaded, or that they depend on "invalid.package.id".