RimWorld

RimWorld

1,949 ratings
RT Fuse
 
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Mod, 1.0
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0.341 MB
Jul 20, 2016 @ 12:47pm
Oct 17, 2018 @ 11:50am
10 Change Notes ( view )

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RT Fuse

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Description
Researchable (RT Mods research tab) electric fuses to mitigate short circuits. When placed anywhere on a power network, each fuse will safely discharge up to three of network's batteries, mitigating or preventing the explosion.

Does not require a new colony to add or remove (might throw a one-time error).

Available languages:
  • Chinese (simplified) (by duduluu)
  • Chinese (traditional) (by duduluu)
  • English
  • Korean (by Coldmoon)
  • Russian
  • Spanish (Castilian) (by a kind stranger who wished to remain anonymous)
  • Spanish (Latin America) (by a kind stranger who wished to remain anonymous)

Contributing new translations: make a pull request to source repository.

Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
Source[github.com]
License (GPLv3)[github.com]
Buy me a coffee![ko-fi.com]
Popular Discussions View All (4)
14
May 11 @ 10:22am
game balance
belzebot
2
Aug 31, 2018 @ 12:23am
Red conflict with [[1.0] Project RimFactory - Public Beta]
Voyeurtaz
1
Sep 4, 2018 @ 9:13am
Bug?
Twisted Echo
< >
472 Comments
maliciousmarvel Nov 4 @ 5:00am 
Question. Imagine I'd want to help out by translating this mod's content into German. How would I start? Where would I get the text pieces to translate from and where would I submit it to?
esc Sep 29 @ 11:17pm 
multi-planetary human civilization with no fuse in their circuits. very realistic
Kakunapod Sep 28 @ 6:14pm 
I think what ineffable is trying to get at is that fuses / circuit breakers do not behave like how this mod describes them. Doubt you're interested in revising the mod (maybe give your creations a different name instead?), but if interested, I'm open to providing information on how fuses/circuit breakers behave (I'm an electrical engineer employed in the electrical construction/power distribution business).

Simplified example using game terms: a 1000W fuse will allow 1000W of load or less to be connected to it. If the load exceeds 1000W, the fuse blows and very little energy is actually allowed to pass through. Say the load exceeded 1000W because you added an extra 200W heater on the existing 900W load, or maybe a short occurs (many many many watts). In either case, the fuse blows almost instantly and all electrical flow in the circuit stops. Very little excess energy is actually lost, and the number of batteries has nothing to do with how much.
Ineffable Sep 22 @ 10:34am 
What about add CHECK BOX into mod settings which allow this suggested feature - so basicaly people who want balanced game can have it and people who want fuze to work proper or at least drain max 60% of charge.

Just a suggestion
Ratysz  [author] Sep 22 @ 10:03am 
@Ineffable Nor should power cables explode with the force of a tank shell at the slightest short, yet here we are. There's a discussion about this mod, named "game balance", should provide some insight into why the mod is the way it is, if interested.
Ineffable Sep 21 @ 11:21am 
Interesting but that is not how should fuses or circut breakers work
Kham Sep 21 @ 7:08am 
@Ineffable it doesn't stop Zzzt events, nor does it stop batteries draining. It only stops the explosions that occur when a Zzzt event takes place.
Ineffable Sep 20 @ 6:07pm 
I dont know why but it doesnt work. Its not preventing enythink... Zzzt happen and discharge all charge in batteries, even when there is exactly that many breakers that is necessary
Dedbob Sep 14 @ 5:33pm 
Can pawns walk over the fuses?
Kewing Sep 13 @ 12:16pm 
Hi, i just made a translation in French for the mod,

https://github.com/KewingB/RT-Fuse