RimWorld
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RT Fuse
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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435.890 KB
20 jul 2016 om 12:47
20 apr om 11:16
15 wijzigingsnotities (weergeven)

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RT Fuse

Omschrijving
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).

Contributing new translations: create a translation mod.

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]
Populaire discussies Alles weergeven (10)
4
21 apr om 22:24
RT Fuse does not show up on my mod list
Todokoro
18
2
5 dec 2022 om 15:30
game balance
belzebot
11
15 jul om 19:42
Game "Initializing.." forever
A-A-ron
844 opmerkingen
Batman 15 sep om 19:40 
yeah the batteries were outside i'm the rain, i'm really sorry to have bothered you dude, i don't know why i didn't realize it, thank you very much for the mod.
Ratysz  [auteur] 15 sep om 19:23 
@Batman: The short circuit event doesn't actually blow up the batteries, only the cables, so whatever it is it's probably not that. Are you leaving your batteries outside in the rain? Are the batteries from a mod? Do you have other mods that might be affecting the short circuit event?
Batman 15 sep om 8:26 
i'm having the issue where the batteries still are exploding despite there being more circuit breakers than batteries they are all connected to each other as i can see each other and every battery is touching at least one circuit breaker.
Rovalen 15 sep om 5:37 
@Batman fuses don't prevent the event, they prevent the explosion and fires if you have less than or equal to 1800Wd per fuse of energy stored in a network.
Batman 14 sep om 16:15 
hello sorry for the stupid question but im having trouble figuring out how fuses work, im putting circuit breaker next to the batteries but the zzzt event is still happening
Rovalen 1 sep om 21:54 
@Emily seriously though, if you find the "immersion" this mod offers too expensive to the point of considering exploiting a random flaw in the game's code instead, just disable the Zzzt event altogether, why even bother?
Rovalen 1 sep om 21:45 
@Emily wow I like exploiting my story generator for no reason lol

Btw that is only a thing because apparently normal cicruits are hardcoded to be the only def to be a valid target for the short circuit incident. Spaghetti monster at it again.
Emily 1 sep om 19:57 
1.5 added hidden conduits to the base game which are completely immune to short circuits, so now you can completely avoid the random short circuit event by using hidden conduits everywhere instead of regular conduits, at the cost of a small amount of extra steel and build time (less than the resources and time it costs to research and build anything from this mod)
Rovalen 2 aug om 1:09 
Update: couldn't replicate the issue in devmode. Maybe the conflicting mod was updated, maybe it always has been a weird edge case.
Rovalen 1 aug om 14:01 
@Ratysz: Yes and yes, literally right next to each other and to batteries.
The network is really basic - just 6 batteries in 2x3 next to a wall with cables, and 2 curcuit breakers on top. All roofed too.
My modlist is a bit on a chonkier side (364 mods), but I'm trying to keep it free of redundancies and things I'm not sure I need, so it's hard to even tell if there is interaction. My best guess is stuff like Tweaks Galore or TD Enhancement Pack causing some weird butterfly effects, but even that seems unlikely. The only thing I have that even remotely touches electricity is Device Standby , but I'm pretty sure I had no problem with it back in 1.4.
I'll see if I can reproduce this behavior and do some testing tomorrow.