391 ratings
RT Power Switch
Mod, 1.0, 1.1, 1.2
File Size
0.260 MB
Jul 20, 2016 @ 12:48pm
Aug 13, 2020 @ 1:07pm
12 Change Notes ( view )

Subscribe to download
RT Power Switch

A new researchable (RT Mods research tab) function for the power switch: when enabled, a new settings tab will become available on the power switch, allowing precise configuration of how should the switch react to changes in stored energy levels in an adjacent power network.

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]
License (GPLv3)[github.com]
Buy me a coffee![ko-fi.com]
< >
Damon_Vi Feb 21 @ 11:17am 
yep, that's the one. love that one. should be added to the base game since it's such a simple yet functional add.
fredericktpjohnstone Jan 9 @ 8:22am 
@Damon_Vi @afterthought.btw I think the mod you guys want/are thinking of is Backup Power https://steamcommunity.com/sharedfiles/filedetails/?id=2084493662
Damon_Vi Jan 6 @ 11:55am 
@afterthought.btw there is a mod that specifically does what you're looking to do when it comes to (iirc the base wood fired and fueled generator) that let's you attach a "panel" onto the generator, and it gives you a "this generator automatically turns on at XX% grid battery power, and turns off when batteries are XX% full"

I use the mod, I cant remember it's name atm.

The way I use it, I set my generators to turn on once the accumulative charge of my grid's battery % is at 35%, and then they auto shut off once it reaches 70% full. Its cut back on wasting so much wood as fuel early on, and makes barely a dent in chemfuel once I hit that stage.

If anyone remembers the name before I come back to this threat, please drop it
Ratysz  [author] Nov 4, 2020 @ 1:18pm 
@afterthought.btw: Yes, this mod is completely irrelevant to that specific purpose. It's all about batteries, not about things that need to be switched, despite what the name might imply.
afterthought.btw Nov 4, 2020 @ 12:51pm 
Hmm. I take it you don't have a version of this that works with oil piping?!

I'm using Rimefeller, and my intent was to use a power plant as a backup generator for my solar power. So, when my batteries need topping up in winter/eclipses the switch flips and my generator kicks in. Unfortunately, the power plant constantly works away even when not connected to my power network. I'm guessing there's nothing that can be done on the power grid side of things using this?
ec#2718 on Discord Sep 22, 2020 @ 7:02am 
It'd be really nice to have support for, instead of "charge status" (x% currently charged), using "charging status" (x% charging-per-second).

In particular, I might want to switch a switch off if a network is discharging, and switch it back on when there's surplus / it's charging!
Rainoa Sep 19, 2020 @ 4:59pm 
sorry if kinda hard to explain without really showing it >.<
Rainoa Sep 19, 2020 @ 4:58pm 
o ok, i did a mistake and it kinda looked like it worked that way due to not the right bank turned on instead it was another 1 but the other stayed off till i did a test surge and the other bank went down

for examlpe i meant to do a U direction of backup banks of 4 in a 7x11 size room
now starting from 1 of the end/starting point of the U 1 to 4, 1 always on and when short 1 goes down 2 would kick on or if battery just drain for w/e reason

BUT i mistake made bank 2 always on and bank 1 only kick on if 2 is 1% but bank 3 also would kick on if bank2 hits 1%...
what happen was bank 3 kicked on but bank 1 stayed off
Ratysz  [author] Sep 19, 2020 @ 6:43am 
The switches don't talk to each other, if that's what you're asking. Once a switch is on it connects all the power networks around it into one, though, so one switch flipping might influence how another switch reads the network status.
Rainoa Sep 19, 2020 @ 5:49am 
side note if for example i had anumber of battery banks and just had them connected to main grid and set it for any of the battery banks to hit 1 or 0% would they all kick on at same time or only 1 of them as they run out?