RimWorld

RimWorld

Higher Power
119 Comments
mogazor Jul 29 @ 3:49pm 
Hi, I really like this mod, I use it for every play-through, thanks for making / maintaining it! I happened to be looking at the chemfuel generator for the first time today, I noticed the LV2 version doesn't double the power output (like the others seem to), just curious as to why please? I wondered if it was a typo or something. Thanks again for the mod!
leion247  [author] Jul 21 @ 4:33pm 
Correct, that isn't right 😂 It's max output is 3400W when the sun is fully out.
🎄🐓André🐓🎄 Jul 21 @ 4:05pm 
checking "solar generator lv2" description on research bench to check if I want to use that, in the description I found: "Max power output: 1W", I am really hoping that is not correct.
Bobbarækus Jul 15 @ 10:40am 
Thank you very much!
leion247  [author] Jul 15 @ 10:05am 
Okay, I'll be sure to have it dealt with when I update this to 1.6.
rwll Jul 13 @ 9:28pm 
In addition to the great idea of @Monkey Magic. I found another red text after locally modifying accordingly. It can be similarly dealt with:

locate, and delete the following line in ToxifierGenerator_II 's <building>

<soundAmbient>Toxifier_Working</soundAmbient>

Now it seems fine
irrelevantredundancy Jul 13 @ 4:40pm 
Hell yeah @Monkey Magic!
LinDonProMax Jul 12 @ 8:51am 
Pls update love ur mod man:mhwgood:
Tameablebread Jul 12 @ 8:01am 
@Monkey Magic holy shit absolute GOAT commenter
leion247  [author] Jun 14 @ 2:36am 
Much appreciated, I'll make use of this when updating to 1.6. ♥
Monkey Magic Jun 14 @ 1:58am 
@leion247 - I had to fix this locally for 1.6 so I could update my retexture mod properly, so all you need to do to get this ready for 1.6 is:

1. Add 1.6 to the about file
2. Copy the 1.5 holder, rename to 1.6
3. locate, and delete the following line in GeothermalGenerator_II 's <building>

<soundAmbient>GeothermalPlant_Ambience</soundAmbient>

4. Add the following class to GeothermalGenerator_II 's <comps>

<li Class="CompProperties_AmbientSound">
<sound>GeothermalPlant_Ambience</sound>
<disabledOnUnpowered>true</disabledOnUnpowered>
</li>

And you're done ^^
60threin Feb 24 @ 11:07am 
Alright, thanks man
leion247  [author] Feb 20 @ 8:07pm 
It should be compatible as far as I'm aware.
60threin Feb 20 @ 5:21pm 
does this conflict with vanilla power sources expanded?
leion247  [author] Feb 16 @ 1:06am 
Looks like the intended behavior from the mod is to have pollution pumps next to your toxifier generator, as they connect to the waste network. I probably shouldn't modify both the base toxifier and the level 2 one to subvert that step since that's how it's supposed to be.
leion247  [author] Feb 10 @ 5:25pm 
I don't see why not. I'll try to get something out by this weekend if its possible.
Jeremie Feb 10 @ 7:06am 
can you add support to connect to Vanilla Chemfuel Expanded - Unofficial Expansion ?
can let the Toxfier generator connect to it .
Kham Oct 6, 2024 @ 9:11am 
@leion247 thank you, really appreciate it! Seems to be working great.
leion247  [author] Oct 5, 2024 @ 11:44pm 
@Kham, it should be present the next time you load up your save. Assuming you're in patch 1.4 or 1.5.
Spotter Oct 1, 2024 @ 2:52am 
Absolutely spot on Leion 👍👍 5💖 10🌟 To your MODS.
leion247  [author] Oct 1, 2024 @ 1:33am 
I don't know any other Rimworld modders on a personal level, so the best I can do is set an example.
Spotter Sep 30, 2024 @ 11:22pm 
Any chance you could prod other Modders into keeping their Most Used Mods updated, like yours are? 👍👍💖 5🌟
Kham Sep 30, 2024 @ 2:37pm 
Thanks!
leion247  [author] Sep 30, 2024 @ 2:15pm 
Probably, I'll look into it over the week.
Kham Sep 30, 2024 @ 10:39am 
Any chance you could add the auto cut feature to the V2 wind turbines?
kittenjedi Jul 3, 2024 @ 5:08pm 
the geothermal generator 2 seems to not quite work properly with more linkables' power linkables :steamsad:

still an amazing mod tho!! 10/10
leion247  [author] May 11, 2024 @ 11:43pm 
Likely not. It would probably require a patch operation to do so.
ozfresh May 11, 2024 @ 3:23pm 
does this work with stuffed power?
Monkey Magic Apr 7, 2024 @ 9:23am 
@leion247 - From the looks of it, you will only need to update the About in any case. The mod is working fine in 1.5 as is.
leion247  [author] Mar 22, 2024 @ 12:15pm 
When it comes out, this'll be updated that week. As is standard for all my mods.
ZebraCore89 Mar 22, 2024 @ 11:47am 
Is there goin to be a 1.5 update?
Can we get a V3? V2 seems light on power.
Firesparq Oct 21, 2023 @ 2:19am 
Thanks <3
leion247  [author] Oct 20, 2023 @ 12:28am 
Sure, I hadn't even noticed it existed. I'll see what I can do by the end of this weekend.
Firesparq Oct 19, 2023 @ 8:53pm 
Could you please add a v2 for the toxifier generator also?
Firesparq Sep 4, 2023 @ 8:30pm 
Just a heads up, the wind turbine V2 doesn't have the auto-cut feature of the base wind turbine
Monkey Magic Jul 31, 2023 @ 5:48pm 
I'm kinda what you call a "mess around with it and see if it works" kinda guy - totally untrained, just like to screw about with stuff I barely understand, and sometimes it works out XD

That said, I have done something similar using set xpath for modding games like 7D2D, but I dunno if it would work the same for Rimworld. Something like:

<snip>embarrassing set xpath attempt that failed miserably</snip> lol

Yeah that idea didn't work. I'll take a look at the tutorial, and if I still can't get my head around it I'll beg for your help lol

After much faff, and stress actually figured out a very easy way to do this without using setpath, or replace or any of that jazz. So yeah. Simple methods are often the best.
leion247  [author] Jul 31, 2023 @ 2:23pm 
Should be fine, but I recommend using the replace operation to replace the node pointing to the texture path. That way you don't need the building files themselves. You'd just need the new images and point the existing buildings to them. Making it lower maintenance to maintain and it would make it easier to back port to older versions. If you'd like some help, I'll be available to do so on the discord, or you can find out how by this wiki page https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationReplace

Sure it would then require this mod to work, but I'd literally rather die then not keep my mods updated immediately to the newest game version, so that shouldn't be an issue with me.
Monkey Magic Jul 31, 2023 @ 5:18am 
Gotta say, I would have preferred updated textures that show they have been updated, rather than simple recolours. I mean, it's fine I guess - apart from the chem-powered generator. Those gas gas have to stay RED dammit. Red = chemfuel XD

In hindsight, I realised maybe this was asking too much, so I went ahead and made new texture myself. A reupload is available at the link below, but should leion247 request I take it down, I will switch to private for my personal use - unless they adopt my textures in which case I wont need it either :P

https://steamcommunity.com/sharedfiles/filedetails/?id=3012796834
leion247  [author] Nov 27, 2022 @ 2:42pm 
Assuming you have the mod downloaded, open the folder and choose the version of the game you're playing. Then go to Defs/ThingDefs_Buildings/HP_Power.xml and change the value of basePowerConsumption to negative whatever to generate power for the building you want to change it for. The solar buildings power level likely won't update however since that requires messing with assemblies. I can't help there since I don't do that myself.
Jaén Nov 27, 2022 @ 2:00pm 
How can ı change the power outputs?
PlusPurple Nov 17, 2022 @ 9:46am 
Thank you for updating! This mod is great to have.
leion247  [author] Nov 2, 2022 @ 12:06pm 
Change Notes: Updated to 1.4
VeeOt_Dragon Nov 2, 2022 @ 11:42am 
any news on the 1.4 update?
leion247  [author] Oct 29, 2022 @ 10:22am 
Only unbalanced if you don't make huge mountain bases. Smaller bases probably don't need this amount of power, but I regularly do. =P
Gruntly The Gobdaw Oct 29, 2022 @ 7:49am 
sounds very unbalanced
i love it
leion247  [author] Oct 20, 2022 @ 9:23am 
Will be updated when 1.4 comes out tomorrow yes.
Gisa Oct 20, 2022 @ 6:42am 
1.4 news?:steamthumbsup:
PHCGamer Apr 17, 2022 @ 3:13pm 
Turns out i jut didn't notice the research.
leion247  [author] Apr 17, 2022 @ 3:10pm 
Yes, should be no issue. If you want to remove it, just be sure to deconstruct any power buildings from the mod to avoid issues.