RimWorld

RimWorld

Power Alerts
97 Comments
rica Aug 12 @ 11:10am 
🤘
Espiovvv Aug 10 @ 7:24pm 
Thank you very much!
VitaKaninen Aug 10 @ 11:47am 
Thanks!
Diddily  [author] Aug 10 @ 7:34am 
Updated for 1.6
hellbird2022 Aug 5 @ 10:07pm 
please update to 1.6
Espiovvv Jul 15 @ 8:40am 
1.6 please!
runbirdideal Jul 12 @ 8:16pm 
Hello.
I would like to ask you, are you planning to update the mod to 1.6?
I would be happy to know.
Ornament Sep 8, 2024 @ 10:21am 
Great Mod.
I would also appreciate a SRTS ship mod compatibility.
VelxraTV Aug 1, 2024 @ 8:02am 
thanks for updating!
Diddily  [author] May 4, 2024 @ 9:32am 
1.5 support added
Lil Kitty Girl Apr 24, 2024 @ 6:14am 
hype!
Diddily  [author] Apr 4, 2024 @ 5:08am 
@lol thanks for notifying me, will get to it soon
lol Apr 2, 2024 @ 6:39am 
A vote for 1.5 update
llunak Oct 7, 2023 @ 11:02pm 
Please disable the "Wasting fuel" alert for refillable generators that have automatic refuel disabled. Yes, e.g. a food-fired genreator technically is wasting fuel even when refuel is disabled, but it's annoying having to also stop backup generators and then later both refuel them and start them when needing the extra power again. The fuel will be wasted one way or another and this way it'd be less work to handle it.
Diddily  [author] Jun 5, 2023 @ 8:12pm 
Technically they are using fuel and hiding it, which is why the alert fires. I can add an exemption when the fuel values are crazy high I suppose.
Sindusk May 17, 2023 @ 3:47am 
I've noticed there is a minor strange interaction with SRTS ships. The SRTS ships do not use fuel to generate power when landed, but the "Wasting Fuel" or "Disconnected Generator" alerts will still appear, depending on whether you connect them to the grid or not. Is there a way to make an exemption for SRTS ships that prevents these warnings from appearing?
Dawnmist Nov 2, 2022 @ 11:59pm 
Thank you!
FatalCharm Nov 2, 2022 @ 11:40pm 
Thank you for taking care of this.
WaKKO151 Nov 2, 2022 @ 6:13pm 
ty
Diddily  [author] Nov 2, 2022 @ 3:28pm 
The errant XML should now be deleted, apologies for that, I was rushing to get my mods updated and missed that.
Diddily  [author] Nov 2, 2022 @ 3:22pm 
Appologies for the def errors, I did have an upload issue. I'll fix that ASAP.
WaKKO151 Nov 2, 2022 @ 6:41am 
I am also getting the same power alerts problems. Just wanted to say its not an isolated incident. It might be because of Vanilla Expanded.
Player1 Nov 2, 2022 @ 3:01am 
It seems you accidentally included the recipe defs of your portal gun mod in this one. That's what's causing all the errors and glitchiness around machining tables.
Dawnmist Nov 2, 2022 @ 2:56am 
I'm getting a whole lot of could not resolve cross-reference to Verst.ThingDef and Verse.ResearchProjectDef for things like Vanometric power cells on startup when Power Alerts is active. I've uploaded a copy of the startup log and highlighted the section of errors to https://gist.github.com/dawnmist/a992b5576b14a350ae547dba1604960e#file-rimworld-log-L267-L475
FatalCharm Nov 1, 2022 @ 9:37pm 
Love the mod but I'm now getting red errors thrown up. Is anyone else having this experience?
Diddily  [author] Nov 1, 2022 @ 8:01pm 
1.4 support added.
Diddily  [author] Oct 31, 2022 @ 5:48pm 
@CurtimusPrime Will be soon
CurtimusPrime92 Oct 31, 2022 @ 5:22pm 
is this working for 1.4?
Diddily  [author] Oct 26, 2022 @ 2:40am 
@eighmy_lupin I'll add support this weekend
Doomchibi Aug 14, 2022 @ 12:13am 
I figured it would be a more gradual change % wise for the chance to break down between 0-100, if it's a sharp change between the two starting at 50% then yes, i'd say an alert 50% would be very helpful. If it is just a gradual change though, somewhere around a 25% alert seems like a good "immediate attention" kind of place. I've just had a lot of times that i've clicked around to check on my electrical items and realized several things were below 30% and none of my pawns seem to have noticed, or I only notice after they actually break down.
Diddily  [author] Aug 13, 2022 @ 6:05pm 
@Doomchibi Possibly, how would you expect it to work exactly? My reading of the mod's code tells me that it has a small break down chance at 50% and nearly 100% chance at 1%... so it'd have to alert you of anything at or below 50% I'd think?
Doomchibi Aug 13, 2022 @ 4:49am 
Could this possibly be made to work with Fluffy's Breakdowns to give an alert when something hasn't been maintained and is getting close to 0%?
Diddily  [author] Apr 10, 2022 @ 3:33pm 
@Mile Thanks for letting me know, I just fixed it. That's what I get for using new features and not using enough parenthesis! Ugh.
Mlie Apr 10, 2022 @ 11:39am 
Seems the update today causes the check for short-circuit risk to missbehave.
The GetAtRiskBuildings-method now just checks for buildings that can short-circuit and not if they are under a roof.
Lurmey Jan 30, 2022 @ 9:14am 
Thanks! Will do :)
Diddily  [author] Jan 30, 2022 @ 6:49am 
@Lurmey Both issues you reported should now be resolved. Thanks for the reports, let me know if you find anything else wonky.
Diddily  [author] Jan 30, 2022 @ 5:51am 
I see, I just made the assumption that all batteries short circuit and only checked shortCircuitInRain for power consumers. That's an easy fix, thanks!
Lurmey Jan 29, 2022 @ 8:26pm 
Oh I found another out-of-place alert. The "Short circuit risk" alert shows for VFE - Power's Advanced Batteries which don't short circuit in rain. I imagine it's just searching for any building that holds power and isn't roofed, so makes sense.
Lurmey Jan 26, 2022 @ 6:05pm 
I figured that was how it worked, as it makes sense. It's reasonable to assume if it takes fuel and produces power, it's probably using said fuel for said power. The helicopters are just a weird oddity.

That would be a good way to resolve this specific instance. It's not a huge deal, but thought I'd point it out anyway. Thanks for looking into it :)
Diddily  [author] Jan 26, 2022 @ 5:55pm 
The way the wasting fuel alert works is it looks for anything that produces power that takes fuel. Unfortunately it seems the helicopters fit this pattern even if they don’t use the fuel to produce power. I have plans to allow ignoring specific generator types in the future, but in the short term if these helicopters really do have a 0 fuel burn rate to produce power I can easily detect and ignore that… I will look into that
Lurmey Jan 26, 2022 @ 5:16pm 
They take chemfuel but they don't use said chemfuel to produce power, the chemfuel is used for travel. The onboard generator is primarily for powering turrets, heaters, etc while on away missions but it produces power back at the colony too.

That's what I mean by they're like solar, wind or tidal power, as in they're just infinite power without needing refuel. Granted not a lot of power, at an extremely high initial build cost.
Diddily  [author] Jan 26, 2022 @ 5:13pm 
Looking at the GitHub for the mod it seems like they take chemfuel and produce power? Which helicopters don’t take fuel exactly?
Lurmey Jan 25, 2022 @ 5:04pm 
Just fyi this is giving the "Wasting Fuel" alert for helicopters from SRTS despite them being a generator type that doesn't use fuel, like solar, wind, or tide.
Diddily  [author] Dec 1, 2021 @ 3:40pm 
@Chaos Theory Can you post a screenshot of your generator setup?
Chaos Theory Dec 1, 2021 @ 1:41pm 
It always tells me my Woodfire Generators are disconnected from my power grid, and yet their not. Absolutely awesome mod! helps me keep track of what's using all the power
Diddily  [author] Aug 4, 2021 @ 5:29am 
Spanish language support added, thanks @Ferchu.
Ferchu Aug 3, 2021 @ 10:32pm 
@Diddily
Ferchu
:)
Diddily  [author] Aug 3, 2021 @ 7:10pm 
Should I credit you as Ferchu or would you prefer another name?
Ferchu Aug 1, 2021 @ 11:56pm 
Hi @Diddily,
Could you add this text to have the mod in Spanish? Thx

File: https://pastebin.com/HBdUGHb3
JinxLuckless Jul 24, 2021 @ 3:38pm 
Thank you so much!