RimWorld

RimWorld

Advanced Power Plus
165 Comments
Mike Apr 8 @ 2:49am 
i using this for 4 months and i love but when i reinstall the game and i notice that the research bar not show up but when i search the name is still there
Arepok Jan 24 @ 9:53am 
An advanced battery would be sweet. Love this mod!!
Syok (You) Sep 5, 2024 @ 1:51pm 
works perfectly as of now, well done!
Meltup  [author] Aug 29, 2024 @ 9:31pm 
@ღ 𝔗𝔥𝔬𝔯ñ§ ღ H1d
No, it should fine to add the mod to the ongoing game! :yavannawink:
ღ 𝔗𝔥𝔬𝔯ñ§ ღ H1d Aug 18, 2024 @ 9:27pm 
do i have to make a new save to play with this mod?
Ironpanther617 Aug 8, 2024 @ 3:03pm 
hey looks good thanks for the update! <3
Ironpanther617 Aug 8, 2024 @ 2:49pm 
oh no way! i am NOT a coder at all so im stoked I was able to grok the arcane mystery that is code. Most of my background is with matlab lol. Thanks so much for your hard work!!!!
Meltup  [author] Aug 6, 2024 @ 9:29pm 
@Ironpanther617
You are correct. Apparently, blockLight is to block all the light. Including the light that buildings produce themselves. I have updated the mod. Tell me if I missed anything :yavannawink:
Mr. J Soda Aug 6, 2024 @ 7:56pm 
According to what I can see in https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457 , they DO glow, it's just the alpha value is 0 so there's no light. It looks like Advanced stirling radioisotope generator and Large advanced stirling radioisotope generator have a glow of 4, and Advanced nuclear generator has a glow of 8.
Ironpanther617 Aug 6, 2024 @ 4:47pm 
yeah dude i tried to go through the code (im no code smith tho) and it LOOKED ok. Like all the lines for the glow looked correct, compared to both github and other glowy stuff. And weirdly only the advanced sterling isotope generators have a glow and only on one corner, and not if its adjacent to something (bottom corner). Could it be becuase theyre set to block light?
Meltup  [author] Aug 5, 2024 @ 9:52pm 
Huh, I am going to look into it :ooh:
Ironpanther617 Jul 15, 2024 @ 6:58am 
Hey bumping Norman's comment- getitng the generators to glow would be huge esp bc in undermountain bases im using "Infestations Spawn in Darkness" and the generators are the only patch of dark. So everytime I get an infestation now it spawns right under the generators. Would be a huge help if we could get the gennies to glow again <3
Norman Jul 10, 2024 @ 7:29pm 
hi,When advanced nuclear generator has fuel, it doesn't glow. There are no errors.I don't know what's causing this issue
Noita Jun 7, 2024 @ 4:34am 
@Meltup I wrote a tool that pulls mod ids from collections and compiles them into rimpy/etc. loadable mod list files since that feature did not seem to exist in the tools, or I could not find it. This mod was the only one that had a casing mismatch, however I fixed it myself by casting the entire xml file to lowercase after noticing that the case for the packageId did not matter to the mod manager. No worries given that! Thanks for your response (I had forgot lol)
Meltup  [author] Jun 6, 2024 @ 6:07pm 
@Noita
Could you clarify what is going on with the capital there? I thought "modMetaData" was used before. Did they change it?
Noita May 28, 2024 @ 7:40pm 
Hi. In your About.xml, please update <modMetaData>~~~</modMetaData> to <ModMetaData></ModMetaData>. Awesome work!
Six Apr 16, 2024 @ 4:40pm 
Thank you @Meltup for your hard work!
prezkain Apr 16, 2024 @ 10:36am 
Much appreciated!
875 Apr 15, 2024 @ 8:36pm 
Thank you very much
Meltup  [author] Apr 15, 2024 @ 12:51pm 
Preliminary update for Rimworld 1.5 is out!

Everything should work BUT there is no proper interference between advanced watermill generators (when their water-flow zones overlap either with each other or with vanilla watermill generators). Gonna wait for updated assemblies to fix that :LIS_poker_face:
Meltup  [author] Apr 15, 2024 @ 12:23am 
Yeah, I am poking my coauthor about assemblies. Gonna take another week or two. But the update is the works!
Diefallman Apr 12, 2024 @ 5:31am 
Thanks for thinking about updating it, I really like your mods making power management easier
Meltup  [author] Apr 11, 2024 @ 5:03pm 
@Six
May take some time. I suspect that assemblies will need to be recompiled :LIS_poker_face:
Six Apr 11, 2024 @ 4:17pm 
Very much looking forward to 1.5 update! Thank you for your effort, your mod is appreciated!
twolf79 Mar 28, 2024 @ 3:46pm 
Yeah this mod is also a favorite of mine as well. The advance geothermal is showing up as a question mark for me. Still going to use it. Thanks to the mod authors.
{5LINE}Cows with Guns Mar 13, 2024 @ 9:21pm 
Awesome! I'm just going down the list of all my mods and finding out if the ones that haven't been updated for months are still active. :ojigi:
Miguel V-DF  [author] Mar 13, 2024 @ 8:41pm 
Soon tm. I will also fianlly look at the pull request from Klein (sorry for the delay, Klein). Let's also take a look at the description in game, I could swear the game info already gives the information
{5LINE}Cows with Guns Mar 13, 2024 @ 7:45pm 
Will you be updating this for 1.5?
Achilles Feb 4, 2024 @ 1:21am 
hello, i like your mod, can you add a description ingame of how much each generator produces and consumes (per day)
BLAZEPK Jan 8, 2024 @ 4:14pm 
simple and taste!
Caelus Nov 28, 2023 @ 6:27pm 
JUST what I was looking for, and works wonderfully. Thank you so much!
james76543 Sep 12, 2023 @ 12:58pm 
Thank you so much for taking one of my mods and including it!! LOVE to see that custom artwork I made still in use :steamhappy::steamhappy::steamhappy:
DrunkFlux Jun 14, 2023 @ 3:29pm 
@JustPurdy

States in the description: .125 uranium/day for the standard radioisotope generator, .4 uranium/day for the large radioisotope and 1 uranium/day for the reactor. When you consider the energy density of the uranium with this, you can easily feed even the biggest reactor a few years on just a few tiles worth of uranium ore. 20,000/uranium for the standard radioisotope, 22500/uranium for the large radioisotope and 26000/uranium(obviously) for the reactor. As long as your being careful to use as close as possible to the demands of your colony with the reactors you'll find them super, super efficient.
J. Purdy May 14, 2023 @ 8:27pm 
I haven't worked my way up to nuclear power yet but would like to know: how much uranium does a nuclear powered generator consume?
Setugetukalily Jan 31, 2023 @ 3:35am 
Hello, I created a Japanese translation mod for this mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2926313600
Aeon2927 Jan 27, 2023 @ 9:33am 
Uranium stopped decreasing in nuclear generators after the last update
Meltup  [author] Dec 30, 2022 @ 11:30am 
@Zapp Brannigan
Thank you for noticing that! I totally missed that feature when I was comparing the wind turbines. Should be fixed now :nepnep:
Zapp Brannigan Dec 30, 2022 @ 8:01am 
Hey there, loving the mod, but I noticed on the Advanced Wind Turbines, that they don't use the new Auto Cut feature for Wind Turbines. Any chance you could patch this? Makes it so much easier to manage the Turbines. Thanks very much.
WireFire2 Dec 5, 2022 @ 6:16pm 
@leugimimi thanks for the reply. Just letting me know you couldn't recreate it told me it was something I did. I uninstalled the mod and reinstalled it and move it to the bottom of the mod list. I put it after all the DLCs. Harmony was still at the top and it fixed the issue.
Miguel V-DF  [author] Dec 4, 2022 @ 5:13pm 
I can't reproduce thie bug. can you give more details and provide a detailed bug report?
this thread on another mod of mine gives detailed instruction on how to provide a proper report

https://steamcommunity.com/workshop/filedetails/discussion/2730410892/3193616770336334743/
WireFire2 Dec 2, 2022 @ 8:05pm 
Looks like I can't select most of the new buildings. They can be built but I can't repair or refuel them as it appears they aren't selectable.
WireFire2 Dec 1, 2022 @ 2:45pm 
I also can't click on the advanced geothermal plant. It's functioning but I can't select it or repair it.
WireFire2 Dec 1, 2022 @ 2:42pm 
I can't the pawns to fuel the advanced nuclear generator. Also, the claim flag is showing but I click it and it does not claim the building.
infinite_lols Oct 28, 2022 @ 5:57am 
you are a saint
Miguel V-DF  [author] Oct 27, 2022 @ 3:00pm 
@Klein, I changed the code to make it work quickly with the new update. Can you start a discussion here giving me all the details of the desired behaviour and what it is actually doing?
Klein Oct 27, 2022 @ 2:48pm 
New version of advanced solar ignores basePowerConsumption just like stock. Is there way to adjust solar output using xml patch?
Onyx Oct 23, 2022 @ 8:53am 
Thanks for updating so quickly!
VelxraTV Oct 22, 2022 @ 8:18pm 
Thanks for updating!
Miguel V-DF  [author] Oct 22, 2022 @ 7:04pm 
I am glad to help!
Meltup  [author] Oct 22, 2022 @ 7:03pm 
Thanks to the big help of @Leugimimi with assemblies, the mod has been updated to 1.4! :nepnep: