RimWorld

RimWorld

Vanilla Furniture Expanded - Power
1,939 Comments
manitscold123 10 hours ago 
Will there be an patch of Industrial Astrofuel Generators to interact with Vanilla Gravship Expanded?
thesoupiest Nov 19 @ 4:15pm 
Advanced batteries don't rotate properly on gravships
WHATCHAMACALLIT Nov 15 @ 8:23am 
The description of the Archotech violence generator is kinda vague so I got curious and tested it out. Turns out what it meant by "souls" is human meat fresh off the skeleton (will instantly dessicate fresh human corpses), and each corpse actually powers the generator for 4 hours, despite the mod page saying it burns one soul every hour and the default mod options saying each corpse lasts for 2 hours.

Currently, the generator doesn't show the radius in which it eats corpses. The generator also doesn't eat rotting corpses so try not to kill anyone with tox gas.
Zodiak246 Nov 9 @ 12:42pm 
does the advanced battery lose power when theres an explosion?
ForceTrooper Nov 7 @ 1:03pm 
I deconstructed the wall lamp on the wall which interestingly resolved the issue.
ForceTrooper Nov 7 @ 12:56pm 
When I try to place the industrial chemfuel power generator on the gravship I get told "Space already occupied". I tried removing power lines and piping from Dub's but the message persists. Since the mobile versions of the power generators do work on the gravship, is it correct to assume that this is intentional? I didn't not see any mention of the gravship in the description and I am well aware that this mod was created and released way before Odysse came out, but I am asking just to be sure. :demoticon:
Hugalafutro Nov 7 @ 12:50am 
Tidal generator continues to generate power even when the water is frozen.
jogado21 Oct 22 @ 1:45pm 
Testing here it seems that some mod removes the nuclear reactor even from the search menu now and I just have to find which mod is doing this (there are 500 mods :) )
Sarg Bjornson  [author] Oct 21 @ 10:47pm 
No
jogado21 Oct 21 @ 6:45pm 
Was the nuclear reactor removed? I can't find it in dev mode either
[Zerg03] MrHydralisk Oct 6 @ 10:22am 
Portable and Industrial version of generators have increased/decreased power production, but for some reason they doesn't have scaling of fuelConsumptionRate. It just have same fuelConsumptionRate of 22 and 4.5 of vanilla wood and chemfuel powered generators. Only recently realized that this was the reason why it felt that Industrial version barely was consuming fuel for the amount of power it produces.
Slimez Sep 22 @ 5:38pm 
I can provide the rest if needed, but suffice it to say, this was finally fixed (even after uninstalling/reinstalling several NEW mods i had added to the game, including "simply more roofs") by deleting two advanced wind turbines. These turbines had caused me some problems prior, with both breaking at one time, then later just one of them breaking (not providing power when unblocked, claiming to be blocked), but this was the first time it had interfered with the landing process.

Not sure if it was because my gravship was close to the top of the map, or because i moved my grav engine. Really not sure what changed to where my gravship stopped liking the wind turbines it had had for awhile.
Slimez Sep 22 @ 5:35pm 
Okay. Just now I ran into a problem where I was unable to land my gravship. After confirming the landing location, it would look like the very start of the gravship landing animation, but not play and not land. The ship would sorta generate in Dubs minimap. The start of the exception was as follows (but I only have 1000 characters):

Exception from long event: System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Ref FEC49188]
at Verse.RoofGrid.Roofed (Verse.IntVec3 c) [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
at VanillaPowerExpanded.CompPowerAdvancedWind.RecalculateBlockages () [0x00086] in <acf51c122d3a474799a50e1a63da16b7>:0
at VanillaPowerExpanded.CompPowerAdvancedWind.PostSpawnSetup (System.Boolean respawningAfterLoad) [0x00034] in <acf51c122d3a474799a50e1a63da16b7>:0
at Verse.ThingWithComps.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0
Kastras Sep 22 @ 2:07pm 
why was the chemfuelpump removed?
Sarg Bjornson  [author] Sep 20 @ 10:53pm 
Base game problem that has existed since forever
Slimez Sep 20 @ 3:57pm 
Sometimes the advanced wind turbine says things like blocked by roof or by large thruster even when these things are not in or directly adjacent to the exclusion area. Deleting and replacing it using godmode in the exact same spot fixes this, but I am not sure what causes the bug.
Sarg Bjornson  [author] Sep 20 @ 2:49am 
Dunno. Someone might have made a translation. We only do English
okak Sep 20 @ 2:40am 
What languages ​​does it support?
WabbaCat Sep 19 @ 6:35pm 
@Slimez oh... I thought it was "solar wind" working its magic...
That wasnt intentional?
Deggial Sep 19 @ 6:43am 
The vanilla wind turbine has this useful 'cut trees' feature. (I'm unsure of the exact terminology as I'm not currently in the game. I just stumbled upon this discussion as the mod was recently updated.)

The advanced version doesn't have this feature, though.
Do you have any plans to add it?
As I wrote, it's *very* useful! :)
Sarg Bjornson  [author] Sep 17 @ 10:47pm 
Yes, low priority though
Slimez Sep 17 @ 5:52pm 
Just a heads up @DawnsGlow there is a (presumed) bug where the advanced wind turbine functions even in orbit. Not sure if that meets your definition of space efficient.

My guess is that during the update from 1.5 to 1.6, new code was added to the base game wind turbine to check if it is in orbit. Adding this check to the modded turbine should be a quick fix (if you want to fix it, that is. Its kinda funny)
Azylacus Sep 10 @ 8:00am 
Fair enough
Sarg Bjornson  [author] Sep 9 @ 10:58pm 
@Azylacus: I wasn't talking to you. I removed all comments in that thread of conversation
Sarg Bjornson  [author] Sep 7 @ 10:43pm 
This is not a soapbox. If you want to discuss how terrible I am, please do it elsewhere. I have more important things going on
TcT Goth98 Sep 2 @ 12:11pm 
Anyway to protect against the Archotech Violence Generator?
Nujanunki Aug 28 @ 2:30pm 
The industrial/portable generators don't seem to have the "no fuel" icon when it's out of fuel.
DawnsGlow Aug 24 @ 5:12am 
@Sarg Bjornson : Do you plan to add space efficient options for gravships ? Thanks for the mod !
coochieparade Aug 23 @ 3:01pm 
oh wait I forgot what I came here to ask, can you add an eject fuel option to the reactor? or maybe some kind of emergency sequence like an actual reactor would have but requires a lot of time to shut down and then can't be restarted for a long time or something. I just didn't read the description and I without thinking about it loaded it fully and now I'm trying to stop my county from going full Chernobyl lol
coochieparade Aug 23 @ 2:58pm 
has someone told this guy he can just not use the mod lmfao. anyway I appreciate you this mod is great <3 The vanilla power options are incredibly lacking for actually powering your grav ship especially once you get late game. Also the nuclear reactor is balanced because that's how nuclear reactors work they make a ♥♥♥♥ ton of power that's the whole point. you guys want a fission reactor to make a similar amount of power to two solar panels?
Sarg Bjornson  [author] Aug 22 @ 11:23pm 
Right! Have a good day
ryam Aug 22 @ 7:38pm 
Just seems like you don't really have any interest in vanilla design principles. I think you should remove the "Vanilla Expanded" part of the title
Sarg Bjornson  [author] Aug 22 @ 6:10am 
Yep, I don't consider the other two relevant. any way, use mod options, I added them for such cases
ryam Aug 22 @ 12:52am 
Sarg, 1/2 of one of those three points was about Gravships.
Sarg Bjornson  [author] Aug 21 @ 10:56pm 
These were never intended for Gravships
ryam Aug 21 @ 2:08pm 
1. Solar generation is quite literally energy/area, from the sun.
2. They just released what is essentially "The limited space DLC" for Rimworld. Additionally, space literally is limited in Rimworld and walling/defending more space literally does cost more resources
3. Resources are limited, and you never have just one solar generator, so why would the player ever spend 40 plasteel and **3 advanced components** on solar generators that take up more space to accomplish the same thing?

An important correction, however, is that although it's true that adv solar panels produce 104 W/tile (2600/5x5), vanilla solar panels produce 108 W/tile (1700/4x4, not 1700/3x3). It doesn't really change the question though
Sarg Bjornson  [author] Aug 21 @ 12:17pm 
No, again, why would you? Space is not a limited resource in RimWorld
ryam Aug 21 @ 11:26am 
..why wouldn't you calculate power per cell???????
Sarg Bjornson  [author] Aug 21 @ 8:05am 
Why are you calculating power per cell?
Master Nabo Aug 21 @ 7:05am 
the advanced solar panel makes no sense to build. It produces 104 W/cell, while the vanilla one produces 188/cell. Does it harness power better in low light or something like that?
ryam Aug 15 @ 7:56pm 
I was way overthinking it. 20kW for 1 day = 20kWd, ie *33 batteries*
ryam Aug 15 @ 7:51pm 
I realized this 5 minutes before falling asleep yesterday, lmao
Slippery Salmon Aug 15 @ 7:36pm 
@ryan I agree that the nuclear reactor seems a bit unbalanced, but... 10,000 watts for 1 day is not 240,000 watt days, it's 10,000 watt days. 10kWd=240kWh, if you'd like, but it's not 240kWd.
Tzeentch Bot Aug 15 @ 2:09am 
is there an advanced version of the vanilla tox generator?
ryam Aug 15 @ 1:11am 
Oh thank you, I misread the menu and missed that. Still :/
Sarg Bjornson  [author] Aug 15 @ 1:00am 
Oh Wd! Yeah, use mod options to tweak it to your liking
ryam Aug 15 @ 12:51am 
2 uranium per day, 20,000W
Sarg Bjornson  [author] Aug 14 @ 11:18pm 
Nothing, as that isn't what this mod does
ryam Aug 14 @ 8:40pm 
240,000Wd per 1 uranium is so comically unbalanced it doesn't merit further explanation. What was going through your mind?
Sarg Bjornson  [author] Aug 13 @ 11:11am 
Thanks, will review when back from vacation