RimWorld

RimWorld

Power Tab
71 Comments
Mersid  [author] Aug 9 @ 9:05pm 
Thanks to deltanedas for an update that should reduce the performance impact, especially on larger power nets.

@Fralee, this mod does not adjust the power consumption of any building.
Fralee Jul 31 @ 7:38am 
not sure if there is anything you can do about this, the mod Gene Extraction Tiers buildings stay on all the time: https://steamcommunity.com/sharedfiles/filedetails/?id=3016454783
im not sure of this issue happening with other mods that have powered buildings
XXXII Jul 15 @ 5:50am 
THANK U!
Mersid  [author] Jul 6 @ 4:53pm 
Updated to 1.6. As for Power Tab 2, from what I know it's probably more efficient, as it's got some caching and updates on a slower timer than this one, which provides tick-for-tick precision. As for Harmony, a copy of it was shipped in 1.5. In 1.6 that's no longer the case; you should load an instance of it before Core. A warning should appear if it's not detected in 1.6.
Kilowatt Oct 15, 2024 @ 10:40am 
nice, but if you have maaaany things conected to the grid it kill the performance :(, but only if you click on something electric
Rohzdear May 26, 2024 @ 1:30am 
I see this mod no longer requires Harmony. Did you implement the features of Owlchemist's Power Tab 2 into this one, as well as updating it to 1.5?
The Blind One May 24, 2024 @ 7:53pm 
Whats the difference between this and Power Tab 2? (aside from the 1.5 compatibility, there's also a Power Tab 2 temporary 1.5 version)

So ... ? Whats the difference?
Mersid  [author] Apr 13, 2024 @ 10:25pm 
Updated to 1.5
Mersid  [author] Feb 24, 2023 @ 1:16am 
I'm not sure, @Lama man. I don't play with multiplayer mods, though I don't see why it shouldn't.
Lama man Feb 21, 2023 @ 5:51am 
is this multiplayer mod compatible
Nevar Nov 1, 2022 @ 9:28am 
Thank you very much
VelxraTV Oct 31, 2022 @ 11:10pm 
Thanks for updating!
Mersid  [author] Oct 31, 2022 @ 10:29pm 
Ok, it's updated to 1.4. It's not the version I'm running right now, so if something isn't quite working please let me know!
Mersid  [author] Oct 30, 2022 @ 12:26pm 
I'm rather busy now due to school, but hopefully it should clear up in the next few days (or week, if it comes to that). Sorry! I'll try to see if I can get something out when I can.
Paleomammalian C Oct 29, 2022 @ 11:33pm 
i cant wait
Theta Oct 24, 2022 @ 10:26am 
thanks!
Mersid  [author] Oct 22, 2022 @ 4:04pm 
I'll try to find some time and push an update for 1.4 in the coming days or weeks.
VelxraTV Oct 21, 2022 @ 1:49pm 
Please update to 1.4
alprk Aug 26, 2022 @ 3:07pm 
Amazing thanks, really needed this
Jeremie Aug 20, 2022 @ 11:14am 
seems like its slow down game when selected a use power items when i have thousands of Consumer.
can we set the dynamically update frequency to avoid negative performance effect ?
( i use 1.3k of "Nano Repair Wall/ Nano Repair Door" items from the MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=1298507261
D'Car Aug 1, 2022 @ 3:12pm 
Been looking for something like this for quite some time. It's great and I'm gonna use it for the forseeable future.

Minor bug: It thinks shield generators (https://steamcommunity.com/sharedfiles/filedetails/?id=2540563802) are producers instead of consumers.
Seanbeag Jul 3, 2022 @ 5:14am 
Great mod. Exactly what i needed.
King Arkane Apr 27, 2022 @ 6:30pm 
is there a way to track the solar roofs from Raise the Roof 1.3 in the tab?
star Apr 23, 2022 @ 12:23am 
Thank you! It works correctly now.
Mersid  [author] Apr 22, 2022 @ 1:14pm 
@star Yeah, I hard-coded that particular text for simplicity. If there's demand for adding translation, I'll look into how to add that. As for the crashed ship reactor, I pushed a patch that should hopefully fix it; please let me know if it doesn't or something else broke!
star Apr 21, 2022 @ 10:55pm 
Words "Consumer", "Battery" and "Producer" are not translateable.
star Apr 21, 2022 @ 10:53pm 
Сrashed ship reactor from the mod Crash Landing is counted as consumer despite it "consumes" (gives) non-negative energy (+4000W).
Blaine Jan 11, 2022 @ 10:13am 
@Mersid Got it! Thank you :steamhappy: Very useful Mod!
Mersid  [author] Jan 10, 2022 @ 6:10pm 
@Blaine Select a power item (generator, consumer, table, lamp, cable, etc.), and it should show up as a tab, like the art tab, or the resource filter tab on a stockpile, or something along those lines.
Blaine Jan 10, 2022 @ 5:13pm 
I can't seem to locate the power "Inspector Tab"? Am I just being dense, or is it hidden somewhere?
Signal Dec 19, 2021 @ 7:27pm 
Thank you so much for this. I was looking at my base and asking, "where is all my power going?", so I went looking and found this gem. Just what I needed.
Jaggid Edje Sep 24, 2021 @ 9:01pm 
I'm pretty new to Rimworld and as my colony has gotten larger I have kept thinking "Main, I wish I had a way to get a summary of my power supply and useage." So I went looking for a mod for it finally.
And I found this! Thank you for sharing your work with the community.
Mersid  [author] Aug 9, 2021 @ 11:44am 
Thanks for letting me know! Turns out it's because of how the nuclear reactor is defined in VFE's code. Despite being a powerplant, their CompPowerPlantNuclear subclasses CompPowerTrader instead of CompPowerPlant. I'll push a patch for that, as well as some other stuff, when time permits.
Ferchu Aug 9, 2021 @ 8:28am 
Hi @Mersid, the nuclear reactor (Vanilla Furniture Expanded - Power) is listed in the category of consumer.
One question, is it compatible with Rimatomics?
Mersid  [author] Aug 7, 2021 @ 12:00pm 
Yeah, you should be able to just fine. The mod shouldn't add any data to your save file, so there shouldn't be any issues with removing it afterwards, if that is what you want.
Windows XP Aug 7, 2021 @ 9:22am 
Can I both add and remove this mid-save without problems? I just want to see how in the fuck my low-tech base has 2 wind turbines, a solar panel, a chemfuel generator yet can barely power a few heaters. What's using all the juice?
Mersid  [author] Aug 1, 2021 @ 1:36pm 
Yeah. I wrote the mod under the assumption that nobody keeps electrical items selected for any decent period of time :P
Pee Warmer Aug 1, 2021 @ 8:09am 
game lags a lot if any electric powered object is selected
Mersid  [author] Jul 29, 2021 @ 3:59pm 
No idea! Try it, find out, and let me know!
PhoenixDIE Jul 29, 2021 @ 3:30pm 
Awesome mod, thanks man. just wondering if you know if it conflicts with power++?
Highlandman Jul 29, 2021 @ 2:10am 
Thanks for the update!
lol Jul 28, 2021 @ 12:39pm 
This mod is great. Thank you!
The Blind One Jul 28, 2021 @ 12:26pm 
ahhhh hell yeah, electrify me man!
hoia Jul 28, 2021 @ 11:17am 
@Highlandman, don't worry, happens to the best of us ;)
Highlandman Jul 28, 2021 @ 10:32am 
@hoia I didn't see the request below, did not mean to be that guy. :P
Mersid  [author] Jul 28, 2021 @ 10:08am 
Mod is updated. I've hopefully fixed the issue with some mods/items causing this mod to break. I've also modified the UI slightly and made the items sort based on their power use/draw. Let me know if anything is still broken and I'll try to take a look at it later! :)
hoia Jul 26, 2021 @ 1:28pm 
@Highlandman author says it will, might take a wee bit. stay patient
Highlandman Jul 23, 2021 @ 9:58pm 
Good day. Will this mod be updated for 1.3 patch? Many thanks.
Sannestia Jul 21, 2021 @ 2:25pm 
@Mersid - Like I said if you have trouble finding it, feel free to give me a friend request temporarily and I can talk you through it. I also have a few friends who develop Rimworld mods regularly so if you need any pointers I would be happy to introduce. Best of luck, hope you're doing well ^^
hoia Jul 21, 2021 @ 12:18pm 
That's good to hear, thanks for getting back to me!