RimWorld

RimWorld

Electrical Grid Toggler
75 Comments
Yrol Akiyama Sep 1 @ 3:37am 
Essential!

( and thanks for the update and continued work, GonDragon )
Ghojo Jul 17 @ 11:47am 
Thank you for this mod, you are a true wizard !
GonDragon  [author] Jun 30 @ 3:51am 
@Local man that screams at cloud: yes
will this be updated to 1.6?
[CnN] Ceppy Aug 2, 2024 @ 6:41am 
Exactly what vanilla was missing! Great mod.
MarcelHard Apr 24, 2024 @ 4:12am 
oki, many thanks! I'll check that out too
GonDragon  [author] Apr 24, 2024 @ 4:08am 
@MarcelHard: no, that is out of the scope of this mod. I think that there is already a mod for that, electrical tab or something. I dunno if it's updated for 1.5
MarcelHard Apr 23, 2024 @ 10:57pm 
will you add a "average daily consumption" and "average daily production" toggle but with numbers (if possible with a production/consumption breakdown)? though no clue how hard this would be.
to easily see how much you have to increase the production and how many more things you can place without trial and error
The Blind One Mar 30, 2024 @ 7:23pm 
Love this little mod.
Auld Mar 30, 2024 @ 5:46pm 
:reheart:
GonDragon  [author] Mar 30, 2024 @ 4:48pm 
Fixed for 1.5
EnoAbyssmirror Dec 3, 2023 @ 4:06pm 
Partially incompatible with the Performance Fish [github.com]’s ContentFinderCaching patch (can be disabled in mod settings). This mod sets the base texture of the power grid to white and adds colors to it based on conditions, but the ContentFinderCaching somehow invalidates this texture replacement, leaving the base texture still blue, which results in a mixed display of colors. For example, the red grid becomes purple (red + blue), and the yellow grid becomes green (yellow + blue).
GonDragon  [author] Oct 10, 2023 @ 8:44am 
@zyzyhasl: Sorry, no, that's out of the scope of this mod.

@Mike3223cz: Sorry, I didn't saw this comment before. I don't think that's possible, the closest thing is puting a switch between the batteries and the rest of the grid, so you can disconnect them when they were fully charged (They will slowly discharge overtime, tho).

@demalion: I hope the problem sorted itself along the way? I'm starting to want to play the game again, so if the problem is persisting, I might take a look at it soon.
zyzyhasl Oct 9, 2023 @ 10:36pm 
Conduit Deconstruct
https://steamcommunity.com/sharedfiles/filedetails/?id=838336462
Can you add similar function?designate mass amounts of conduits to be deconstructed.
Mike3223cz Apr 9, 2023 @ 10:05am 
Wanted to ask a question... Is there a mod that adds one-way power cables?? Like if I want to make back-up energy storage, but can cause I want the batteries to charge and not dis-charge into the grid, only when a switch is clicked, that it will flow into it...




Awesome mod though, why isnt this in vanilla?
demalion Feb 22, 2023 @ 6:47am 
I sorted according to RimPy sort and the problem seems to have gone away, at least for the new combination of mods. No Power Wires is after Electric Grid Toggle after the sort, but that is confusing as I had just added it and EGT had long been installed, so that should also have been the order when it DIDN'T work. Maybe another mod is interacting or the order got scrambled unexpectedly or the in-game sorting had the order different than RimPy.
GonDragon  [author] Feb 21, 2023 @ 6:54pm 
@demalion: I'm not entirely sure which part of the code display the wires, but I think that changing one patch, both mods could be compatible. I will try to take a look at it on the week, but I do not promise anything (I'm not really in the mood to dev for rimworld mods).
demalion Feb 21, 2023 @ 11:57am 
Any chance this could use the in-game power wire display when turned on? After using the mod "No Power Wires", the in-game power grid display returns them, but this mod's power grid display does not.
GonDragon  [author] Dec 15, 2022 @ 5:11pm 
@Sego: Huh, that was weird. The screenshot was deleted from steam at some point... Well, it doesn't matter, I uploaded it again.
Stellar Harbour Dec 12, 2022 @ 10:29pm 
Any screnshots?
darktoes Oct 23, 2022 @ 6:32pm 
Thanks for 1.4, still an awesome mod.
Fellow Human Jul 16, 2022 @ 12:10am 
Thank you
GonDragon  [author] Jul 15, 2022 @ 4:31pm 
@Fellow Human: With the other toggles, on the bottom right of the screen. It's icon is an lightning bolt.
Fellow Human Jul 14, 2022 @ 1:19am 
And where is the toggle?
GonDragon  [author] May 11, 2022 @ 6:00am 
@WJSabey: Not a Bug. That's Vanilla Rimworld behaviour.
WJSabey May 7, 2022 @ 9:59pm 
Not sure if this is a bug or intended, but the grid only shows for player-owned power conduits, enemy ones in raid maps etc. don't show up.
Kedi May 4, 2022 @ 3:21am 
Amazing mod! Easy to find and fix power shortage.
Never have issue with Zzzt ever again. (Yes, I know I could remove event before generate the map but where is the fun in that.)
Fantasy System Mar 27, 2022 @ 4:31am 
Hows the performance impact?
Pablo Discobar Mar 22, 2022 @ 6:59pm 
Hey, this mod is really handy. Nice work!
GonDragon  [author] Mar 17, 2022 @ 11:13am 
@PeasantUnit: Not really, that's out of the scope of this mod.
Meanie Mar 17, 2022 @ 8:13am 
Wold you like to integrate the functionality of the mod 'Conduit Deconstruct' into yours?
MikeyTheWingman Mar 16, 2022 @ 9:27pm 
I love you. A section of my base randomly stopped working, and this helped me see that one random power line was broken and it happened to be the thing that connected those parts of my base
fireglow Mar 16, 2022 @ 4:41am 
Thank you for the great answer! I've installed it and like it! The overlay toggle icon is a nice bonus.
GonDragon  [author] Mar 8, 2022 @ 7:46am 
@fireglow: It only calculates the network status in three situations:
- When you connect an object to the power network.
- When you toggle on the Power Grid View.
- If the power grid view it's enable, once per second.
So, if you are playing on a Giant map, with a huge network, and hundreds of devices connected to it, it may cause some stutter when the gridview is on. But in a normal situation, it should be alright.

@ifsck: Bad Hygiene it's a good mod, I use it myself. But as the water production it's more consistent than the electric production, and as water is used generally in fixed quantities per action (like, flushing the toilet, bathing, etc.), I don't feel the need for this functionality on the pipe network... and, I only make mods that I feel I need to myself. So, sorry, but no.

If you only need the toggle to view the pipe network, then you can use VUIE for that.
ifsck Mar 7, 2022 @ 6:01pm 
This is fantastic! Thank you! Would you be interested in making a similar mod to show the plumbing in Dub's Bad Hygiene?
fireglow Mar 2, 2022 @ 9:17pm 
What is the performance hit with this mod?
Schadenfreude Mar 2, 2022 @ 1:50pm 
@GonDragon
Cheers
GonDragon  [author] Mar 2, 2022 @ 1:27pm 
@Schadenfreude: Done. You can set the Hotkey in Option -> Keyboard Configuration -> In-game Global -> Toggle electric grid.
GonDragon  [author] Mar 2, 2022 @ 12:49pm 
@Schandenfreude: I didn't added any hotkey. I will check if I can add a hotkey empty by default.
Schadenfreude Mar 2, 2022 @ 12:46pm 
Is there/ can you set a hotkey for the toggle?
GonDragon  [author] Feb 13, 2022 @ 6:17am 
Small update. If Vanilla UI Expanded is detected, then this mod won't add an Toggle Button for the Grid View, as VUIE already taked care of that.
GonDragon  [author] Feb 5, 2022 @ 8:48pm 
@QUCN.Teh: Yeah, this mod does not touch anything on your save. So, you can add it or remove it at any time.
TehX Feb 5, 2022 @ 8:25pm 
Can I add this mod to an existing save without breaking it?
✿¾(kawai-victim)¾✿ Dec 20, 2021 @ 11:03am 
Give Award) 100point (i give 600).
Thanks, hi in Moscow)
Drayco84 Dec 20, 2021 @ 9:51am 
I personally would've been aiming for more of an "electric" blue, but that does indeed look better. Thanks.
WaxWorm Dec 20, 2021 @ 9:09am 
Looking good now! :steamthumbsup:
GonDragon  [author] Dec 20, 2021 @ 9:00am 
I just tweaked the colors. Now the Active grid is slightly less bright (so, more bluish), and I made all the colors (except the inactive grid) more opaque.

Also, I changed the Lights from the image to turrets. The lights were giving the impresion that the active and the inactive grid were similar (because in-game on real grids, the difference were quite notizable).
AmUnRA Dec 20, 2021 @ 8:49am 
i can't see no difference either its almost white and light grey for me
Drayco84 Dec 20, 2021 @ 8:32am 
Hey, is there a way to make the active grids a brighter blue? I'm not colorblind, but it still looks pretty similar to the inactive gray.
GonDragon  [author] Dec 19, 2021 @ 12:43pm 
@[heh]Sirofficialpotato: Yes, it should.