RimWorld

RimWorld

Power Logic
561 Comments
Scentese May 13 @ 9:46am 
nvm the remote flicker also switched off devices
Scentese May 13 @ 9:40am 
I might be smol brained - how do I make a remote flicker for switching devices off?
Shabazza Jan 11 @ 11:11am 
Aaah! I get it. I got irritated by the IFR button saying "Do not trigger on friendly".
I thought it would mean, if I click, it will NOT trigger. But turned out I need to click it to switch it to "Trigger oo friendly". Boy... nevermind.
Shabazza Jan 11 @ 10:52am 
How does the Proximity sensor work?
It always says "not connected to power" even when it has adjacent conduits.
I place it in line with a conduit and place a lamp on the left and power source on the right and it still does nothing when a colonist walks through it's range. ("Friendly" is not exccluded in it's settings)
So how does it actually work?
I also don't get any conduit connections. It doesn't look "connected" at all.
Aizuki Jan 4 @ 5:18pm 
do these mod decrease game performance?
Tawnylure Sep 27, 2024 @ 3:46pm 
Suggestion : Failure detector
It'd be nice to have something that can detect if something has failed, so you can have a fallback to a working device. Without it being powered 24/7.
Sisyphus Aug 13, 2024 @ 10:18am 
Can't wait to try this, thanks for your hard work!
smitty_the_smith Apr 23, 2024 @ 9:41pm 
Zone switch is all over the map (so to speak). It reads as having 23 items when the zone is empty. I'm not sure whether it is reading the wrong zone or what.
Asteroid 25399 Apr 17, 2024 @ 12:17pm 
I love this mod!
staticriou Apr 13, 2024 @ 8:14pm 
thx u for maintain this. supes. great+ mod
shek Jan 7, 2024 @ 5:03pm 
I'm just dumb. The capacitor switch I'm messing with tells you it's not connected to power when it's switched off.
shek Jan 7, 2024 @ 4:54pm 
I'm probably just dumb but none of the switches or gates on my end are hooking up to conduits at all. Just says "not connected to power".
ChrisF0001 Dec 5, 2023 @ 4:46pm 
I seem to be having a lot of trouble with signal repeaters...

At first I thought it was as another poster said - I have a transmitter for channels [0, 0] and a transmitter for channels [1, 1], I set up the repeaters as [0, 1] - and with the [0, 0] transmitter powered and the [1, 1] transmitter unpowered, my [1, 1] remote door is receiving a signal and closed - as if a repeater that receives on one channel repeats on every channel.

So I tried setting every repeater to [1, 1] - and with that done the [1, 1] door is *still* receiving. It's as if both the first case is true (repeaters repeat on every channel even if they only receive on one) - *and* the Channel 1 signal is still bouncing around the network, despite the transmitter being off, because multiple repeaters can see each other and keep rebroadcasting it.

Am I just misunderstanding something? I don't remember any of this from when I last used the mod a few patches ago...
kinngrimm Nov 12, 2023 @ 12:30pm 
@shcade would be enough if they were invisible till one edits/builts like the underground wires from power ++
kad Sep 30, 2023 @ 1:28am 
love this mod, but is there anyone that is interested in making a retexture? personally i always find myself adding this mod to my playthroughs, but never using it since i feel the textures on many things just take out of the experience.
all the switches are perfect, but structures like logic gate, input socket and more would be awesome to see some changes. would pay to see that.
Sacheverell Aug 9, 2023 @ 5:48pm 
How isn't the mod more widespread? This is incredibly useful!
hit or miss Dec 31, 2022 @ 4:09pm 
FYI, using this mod with Vanilla Factions Expanded - Mechanoids, the Remote Gizmo Servo interacts with the Autoharvester just fine. With the Autosower, however, the "servo" tab fails to display anything.
makoaluveaux Dec 15, 2022 @ 10:28am 
do you think we could ever have this?

a version that let us have the complex wiring as a single block with multiple inputs
makoaluveaux Dec 15, 2022 @ 9:27am 
Sounds like you are going to need power flow switches paired with logic gates and capacitor switches. Just remember you can place this stuff ontop of the walls
Clystar Dec 14, 2022 @ 7:43pm 
can you make rimfeller pipe automate? I'm trying to automate the oil/chemfuel pipelines according to my battery capacity so I don't waste any fuel. anyone have better idea how to automate this with what we have currently?
makoaluveaux Nov 29, 2022 @ 10:24am 
wish there was a version that let us have the complex wiring as a single block with multiple inputs
VitaKaninen Nov 21, 2022 @ 11:21am 
It would be nice if the Archotech Power Cells were created as an "Unfinished item". As it is now, it takes 10 cells to make the highest tier of battery, and if a pawn gets interrupted during the crafting process of any of the cells, they have to start all over again and lose all the work put into the cell.

So, while it may require 2042 work to create an Archotech battery in theory, in practice, it may take 4,000-10,000 work to produce a single battery if your pawns get interrupted during the crafting process. It seems unnecessary to lose all the work they put into a cell if they need to go eat, or sleep, or if a raid occurs.

Also, someone will have to come along and put all the materials back away, and then the crafter will have to go gather all the materials together to craft another one after each interruption. So there is more time wasted in putting stuff away, and gathering materials again.
HAZRAD Nov 5, 2022 @ 11:24pm 
Game changing mod, thank you!
Menos Oct 18, 2022 @ 10:01am 
I think logic switches really should be a part of the vanilla game. However your mod sadly is extremely complicated to use.

To setup a simple logic gate to let's say switch heaters on and off, you can't just attach the heat sensor, because it will start flickering around the target temperature. So you need an AND gate + inverter, which however require space between the gates so they won't connect to the wrong one... End of story you have a full room filled up with logic gates just to switch a heater on and off.

Sadly not worth it.
name Jeff Oct 3, 2022 @ 3:13pm 
i tried entangling a switch with a normal, vanilla switch. It didn't work. Bug? or not meant to work with vanilla switches?
smitty_the_smith Sep 25, 2022 @ 2:27pm 
The glitch, as far as I can tell, has to due with a serial connection of two zone sensors in different zones.
smitty_the_smith Sep 25, 2022 @ 2:19pm 
I have a zone with 1100 stone blocks in it. I have a zone switch set to "On when stack is at or under 1000" . It's still on? Are we counting stacks instead of bricks? Should I send you a debugging file? When I click "set threshold to current" it sets to zero. Are there known mods this mod doesn't get along with? Thank you for your time.
Lord Asriel Jul 11, 2022 @ 1:50pm 
@Fokson Use the following 2 switches in parallel: 1. A current switch set to inverse (on when current negative) and also 2. A capacitor switch with a limited area that includes your capacitors. Thus, when either condition is active, your capacitors will be connected to main grid to wither provide current or charge up; When they are charged up AND your grid has positive current, both switches will be off and the capacitors will disconnect.
Fokson May 12, 2022 @ 11:18pm 
Would it be possible to implement a diode, to only allow power to flow in one direction? I'd like to combine it with the capacitor and current flow switches to make it so when a circuit's power draw exceeds a certain amount backup batteries come on, and when the backup batteries are low they will be charged, but when the backup batteries are full and aren't important to the circuit they are cut off to mitigate 'zzt' events.
Lord Asriel Apr 11, 2022 @ 4:03am 
@Ibbygidge I have already used the capacity sensors extensively. However, I was looking for a map-wide option.
Ibbygidge Apr 10, 2022 @ 1:52pm 
@Lord Asriel re:#1 fyi I do this by putting a stockpile of 900 cotton, then next to it a shelf for cotton, with a capacity sensor under it. I put the stockpile at like important priority, and the shelf at preferred priority. So they first fill the stockpile, then they fill the shelf. If the capacity sensor on the shelf notices low stock, it activates whatever function you want to refill the stock. I use this all the time with my deep drills.
Ibbygidge Apr 10, 2022 @ 1:48pm 
Just wondering, can the door be set to lock depending on input? Like could I connect it to a temperature sensor or a switch to set it to lock to everyone?
Lord Asriel Apr 7, 2022 @ 2:35am 
Hey supes! I have two requests for your zenith skill!
1. Can you make a switch that will compare a configurable value to the amount of a material stockpiled? Like, "if cotton > 1000 then ON". This, combined with gizmos on hydroponics, would allow automatically selecting which plant to grow depending on current stockpiles.

2. This is the big one, it will make (imo) your mod truly shine. Could you let us create ICs somhow? So that, if I have 10 of your switches combined in some way, i could compress them into a 1x1 IC?
Kuchar Apr 7, 2022 @ 2:35am 
OMG YES!!! Thank you very much. I was looking for that.. Now I can use it even better with time power switches.
Lord Asriel Apr 7, 2022 @ 2:29am 
@SirKuchar Yes, [Selected Reconnector] will suit you well.
Kuchar Apr 4, 2022 @ 7:29am 
Anyone know better option to connect stuff to power conduits? atm it is auto connection in random spot. Any mod to allow me choose where something has to be connected?
Delta7777777 Feb 22, 2022 @ 5:48am 
Ludeon studios should hire you.
smitty_the_smith Feb 20, 2022 @ 11:51pm 
Found it! AutoFlick. These two mods work well together.
smitty_the_smith Feb 20, 2022 @ 5:04pm 
Is there any way to electrically control vents? I want to vent heat from a generator when it's hot outside and keep the heat when it's cold outside.
Thank you for your time.
Terry Jan 11, 2022 @ 12:05pm 
The Signal Repeater seems broken for me, if i set the 2 channels to 1 and 3 and i broadcast on one the channels the repeater seems to repeat on both channels and not the selected one :-(
SuwinTzi Dec 26, 2021 @ 1:38am 
Yes, I was looking for something like this to recreate my airlocks and security measures from Prison Architect
Xylem Nov 14, 2021 @ 3:47pm 
@Supes Absolutely incredible work.

One question: I'm using a Remote Gizmo Servo to activate a Door Button from the Doors Expanded mod. It turns the gizmo from green check to red X just fine. But it doesn't actually activate the gizmo. A colonist still has to come by and flick it. The Remote Flicker doesn't flick this gizmo either.

I would love for this to work remotely. I'm using the Blast Doors from Doors Expanded because they look cool and can take a lot of damage.

Thanks!
Dr. Fnord Oct 29, 2021 @ 1:21pm 
Bravo, sir or madam. Bravo.
KhanTheMad Oct 23, 2021 @ 10:57am 
when someone makes a mod for what most games think is a major feature :steamthis:
Lord Asriel Oct 20, 2021 @ 10:21pm 
I'm having a small problem: a current Switch doesn't remember its offest. Each time I reload it sets offset to zero.
obin0684 Oct 7, 2021 @ 2:14am 
Can't it be improved so that the value of the Stack Sensor Plate can be directly entered? Because of mods like OgreStack.
Lord Asriel Oct 5, 2021 @ 2:59am 
Hi Supes! Can we have a switch that is on when there is an active solar flare? (Obviously it is only useful when there is something that mitigates the flare, like [RT Solar Flare Shield])
Jaggid Edje Sep 24, 2021 @ 9:09pm 
I have no idea how I'd even use half of the things that are in this mod, but dam, it's Cool as F'!
Gared Sep 16, 2021 @ 5:42am 
This should be in the vanilla game. Thank you for your effort
MrPeters Aug 23, 2021 @ 11:33am 
The signal repeaters feels a bit weird. While they may reflect very well upon real-life versions, you need *many* of them to make many channels have a longer reach. It works well when you only need to extend one channel, but as soon as there's one it pretty much doubles the required repeaters.

Do you have any suggestions on how one can, in a well enough way. extend the reach of many channels? I wanted to set up a central with transmitters that I can toggle on and off per need, but I don't want to flood my colony with extenders per channel.