RimWorld

RimWorld

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Portable Generators
   
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Mod, 1.4, 1.5
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520.376 KB
Mar 24, 2024 @ 10:42pm
Apr 11, 2024 @ 11:38am
11 Change Notes ( view )

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Portable Generators

Description
Portable generators that easy to carry.
This mod will add following contents.

Portable wood generator & Portable chemfuel generator

These mini generators generate far less power than vanilla generators, but provides following function:

1. They only takes 1*1 space,
2. You can place them anywhere
3. They don't discharge while in item mode
4. They use far less resource than vanilla generators
5. They do produce the heat, but they don't make too much heat, just like campfire. so, you can use them as heater alternative.
6. Although it produces less power than normal generators, but it still strong enough to power two mini turrets or one large turret.
7. easy to access: You can sell or purchase them from outlander tech level factions.
8. Inexpensive: Portable generators contribute very small portion of colony wealth. You can purchase & sell to market or even throw them away without worrying much. In other words, making them massive by yourself for earning money may not very effective.

Portable Generator have following specs:

Mass: 10kg / 12kg
Power produce: 235w / 235w
Fuel Cost: 25 woods / 10 chemfuel
Up-time after full recharge: 2.5 days / 5 days
Cost to build: 25 steels & 1 Component / 25 steels & 2 Components.
Works to build: 4000 / 4000 (1.6 times more than vanilla generators)
Construction Skill Requirement: 6 / 8

Research Prerequisites:
Electricity & Portable Generators




Now added Portable cooking tables!

Portable electric cooking table & Portable chemfuel cooking table Spec :

Power consumption : 120w / 10 chemfuel
Up-time after full recharge : None / based on what you cooking!
Cost to build : 10 steels 3 Component / 20 steels
Work speed : 75% ( 25% faster than campfire!)
Mass : 1 kg / 5 kg
Construction Skill Requirement : 4 / 6

Research Prerequisites :
Machining




Now added Portable Mech Chargers!

Portable Mech Chargers Spec :
Power consumption : 200w / 400w
(Yes, You need unstable powercell for running portable large mech charger!)
Cost to build : 30 steels 4 Components / 50 Steels 8 Components
Works to build: Same as normal chargers
Construction Skill Requirement : Same as normal chargers
Research Prerequisites : Basic Mechtech & Portable Generators / StandardMechtech & Portable Generators

Q: Do I need to purchase Biotech DLC for run this mod?
A: No you don't need to. but you will need biotech DLC for use the portable mech charger.


***WARNING : DO NOT REMOVE THE PORTABLE CHARGERS WHILE MECH IS USING IT. ***

If you are curious, do it.
but it's your own risk.

14 Comments
Bon_Sombrero  [author] Jun 10, 2024 @ 12:46am 
@katanainfinate00 It works exact same as regular charger. Only difference is large charger can only hold 5 waste packs(original ver. can hold 15)
katanainfinate00 Jun 3, 2024 @ 3:54am 
does portable charger make wastepack like full size? wast thinking of using it on my SOS2 vessel
for my ship repair done.
Menos Apr 13, 2024 @ 11:50am 
Thank you for the fix! I will test it as soon as possible.
Bon_Sombrero  [author] Apr 10, 2024 @ 2:34pm 
Alright now fixed!
Bon_Sombrero  [author] Apr 10, 2024 @ 12:06pm 
@Menos Oh i found the source of the trouble. It wasn't outdated API(that error shows up regardless of portable generator mod is exist or not.), I made mod used both 1.5 and 1.4 same xml, and it caused portable cooking table unusable(portable generators were working fine.) on V1.4 rimworld. I fixed the mod but applying it will take few more hours from now since I was middle of adding more contents for portable generators. Please allow me some time for fix it!
Menos Apr 7, 2024 @ 1:03pm 
Using Rimworld 1.4 with Vanilla Expanded mods and Multiplayer mod. If your mod is in the list we get an error during start saying that an incompatible Multiplayer API is used (1.3 instead of 1.5). As soon as your mod is removed everything works fine.
Bon_Sombrero  [author] Apr 4, 2024 @ 7:45am 
@Menos VE? you mean Vanilla Expanded frameworks? I don't see any errors with VE...? Mind if I ask you which version of Rimworld you are using right now? 1.4? 1.5? little bit more detailed information may helpful for me to pin point what causing it.
Menos Apr 3, 2024 @ 6:13am 
Causes an issue if used in multiplayer as an outdated API is used.
The API was recently changed, so maybe just recompiling the mod with updated VE-framework might solve it.
Bon_Sombrero  [author] Mar 27, 2024 @ 12:44pm 
Thanks! Now I get it, great food for thought. I'll consider about it while testing. Thanks for the feedback. :winter2019happyyul:
TurbulentTurtle Mar 27, 2024 @ 11:19am 
My apologies, it does appear that they are already fuel inefficient then. My other thought would be that they are designed to work in a pinch. They aren't supposed to be a long term objective; that goal is left for the normal generator (in other words, I don't think people would use multiple instead of the normal). I think that they are meant to be built and used on the move, since they are not needed while at base. Whatever you decide though, I don't think that they are crazy unbalanced in either regard, and I think that this mod is cool anyway. Good work!