Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Supes on December 04, 2016, 10:24:37 PM

Title: [1.2] Power Logic - (v1.16c) (10.05.2021)
Post by: Supes on December 04, 2016, 10:24:37 PM
(http://i.imgur.com/OefiUOV.png)

Description:
Power Logic is primarily based on Switching logic gates and sensor logic.

Additional Info
Originally I was going to create a bunch of And Gates, Or Gates, Not Gates, but after the And gate I thought to myself hmm, needs some switches to show it off and after creating one sensor, then I decided hmm, what about a remote switch, and so on and so forth.  so now it turned into a mod with an And gate and a bunch of sensor switches with some wifi thrown in for good measure. 

Switches

(https://i.imgur.com/PRI38N3.png)
Stay On Switch (Formally the 'And Gate Switch' in A15)
This switch is intended to be connected to 3 or more power conduits, when power is detected in 2 of the connected conduits, power is allowed through the switch until power is lost completely or flicked on/off.

(https://i.imgur.com/ZNXJbII.png)
Pressure Sensor Plate
This is a floor sensor switch that will allow power to transmit through it when a pawn is standing on the sensor. it will also work as a grid of Pressure Sensors in case one was not wide enough, and also contains Friend Foe detection.

(https://i.imgur.com/5D9E4hZ.png?1)
Stack Sensor Plate
This is a floor sensor switch that powers on when it has over a certain amount of items on it.

(https://i.imgur.com/7hd8mfW.png)
Proximity Sensor
The Proximity sensor will allow power through it when someone is within its range, and disallow power when no one is in range. This type of sensor doesn't consume power, but has poor range.

(https://i.imgur.com/Nyl6hri.png)
Capacitor Sensor Switch
Monitors stored power levels, and turns off when power gets to the set 'low' point, and back on again when it reaches another set 'high' point.

(https://i.imgur.com/G2oWdR2.png)
Current Sensor Switch
This switches on when it detects positive or negative power.

(https://i.imgur.com/UYWvCcZ.png)
Light Sensor Switch
This turns on when light level is low, this senses both sunlight and lamp lighting.

(https://i.imgur.com/Ig6ctpE.png)
Heat Sensor Switch
This turns on when above or below a specific target temperature.

(https://i.imgur.com/DR0X4vz.png)
Entangled Switch
This does the opposite of whichever switch it is entangled with. Entanglement between this and another switch is permanent, so be sure you are linking to the correct switch (the Entangle tab shows the distance away from other devices, as well as a visual line to help).

(https://i.imgur.com/wUrlxWE.png)
Zone Switch
This switch counts the number of items within a zone.  For stockpiles, the count is restricted to allowed items.

Wireless Devices

(https://i.imgur.com/44vW0nw.png)
Remote Proximity Sensor
Similar to the proximity sensor in the way that it triggers when someone is nearby, except this time without the switch component, and instead it transmits a wireless signal to a nearby receiver device.  This sensor is also powered, which means it has better range that can be adjusted.

(https://i.imgur.com/Q0w0U6N.png)
Remote Controlled Switch
This switch activates when it detects a wireless signal, and deactivates when there's no signal.

(https://i.imgur.com/gLUy3y3.png)
Signal Repeater
The Signal Repeater does exactly what it says, it repeats any signal that it receives on the same channel as the repeater, effectively increasing the wireless range of your Transmitter or Remote Switch

(https://i.imgur.com/JVVWTm8.png?1)
Signal Transmitter
The Signal Transmitter does exactly what it says, it transmits a signal when powered.  Useful for bridging channels or when used in conjunction with another sensor to activate a Remote Controlled Switch.

(http://i.imgur.com/fa2nJnr.png)
Remote Controlled Door
This door does what a usual autodoor does, but when it receives a wireless signal, it can perform a series of actions.

(https://i.imgur.com/8tm6lhH.png?1)
Remote Flicker
This device flicks on any adjacent device when it receives a signal.

(https://i.imgur.com/j89asjw.png)
Remote Gizmo Servo
This device activates a gizmo button on a single adjacent device (that it is pointing at) when it receives a signal.  Unlike the remote flicker, it only works when powered.

(https://i.imgur.com/zWhpNMz.png?1)
Boom Box
A Boombox that plays a sound when powered or when powered and detecting a wireless signal.  If multiple boomboxes are used, then only one will be heard at a time in a "first on first played" basis.

Laser Tech

(https://i.imgur.com/3somoSa.png)
Laser Emitter
A Laser Emitter, well, it emits a laser.  This can be paired with a laser switch to create a laser tripwire.  The beam can be bent round corners using laser mirrors and splitters.  Using more power will extend the laser length, this has the side effect of making the beam slightly hazardous to cross if high enough.  Warning, the laser emitter generates a lot of heat, consider using vents or coolers to avoid extreme heat or explosive mishaps.  The emitter beam doesn't differentiate between hostile or friendly pawns, take this into consideration if creating a laser based trap.

(https://i.imgur.com/mK3zFu6.png)
Laser Mirror
This Mirror can reflect a laser beam at a 90 degree angle.

(https://i.imgur.com/kCm0GyA.png)
Laser Splitter
This Laser Splitter, if struck by a beam at any angle, will split the beam into two perpendicular beams.

(https://i.imgur.com/mAXSUdo.png)
Laser Merger
This Laser Merger, if struck by one or more beams, will direct all beams towards the same direction (directed beams will exit out the wide flat side where the arrows are pointing) using refraction through a prism.

(https://i.imgur.com/Vvhxxbt.png)
Laser Window
This wall will allow laser beams through it unimpeded

(https://i.imgur.com/Fj07sOq.png)
Laser Power Panel
When a laser is directed into one of the panels, the beam is diverted into a reservoir of water, the water quickly turns to steam and that steam pushes through a central turbine, causing power to be generated.

(https://i.imgur.com/Y4i8e41.png)
Laser Switch
This switch will turn on if struck by a laser beam.

Logic Gates

Input Socket
All gates (with the exception of the Not Inverter) require an input socket placed directly between the gate and a power conduit you plan to use as an input.

(http://i.imgur.com/dJ57hce.png)(http://i.imgur.com/n6sVkdl.png)(http://i.imgur.com/N5ieTqY.png)
Logic Gate
Can be configured as AND, OR, XOR. Any conduit that is neither an input socket nor inverter are considered the gates output.
If configured as AND, then when it is attached to two powered inputs, it allows power through it.
If configured as OR, then when attached to at least one powered input, it allows power through it.
If configured as XOR, then when attached to one powered input, it allows power through it.  But turns off if both inputs are powered.

(http://i.imgur.com/dlUXMTG.png)
Inverter (Not)
when put directly next to a gate, the Inverter reverses the function of the gate (e.g. AND become NAND). Note, this requires a constant power source to function

AND Gate Example
(http://i.imgur.com/dVqrSKa.png)

NAND Gate Example
(http://i.imgur.com/wLieVTg.png)

(http://i.imgur.com/VhLvM6es.jpg) (http://imgur.com/VhLvM6e) (http://i.imgur.com/PUCzGGKs.png) (http://imgur.com/PUCzGGK) (http://i.imgur.com/U2WqZtOs.jpg) (http://imgur.com/U2WqZtO) (http://i.imgur.com/ECFwrKts.jpg) (http://imgur.com/ECFwrKt) (http://i.imgur.com/HJAN9RGs.png) (http://imgur.com/HJAN9RG) (http://i.imgur.com/FoalA1Qs.png) (http://imgur.com/FoalA1Q)

Misc
(https://i.imgur.com/BuYKqjF.png?1)
Protective Fuse
Made from a very thin copper wire in a glass tube, this fuse halves the chance that batteries will completely discharge.  More effective when used in sequence or to separate groups of batteries.

(https://i.imgur.com/M07YT8b.png)
Radar
Radio Detection And Ranging, or Radar for short, by sending out sensing reflected radio waves, it can determine where an object is over vast distances.  Has a popout minimap.


A common question I get is "why doesn't such and such switch connect to my conduits?", The reason is that all Switches, be them a vanilla switch or one added by a mod, work by flaging as no power grid on the switches square when off, but flagged as a power grid when on.  Therefore when off, a conduit doesn't link until the switch turns on.

All proximity type sensors have friend foe settings that can be changed.

All wireless devices can have their channel changed, and will not communicate with devices on different channels.  Selecting a wireless device will highlight transmitters or receivers the device can see, green for ones on the same channel and red for ones on another channel.

All Proximity Sensors will not detect people that are not in the same room

An example on how to use the And Gate Switch would be combining 2 power input connections, one input has a clear path to a battery/generator, and the second is connected to a pressure plate which is then connected to another or the same power source.  the and gate outputs to a conduit connected to a bunch of turrets located outside the my prison, and the pressure plate is right outside the door to the prison, I've set the sensor to trigger on Enemies only so my wardens don't trigger the sensor.  Now when a prison break is attempted, the prisoner breaks through the door, steps on the pressure plate, the And Gate Switch turns on, the turrets activate and mow down the prisoner.  Those turrets will now remain on until I flick/reset the And Gate off again.

For best use of the Capacitor Sensor Switch, use it to disconnect parts of the grid or high powered devices so it allows your batteries to recharge.  Make sure there's an unbroken route of power between the batteries and the capacitor (any switches inbetween the Capacitor sensor switch and the batteries will sever the grid between them when the switch turns off).

The Stack Sensor Plate can be placed under anything, this allows you to place it under things like a hopper so you can control power going to a nutrient paste dispenser for example.

Fun fact. it is perfectly possible to entangle an entangled switch with another entangled switch.

PowerLogic can be added to an ongoing save


Author/Mod Team
Textures and Code, Supes

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Nexus Download Link (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

Change List


1.16c
Changed gizmo defname to avoid hash clash

1.16b
Multiplier Compatibility Hotfix
Gizmo Servo Itab Improvements

1.16
Added Gizmo Servo
Added Offset for Current Switch
Added additional information for Capacitor Switch
Improved Textures for multiple Switches
Entanglement Switch should show line to paired switch when selected

1.14
Added Counter Mode to Remote controlled switch

1.13
Added Laser Tech
+Laser Emitter
+Laser Mirror
+Laser Splitter
+Laser Window
+Laser Switch
New craftable materials
+Laser Glass
+Optical Resonator

1.12
Added Radar
Added Zone Switch

1.10
Added Stack Sensor Plate
Improved Translations

1.9
Added Remote Flicker

1.8b
Transmitter changes
+New graphic
+Pulse mode
+Schedule mode (hour of day/day of year)

1.8
Added Protective fuse

1.7
Door Profiles added
Door Profile based actions
Door wait toggle action added
Door Play/Pause Controls
Door Presets
removed Inductors from power buildings

1.6d
Fix for Doors

1.6b
Added Short Range option for Capacitor Switch

1.6
Added Entangled Switch
Fixed Capacitor Sensor Switch throwing errors if right next to another switch
Inductor loopback will equalise
various other inductor fixes

1.5
Fixed an exploit on the Inductor to get free power
Improved compatibility between input sockets and Inductors
Remote Door
+Remote Door Macro ITab now cleaner
+Added Door Macro Copy and Paste
+Added new door actions - Forbid, Allow, Change Channel
+Added buttons for reordering Door Actions

1.4
Logic Gates (AND, OR, XOR) have been combined
Inductors have been overhauled
+positive emitter power only toggle (emitter will avoid drawing power from batteries)
+draw division will behave differently now
Multi Channel Wireless Research added

1.3b
Stay On Switch Changes
+delay after flick before active again
+will work even when no batteries are connected
Heat Sensor switch fully functional
Inductor Changes
+Forced Over Draw Setting
Transceiver Fix for AI flicking after load

1.3a
Small update for French Translation strings

1.3
Added Heat Sensor Switch
Added high/low toggle to Light Sensor
Fixed Loading Issue with Stay On Switch

1.2
Added Remote Controlled Door
Added Logical Gates (Huzzah)
+AND Gate
+OR Gate
+XOR Gate
Added Inverter (NOT)
Added Input Sockets (use these between logical gates and conduits)
Increased range of Inductors from 5 to 7 spaces
Inductors now have settings
Added Light Sensor Switch
Added AI for flicking Wireless channels

1.1a
update for Alpha 16

1.1
Added save/load persistence to wireless transmissions
Added trigger off Cooldown for Proximity sensors
Fixed rare error with wireless switch inspection string
Corrected french translation file errors
Added new research - Inductive Power Transfer
Added new switch type - Capacitor Sensor Switch
Added the Inductive Emitter Coil and Inductive Receiver Coil
Increased the Cooldown for proximity Sensors

1.0
initial version
And Gate Switch
Pressure Plate Sensor
Proximity Sensor
Remote Proximity Sensor
Remote Controlled Switch
Signal Repeater
Signal Transmitter


(http://verify.modsync.ninja?92f1cecc-197b-41bb-8fa5-f4125cd4bb5e) (http://www.modsync.ninja)

(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Power Logic by Supes is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).

(https://www.paypalobjects.com/en_US/GB/i/btn/btn_donateCC_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=NBBFM9MB9E6D4)
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: caesius on December 05, 2016, 03:58:24 AM
Minecraft's Redstone system in rimworld version?
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: Supes on December 05, 2016, 01:08:58 PM
Nothing as fancy yet, but I'm aiming towards adding more logic gates (most likely using multiple objects) in the future

atm it's mainly a bunch of sensors and switches
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: 1000101 on December 05, 2016, 05:45:50 PM
Ermagawd, finally someone releases a mod like this.  I like Haplo's power switch and expanded on that for my own use, but I think this is a better implementation.
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: faltonico on December 05, 2016, 07:55:17 PM
I love Terraria and i was waiting for this first step to happen.
Thanks a lot!
Now we need different set of colored cables ;)
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: Supes on December 07, 2016, 09:40:39 AM
Quote from: faltonico on December 05, 2016, 07:55:17 PM
I love Terraria and i was waiting for this first step to happen.
Thanks a lot!
Now we need different set of colored cables ;)

not sure about different cables, that might be purely cosmetic without requiring CCL detours (unless just having different colours of the same conduit that was the intended request)
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: faltonico on December 07, 2016, 11:44:07 PM
Quote from: Supes on December 07, 2016, 09:40:39 AM
Quote from: faltonico on December 05, 2016, 07:55:17 PM
I love Terraria and i was waiting for this first step to happen.
Thanks a lot!
Now we need different set of colored cables ;)

not sure about different cables, that might be purely cosmetic without requiring CCL detours (unless just having different colours of the same conduit that was the intended request)
Not cosmetic but colored cables as in Terraria; there, they are used to build several different sets of "circuits" that can be connected to logic gates, portals, traps, sensors, lights and toggleable walls. They have different colors to portrait that they don't connect to each other when overlapped.

I don't know if it is possible in Rimworld, but at least i know the "Redist heat" creator has been capable of putting 2 sets of "tubes" in the same cell that conduct heat without CCL. He said he would not try to place different cables for now, because he was busy with something else.


This is a brief summary of all the stuff possible in Terraria, if you are curious:
https://www.youtube.com/watch?v=F3-hmMtOzbA&index=17&list=LLnLheuc-OZK2F4ZSNk_U87w

But to do most of that stuff is not possible in Rimworld because it lacks something like the "statues" Terraria has (they generate "something" when activated) and some other things.
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: Supes on December 09, 2016, 09:20:25 PM
I've drawn up some plans/pseudo code for a way to cross cables, I wont spoil the surprise though, all I'll say is it wont exactly be a conduit, but I think you'll like it.

I did have some success with a conduit that doesn't transmit power that could overlap a normal conduit, but ones that do transmit power insist on joining the conduits together.


I've also been working on saving more states of the devices/sensors, in addition to a few tweaks, which I've currently been testing.  I'll have part of the weekend off work, so more time to get stuck into programming/testing then (and maybe some Christmas tree decorating as well)
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: Killaim on December 11, 2016, 06:21:41 AM
you should make new types of power cables that only connect to the same type of cable

then we could make different networks of power and the cables could crisscross and/or occupy the same tile

items would then need to be able to pick between the different power cables near them

split them up into colors? Red Blue Yellow
Title: Re: [A15] Power Logic - (v1.0) (05.12.2016)
Post by: faltonico on December 11, 2016, 07:01:19 PM
Quote from: Supes on December 09, 2016, 09:20:25 PM
I've drawn up some plans/pseudo code for a way to cross cables, I wont spoil the surprise though, all I'll say is it wont exactly be a conduit, but I think you'll like it.

I did have some success with a conduit that doesn't transmit power that could overlap a normal conduit, but ones that do transmit power insist on joining the conduits together.


I've also been working on saving more states of the devices/sensors, in addition to a few tweaks, which I've currently been testing.  I'll have part of the weekend off work, so more time to get stuck into programming/testing then (and maybe some Christmas tree decorating as well)
Take your time buddy, it is enough for me to know that you are interested =)
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: Supes on December 15, 2016, 05:00:00 PM
here it is, a way to cross conduits, you put an Inductive Emitter Coil on the main grid, and then put the Inductive Receiver Coil on the isolated grid (if it's in range (5-6 squares), and both devices are on different grids you should see a connecting line) power is drawn from the main grid and supplied to the receivers grid.

I created the Capacitor Sensor switch after a request on steam workshop for some way to turn a switch off when batteries get too low, this is what I came up with, it monitors stored battery power, and turns off when stored power goes down to a certain point (cut off point).  the switch will turn back on when it reaches the upper power level. both the cut off point and upper points are adjustable.

1.1
Added save/load persistence to wireless transmissions
Added trigger off Cooldown for Proximity sensors
Fixed rare error with wireless switch inspection string
Corrected french translation file errors
Added new research - Inductive Power Transfer
Added new switch type - Capacitor Sensor Switch
Added the Inductive Emitter Coil and Inductive Receiver Coil

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

(http://i.imgur.com/UwbSRKZl.png)
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: faltonico on December 15, 2016, 08:44:01 PM
D=
Man you took me by surprise here, i wasn't expecting it, nor like this nor so quickly! I thought something like a new cable would be easier, but i know nothing about coding xD
I wont be able to test this for now though... my beautiful +10 years colony is running at 5 FPS and i am about to drop it >_< I was planning to wait till A16 is out to start a new one.
Small question, how long can you stretch out the Inductive Coils? Would i be able to stretch it indefinitely?
I really appreciate you taking your time to do stuff random people on the internet suggest you =)
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: Supes on December 15, 2016, 10:27:40 PM
the inductive colour line can be stretched to about 5 spaces (enough space for a blank square either side of the conduit you plan to cross), then you just connect a normal conduit to the receiver and expand that as much as you please like a normal power grid

I might not have made it very clear in the pic of my previous post, but the white lines are just normal conduits (the emitter and the receiver can connect to conduits directly adjacent to them), you can see one of the lamps connecting to the conduit at the top left
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: faltonico on December 16, 2016, 12:17:03 AM
Quote from: Supes on December 15, 2016, 10:27:40 PM
the inductive colour line can be stretched to about 5 spaces (enough space for a blank square either side of the conduit you plan to cross), then you just connect a normal conduit to the receiver and expand that as much as you please like a normal power grid

I might not have made it very clear in the pic of my previous post, but the white lines are just normal conduits (the emitter and the receiver can connect to conduits directly adjacent to them), you can see one of the lamps connecting to the conduit at the top left
I kind of imagined that, but i was already looking for a way to exploit your mod xD
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: Facepunch on December 16, 2016, 03:04:48 PM
There an "Or" gate?
Title: Re: [A15] Power Logic - (v1.1) (15.12.2016)
Post by: Supes on December 16, 2016, 03:58:38 PM
not yet, but there will in the future (along with a few other logic gates).

currently getting my mods ready for A16 first.
Title: Re: [A16] Power Logic - (v1.1a) (20.12.2016)
Post by: lost_RD on January 01, 2017, 11:09:27 PM
I like the idea of this mod, I just don't know how I would use it.
Title: Re: [A16] Power Logic - (v1.1a) (20.12.2016)
Post by: Zebukin on January 12, 2017, 03:44:23 PM
Nice additions will be:
lightsensor (low level, hi level)
Pulse — send one pulse
Timer — switches on specific hour
Counter — get pulse or manual switch and keeps ON level some time, then go off. The same as cooldown.

Title: Re: [A16] Power Logic - (v1.1a) (20.12.2016)
Post by: Supes on January 13, 2017, 10:33:52 PM
I think the Timer Switch has already been done, so I probably wont add that, but the others are good ideas.
Title: Re: [A16] Power Logic - (v1.1a) (20.12.2016)
Post by: sirgzu on January 14, 2017, 05:25:07 AM
About wireless transmitters, switching the radio band shouldn't be instant, this is a cheap exploit for instantly turning things on or off without the use of a colonist. To balance that you could make a colonist having to interact with the transmitter to switch channel.

Also research upgrade for multi channel support on the same transmitter!
Title: Re: [A16] Power Logic - (v1.1a) (20.12.2016)
Post by: Canute on January 14, 2017, 12:12:56 PM
What do you think to made the Inductive receiver coil moveable ? That would made more sense for using it.

Edit: doh forget it, i just found out the max. transfer range are 5 fields. Not enough to made a moveable sentry defence.
Title: Re: [A16] Power Logic - (v1.2) (18.01.2017)
Post by: Supes on January 18, 2017, 06:30:42 PM
new update, Logic Gates are up and running now.  It's worth noting that you need input sockets attached to the sides of Logic Gates in order to connect power conduits to them, any power conduit directly attached to a gate will be considered an output line

as requested, I've added a light sensor (has low light detection, will add a toggle for high light at some point), and made it so that wireless devices need to have their channel flicked to avoid exploiting.  Also added a remote controlled door that cycles through actions.

Inductors have a slightly longer range now (because I had issues routing all those lines for my calculator attempt, partly shown below), and even more control over how it draws power. however I've avoided making them minifiable since they don't disconnect properly when minified.

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

1.2
Added Remote Controlled Door
Added Logical Gates (Huzzah)
+AND Gate
+OR Gate
+XOR Gate
Added Inverter (NOT)
Added Input Sockets (use these between logical gates and conduits)
Increased range of Inductors from 5 to 7 spaces
Inductors now have settings
Added Light Sensor Switch
Added AI for flicking Wireless channels

(http://i.imgur.com/JwZF1enl.jpg) (http://imgur.com/JwZF1en)
Title: Re: [A16] Power Logic - (v1.2) (18.01.2017)
Post by: sirgzu on February 03, 2017, 11:02:11 AM
Quote from: Supes on January 18, 2017, 06:30:42 PM
Inductors have a slightly longer range now (because I had issues routing all those lines for my calculator attempt, partly shown below), and even more control over how it draws power. however I've avoided making them minifiable since they don't disconnect properly when minified.
I wrote my own miniaturisation overloaded xml for the inductors and they work fine, although I noticed some issues with connecting but I'm not 100% sure it's related to the minification process.

I suppose they automatically try to connect on build, perhaps they could automatically attempt to reconnect on reinstall, that way it should work fine.
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: drakulux on February 03, 2017, 04:32:59 PM
I want to just give abit helpfil/unhelpful creative advice. As a heavy modder I use up to 150+ mods and generally mod any modable game. I like the concept of this mod but other mods so very many similar things only in a simpler form;there is power switch which integrates all its functions into 1 item, the coolwes can be set to aim for a certain temperature, ah but yes they dont turn off... What i would advice is to make your content more compact instead of all the components working as individual items. Instead my idea for you is to make the core of your mod a programable junction box that is the main item and max 2-3 other supporting components i. E.  Wireless transmitters. The mod looks like it will make my colony too complex at the moment.
I also use another power switch mod which watches for low power and it only adds the 1 item. Too many connections and it just becomes a mess. Just my 2 cents and also if you do decide to go the junction box route I will be glad to help with artwork ;)  till then I look forward to seeing where you take this.
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: Supes on February 04, 2017, 04:28:49 PM
I'll think about it, I'd probably integrate specific future items into others.  Mainly the switches are separate so that you know what the switch is from a glance (heat sensor is drawn like a thermometer, proximity like a radar for example) but I get what you mean.

@sirgzu minifing inductors and then reinstalling them, one of the inductors thinks it's still connected (so reconnecting becomes buggy).
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: drakulux on February 04, 2017, 04:53:35 PM
Quote from: Supes on February 04, 2017, 04:28:49 PM
I'll think about it, I'd probably integrate specific future items into others.  Mainly the switches are separate so that you know what the switch is from a glance (heat sensor is drawn like a thermometer, proximity like a radar for example) but I get what you mean.

@sirgzu minifing inductors and then reinstalling them, one of the inductors thinks it's still connected (so reconnecting becomes buggy).

What about an item that changes its middle texture dependent on what function it is set to? That way you can incorporate the function of multiple switch types into a single larger switch (larger for balance as multiple functionality should cost more and possible require more cell space, display will also be easier with larger item space, e.g. a 2 cell box with a screen which changes the icon displayed on it dependent on what function it is set to). .../end idea
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: Supes on February 04, 2017, 05:08:02 PM
I like the thought of that idea better :)
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: faltonico on February 06, 2017, 12:56:50 PM
Hi there!
I could not load my save game with the new version, i had to fall back to the previous one. I have yet to build or research something related to the mod though.
Glad to see you adding more stuff, thanks a lot!

EDIT: I just noticed V 1.3 let me test that.

EDIT2: Is nexus updated?
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: Supes on February 06, 2017, 06:31:21 PM
the nexus version has the current version uploaded (1.3a)
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: faltonico on February 07, 2017, 02:16:01 AM
Nope, i can't start my save with the new update... rolled back. Don't mind it though, my save is a mess anyway.
But do you know of any incompatibility it might have?
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: Supes on February 08, 2017, 02:29:05 AM
there shouldn't be any mod incompatibilities, since it doesn't override any vanilla defs.

does it start, save and load on a new game without issues?

If AI is causing a problem, you can try removing the workgiverdefs folder (note this would result in being unable to change wireless channels, not good as a solution, but good for diagnostic purposes)
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: faltonico on February 08, 2017, 01:06:01 PM
Thank you for your help!
It works now!
- Making a new save worked totally fine.
- Deleting the workgiverdefs as you told me, made possible to load the game.
- I checked the log of a failed attempt to load and i saw this:
Exception from asynchronous event: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority, Int32 hour) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (RimWorld.WorkGiverDef workgiver, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.SetPriority (Verse.WorkTypeDef worktype, Int32 priority) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.Detours_WorkSettings._SetPriority (Verse.WorkTypeDef w, Int32 priority) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_WorkSettings.Disable (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.CheckForDisabledTypes (RimWorld.Pawn_WorkSettings _this, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Hospitality.Detouring.Pawn_WorkSettings.ExposeData (RimWorld.Pawn_WorkSettings _this) [0x00000] in <filename unknown>:0
  at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

So, I reinstalled your mod, disabled Fluffy's WorkTab, loaded the game, => it worked, saved the game, reenabled worktab, loaded the game => it worked!.

Could It have been because you introduced timed switches? though i have yet to make timed work with fluffy's worktab.

Thanks a lot for you help, and you mod... can't wait to make traps with it >=D
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: fed1s on February 11, 2017, 03:43:49 PM
Hi! Thanx for mod! I`m report for bug to you at steam workshop. Post here too:

Inductive Receiver Coil don`t pass power to Stay On Switch, but lamp, connected to receiver grid work correct same time. Inductive Receiver Coil and Inductive Emitter Coil connect correctly. Static Power Draw set to 500 (it is more over than need to grid after Stay On Switch).

If i connect both grids (before and after Stay On Switch) without coils, just by conduits, all work fine.

Example below:
(http://i.imgur.com/XfaXGYl.png)
Title: Re: [A16] Power Logic - (v1.3) (30.01.2017)
Post by: fed1s on February 11, 2017, 06:29:33 PM
Can you add "channels" to Remote Controlled Door configuration, i.e. macro 1 at channel 1, macro N at channel M?
Title: Re: [A16] Power Logic - (v1.3b) (30.01.2017)
Post by: Supes on February 12, 2017, 01:09:14 PM
just added the some fixes, heat sensor fix (since the heat sensor was pushed out early with the Stay On Switch fix last time, so it was incomplete, it should be fully functional now), Stay On Switch made more Inductor friendly, and Inductors have a new setting to force overdraw (use a low overdraw setting when used with a Stay On Switch).

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

1.3b
Stay On Switch Changes
+delay after flick before active again
+will work even when no batteries are connected
Heat Sensor switch fully functional
Inductor Changes
+Forced Over Draw Setting
Tranceiver Fix for AI flicking after load
Title: Re: [A16] Power Logic - (v1.3b) (12.02.2017)
Post by: fed1s on February 12, 2017, 09:33:54 PM
Hi again! Thanx for fast bugfix :)

Is it possible to add macros copy-paste functionality to Remote Controlled Door too, like stockpile filters copy-paste?

It is very good mod to construct automatic burning killbox :) But need little more functionality for devices
Title: Re: [A16] Power Logic - (v1.3b) (12.02.2017)
Post by: Supes on February 12, 2017, 10:34:43 PM
aye, I'll be adding a few things to the door, (forbid, move action up/down) I'll get a copy/paste in there as well

having different macros on different channels might have to wait til the next alpha to avoid breaking peoples current games then I can add multi channel transceivers.
Title: Re: [A17] Power Logic - (v1.4) (25.05.2017)
Post by: Supes on May 25, 2017, 03:42:12 PM
updated for alpha 17, inductors have significant 'under the hood' changes, so feel free to ask about any behaviour of the inductors as they are no longer set to dividing draw needed equally anymore.

Also, instead of creating new devices for multiple channels, I've made it as research, when complete it will add a second set of channel gizmos that can be adjusted.  So any device send/receive on two channels.


1.4
Logic Gates (AND, OR, XOR) have been combined
Inductors have been overhauled
+positive emitter power only toggle (emitter will avoid drawing power from batteries)
+draw division will behave differently now
Multi Channel Wireless Research added

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)
Title: Re: [A17] Power Logic - (v1.4) (25.05.2017)
Post by: rheki on May 29, 2017, 02:20:53 PM
Whenever I build a proximity sensor, it says "not connected to power" even if it is surrouned by active power lines and someone is in the room.  Am I using them wrong?  Thanks!
Title: Re: [A17] Power Logic - (v1.4) (25.05.2017)
Post by: Supes on May 29, 2017, 05:17:43 PM
have you set their friend foe settings (green and red gizmo buttons when you have the proximity sensor selected)
Title: Re: [A17] Power Logic - (v1.4) (25.05.2017)
Post by: rheki on May 30, 2017, 07:41:30 PM
OH!  I see those are not set by default now, I mis read :( :(
Thank you!  Very awesome!




Title: Re: [A17] Power Logic - (v1.4) (25.05.2017)
Post by: ImStereotype on June 02, 2017, 01:12:55 AM
Awesome mod, thank you.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Supes on June 13, 2017, 10:58:46 PM
Some updates on the door, haven't added macro profile switching yet, but have added copy and paste along with some other improvements to the remote door.

1.5
Fixed an exploit on the Inductor to get free power
Improved compatibility between input sockets and Inductors
Remote Door
+Remote Door Macro ITab now cleaner
+Added Door Macro Copy and Paste
+Added new door actions - Forbid, Allow, Change Channel
+Added buttons for reordering Door Actions

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Canute on June 14, 2017, 03:12:14 AM
QuoteCapacitor Sensor Switch
Monitors stored power levels, and turns off when power gets to the set 'low' point, and back on again when it reaches another set 'high' point.

From the thread [Mod request] Auto flicking of fueled generator
https://ludeon.com/forums/index.php?topic=33591.0

Could you maybe expand that switch to a flickerbox ?
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Supes on June 14, 2017, 11:25:13 PM
Capacitor Switch is more based around battery management by blocking the route of power, but I can think of a few ways to do what you're asking, it would probably end up being a new device using wireless, perhaps a 'remote device flicker'.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Canute on June 15, 2017, 03:13:32 AM
This feature would made your mod unique since on other got similar so far.
Maybe you add button/slider to adjust the values for on/off, at this way that switch could be used for other fueled generators too.

Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Plasmatic on June 15, 2017, 05:18:05 PM
How would I go about extending the range of the wireless power emitter and receiver?
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Supes on June 15, 2017, 06:50:26 PM
The inductors have a fixed range of 7 spaces, but it's a hard coded value.  I think it would be too unbalanced to allow a larger distance, but it is wide enough to cross 2 conduits.  you can daisy chain inductor pairs as long as power required at the end is stable.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Plasmatic on June 17, 2017, 10:00:53 AM
Quote from: Supes on June 15, 2017, 06:50:26 PM
The inductors have a fixed range of 7 spaces, but it's a hard coded value.  I think it would be too unbalanced to allow a larger distance, but it is wide enough to cross 2 conduits.  you can daisy chain inductor pairs as long as power required at the end is stable.

Darn, I was hoping to setup some outposts with them, some with turrets, some with geothermal and just have it be wireless so I don't have to deal with mortars taking out conduits.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Athanatos154 on June 20, 2017, 09:36:30 AM
The nexus file delivery is offline rn
Is there any other non steam source we can get this mod?
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Canute on June 20, 2017, 09:54:47 AM
I just download the version on nexus without problems, maybe try a different nexus server.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: wedekit on October 08, 2017, 12:11:25 AM
I don't have a circuitry/engineering mind. I'd love to see some of the smaller useful things people have come up with so I can mimic it. ;)

Also, do enemies attack things like the proximity detector?
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Angelix on October 27, 2017, 02:47:21 PM
remote door macros throw exception on activation:
QuoteException ticking SupesRemoteDoor9096: System.NullReferenceException: Object reference not set to an instance of an object
  at PowerLogic.CompRemoteDoor.CycleActions () [0x00000] in <filename unknown>:0
  at PowerLogic.CompRemoteDoor.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Building_Door.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
tried new game only with PL. same result
rimworld ver.A17B
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Supes on October 28, 2017, 12:34:50 PM
I'm having a look, but now that A18 is currently on steams unstable, the next build of powerlogic will be A18.

is there any actions queued on the macro tab?  if so, which actions.
Title: Re: [A17b] Power Logic - (v1.5) (14.06.2017)
Post by: Angelix on October 28, 2017, 03:27:28 PM
if macro list empty then nothing happen.
any macro with "open","close","forbide","change channel" throw exception on signal. also its repeated(counter in log increasing fast). deactivation signal stop this. any of actions are not executed.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Supes on October 30, 2017, 04:42:00 PM
I've uploaded the A18 version on nexus, I made a few changes to the door, but I'm not sure if that fixed it.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Rock5 on November 04, 2017, 02:39:25 AM
I'm looking for a way to automate connecting and disconnection batteries. I want to disconnect the batteries when they are full and connect them when they are not full. Also connect them when generated power is low.

I don't think your mod does this yet but is it possible to add?

Edit: I should mention that I'm still playing A17.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Canute on November 04, 2017, 04:46:50 AM
For A17 try RT Power Switch
https://ludeon.com/forums/index.php?topic=11272.0
Features:

    "Emergency power" mode: when enabled, power switch will automatically turn on if an adjacent energy network is about to lose power, and turn off once the network's batteries are all fully charged.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Rock5 on November 04, 2017, 06:05:51 AM
Quote from: Canute on November 04, 2017, 04:46:50 AM
For A17 try RT Power Switch
https://ludeon.com/forums/index.php?topic=11272.0 (https://ludeon.com/forums/index.php?topic=11272.0)
Features:

    "Emergency power" mode: when enabled, power switch will automatically turn on if an adjacent energy network is about to lose power, and turn off once the network's batteries are all fully charged.

That sounds like exactly what I was after. Thanks.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Supes on November 04, 2017, 03:18:54 PM
the version on Steam is still A17 until A18 is out of the unstable branch, and the nexus should still have all the archived versions as well.

Also Powerlogic doesn't overwrite any existing objects, so you can run both this mod and RT Power Switch without incompatibility problems.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: 8hbc on November 11, 2017, 06:24:38 PM
Does anyone know how to make a toggle remote controlled door?
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Supes on November 12, 2017, 01:04:56 AM
you can have a macro like the following

Open Door
change primary channel
Close Door
change primary channel

then you can control what opens it and what closes it which different radio channels
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Telarin on November 15, 2017, 09:38:32 AM
Is there a non-steam download available for this mod? I didn't see anything on the first page (entirely possible that I am blind).
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Canute on November 15, 2017, 10:01:24 AM
Whats about the big green button above Steam download "Download from Nexus mod" ?

Supes,
I think you got an naming error with the nexus file
PowerLogic16A17 is for A18
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Nightinggale on November 15, 2017, 01:13:49 PM
Quote from: Telarin on November 15, 2017, 09:38:32 AM
Is there a non-steam download available for this mod? I didn't see anything on the first page (entirely possible that I am blind).
I have a bionic eye for sale and since it's you the price is just 3000 silver. It comes with a auto targeting system, which will quickly identify big green download buttons  :P
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Supes on November 15, 2017, 01:54:05 PM
Quote from: Canute on November 15, 2017, 10:01:24 AM
Supes,
I think you got an naming error with the nexus file
PowerLogic16A17 is for A18

Thanks for spotting that, should be changed now
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: SpaceDorf on November 16, 2017, 08:17:12 AM
Do you think it is possible to have different layers of power lines, that can run parallel on the same tile ?

red,green and blue lines for example ?
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Canute on November 16, 2017, 09:13:58 AM
Damn i don't believe it, i can give the Master of Mods a hint ! :-)

PowerConduitRGB (https://ludeon.com/forums/index.php?topic=35362.msg362151#msg362151)
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Supes on November 16, 2017, 03:43:44 PM
Quote from: SpaceDorf on November 16, 2017, 08:17:12 AM
Do you think it is possible to have different layers of power lines, that can run parallel on the same tile ?

red,green and blue lines for example ?

the way power works in rimworld, nope.  powerlines in rimworld is coded so that any building on the tile (whether a wall, floor or conduit) transmits power, means that the tile is part of the power grid.

however inductors were created for the purpose of crossing powerlines.


PowerConduitRGB is only a visual change, and would still combine into other conduits.  But it's still handy for organising your conduits.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: SpaceDorf on November 17, 2017, 05:31:42 AM
Thank you both.

Supes answer was what I wanted to know. To bad, it does not work, I really wanted a mod like that. But this explains why none exists yet.

But the multi-colored power lines are still cool.
Title: Re: [A18] Power Logic - (v1.6) (30.10.2017)
Post by: Canute on November 17, 2017, 06:17:33 AM
Dang, didn't know the coloured lines are the same powernetwork.
Didn't used that mod myself, because i don't need seperated networks yet.
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: Supes on November 18, 2017, 04:58:40 PM
With the steam now B18, I've updated both nexus and steam to my latest build.

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

1.6b
Added Short Range option for Capacitor Switch
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: Supes on November 30, 2017, 12:17:56 AM
I've been determined to see if I could create multiple layers of power lines.

So I've released a conduit mod separately for testing in case you're still interested, had to create a new multi layered system on top of the vanilla power system.

https://ludeon.com/forums/index.php?topic=37291.0

it might interfere with inductors behaviour if you have any build, so I'll probably keep it separate even after its main release.
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: SpaceDorf on November 30, 2017, 03:34:23 AM
WHOA DUDE. I LOVE YOU !
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: Canute on November 30, 2017, 03:48:20 AM
And the Nobel-price for innovation goes too

Supes,

for this long await feature of multi-layer power conduits.
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: MightyGooga on January 03, 2018, 05:38:04 PM
This is a great mod. Congratz!
Title: Re: [B18] Power Logic - (v1.6b) (18.11.2017)
Post by: cjstorrs on February 08, 2018, 07:28:02 PM
I sadly cannot get this to work:
Open Door
change primary channel
Close Door
change primary channel

for  a remote controlled door.
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: Supes on February 08, 2018, 10:24:39 PM
Sorry been on a break from this mod, But I've released as small patch and it should be fixed now.

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

1.6d
Fix for Doors
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: Harry_Dicks on February 09, 2018, 03:04:19 AM
Thank you for the update. I still have plans to use this one day to build a sort of "central control room" for remote controlled doors throughout the complex. Anyone remember these from Prison Architect?
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: cjstorrs on February 10, 2018, 04:23:12 PM
Quote from: Supes on February 08, 2018, 10:24:39 PM
Sorry been on a break from this mod, But I've released as small patch and it should be fixed now.

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

1.6d
Fix for Doors

Thanks for the update!

The update did fix the doors ceasing to work at all when trying this set up, however it did not make them function as remote doors. I could be doing something wrong though. I have it set just as the post says. The problem is; the macro continues to run even after the channel switches. Tell me if i'm wrong but what the macro should do goes like this:

macro is set:
open door;
change primary channel  to 1;
close door;
change primary channel to 0;

so what should be happening to my understanding is;
1.) turn on transmitter at channel 0 (the primary channel the door starts at)
2.) door opens
3.) door changes to primary channel 1.
4.) macro stops; due to no longer recieving signal from channel 0
5.) turn on transmitter @ channel 1
6.) door runs open(which doesn't do anything since it is open)- then change channel 1 (which doesn't do anything because it's on 1) then close door, and finally change channel 0.

The problem however is that the macro runs completely through with only the transmitter @ 0 on. it goes;
1.) open door
2.) change channel 1
3.) close door
4.) change channel 0
repeat...... all while never even touching the transmitter outputting channel 1.

is there anyway you could just add a macro command that says open when receiving a signal  and close when not?
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: Supes on February 13, 2018, 12:39:04 PM
So I made another small patch about a day ago (1.6e) which should solve that issue, and I've had a think on the suggestion, and I could make a 'wait until receiving' and 'wait until signal loss' or 'active when signal/no signal' commands (so the plan is to make a which could make it possible to 'open door' and then wait for signal loss, then close door, and finally flip it to wait for signal received.)

And I'll add an option for common macro lists (which will kind of look like a advanced and basic view)
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: Harry_Dicks on February 13, 2018, 01:35:54 PM
Quote from: Supes on February 13, 2018, 12:39:04 PM
So I made another small patch about a day ago (1.6e) which should solve that issue, and I've had a think on the suggestion, and I could make a 'wait until receiving' and 'wait until signal loss' or 'active when signal/no signal' commands (so the plan is to make a which could make it possible to 'open door' and then wait for signal loss, then close door, and finally flip it to wait for signal received.)

And I'll add an option for common macro lists (which will kind of look like a advanced and basic view)

Mmhmm, yeah! ::)

Nah but really, that sounds awesome! Will this enable us to have backup options incase a remote controlled door's connection is severed?
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: Supes on February 13, 2018, 02:07:26 PM
I could add buttons to manually skip an action, or to flip activation mode.
Title: Re: [B18] Power Logic - (v1.6d) (09.02.2018)
Post by: cjstorrs on February 13, 2018, 06:06:35 PM
You are the man Supes!! Door working as advertised =D. Yea that would be cool because then I wouldn't have to do so much switch-switching :P. Right now i just use the light sensors as god mode switches lol :P. i place a light next to them and then  put their light threshold to 40% and then all i have to do is switch the light threshold direction and it toggles between on and off. no pawns needed :P

I think next Ill take my little hauler bot from misc robots ++ and shut him in a room with all of my switches just have one giant central switch room) and then any time i flick a switch the little bot will meander on over and flick for me :P

So happy to have this working now! thank you SUPES!
Title: Re: [B18] Power Logic - (v1.7) (09.04.2018)
Post by: Supes on April 14, 2018, 08:15:59 PM
So I've been working hard on the door, common macros have been added in the form of presets, I've added one preset for now.

I've also removed Inductors from the architect.  already build Inductors will still work, you just wont be able to build new ones.

1.7
Door Profiles added
Door Profile based actions
Door wait toggle action added
Door Play/Pause Controls
Door Presets added
and other improvements to the Door Macro Tab
Removed Inductors from power buildings

(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/159?)

(http://i.imgur.com/TqoT8za.jpg) (http://steamcommunity.com/sharedfiles/filedetails/?id=812653710)
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Mistrornge on May 03, 2018, 12:57:09 PM
Do you know if this works with RT's fuses?  When I get an overload with both installed it still knocks my batteries to 0%.  Do you know if there would be issues running both?
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Supes on May 03, 2018, 01:33:34 PM
powerlogic doesn't modify or interact with short circuits so RT fuses should work fine with powerlogic
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: KiwiSensei on May 20, 2018, 10:14:51 AM
I've been having an issue I tried solving with Kiame where I thought his/her (?) Change Research Speed mod was malfunctioning and auto-completing research. It turns out the culprit was Power Logic; upon creating a colony, the research isn't completed which is what I want, however upon loading a saved game, doesn't matter if it's before I even unpause after spawning in, Power Logic research gets auto-completed and it instantly completes all research up to microelectronics basics because it's listed as a requirement.

Needless to say that sort of messes up the point of a tribal start with increased research cost to slow down the pace of progress. Is there a way I can fix that? Not even sure why it only happens on loading and not when creating the colony. The only workaround for now is to not enable the mod until I finish the microelectronics research but that's obviously not as smooth as just modifying the code if that's a possibility for me to do.

EDIT: Attaching the same (rough) before/after picture that I posted on Kiame's thread once I found out what happened.

[attachment deleted due to age]
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Supes on May 20, 2018, 05:04:26 PM
I'll upload an updated file with the prerequisites removed.   The Inductive research should still autocomplete as that is intended.
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: KiwiSensei on May 20, 2018, 05:30:57 PM
That sounds great, thank you!  ;D
Title: Re: [A16] Power Logic - (v1.2) (18.01.2017)
Post by: Jimmybub on June 11, 2018, 09:04:14 PM
I have an older version of rimworld (a16) with all the mods I like that haven't been updated yet to the latest version of the game.  Is it possible to get an older release of this mod?  Maybe there's a github link that I missed or something, sorry :|
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Canute on June 12, 2018, 03:35:52 AM
Jimmybub,
is it possible to check the link's before you ask ? :-)
At nexus you find older versions.
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Jimmybub on June 12, 2018, 11:17:15 AM
ah alright, now that I know to look on nexus I'm sure I'll find it, thanks!  Didn't see a link on the forums, sorry.
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Canute on June 12, 2018, 12:40:10 PM
There are 2 big fat download button.
A green one "Download from Nexus mod" and "Steam Workshop".
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: JazeEyed on July 11, 2018, 12:03:46 PM
Hi - is it possible that you'll add some sort of logic for events? E.g. when the "prison break" event is fired, - imagine: prison break starts... and boom. 20 turrets relieve power, shot the f**kers down.
Title: Re: [B18] Power Logic - (v1.7) (15.04.2018)
Post by: Supes on July 14, 2018, 12:46:52 AM
There's no current plans for hooking incidents at the moment I'm afraid.

My personal opinion on it is that it would defeat the purpose of things like strategically placed proximity sensors for creating traps.
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Supes on September 24, 2018, 04:15:24 AM
New item added, the protective fuse.

(https://i.imgur.com/BuYKqjFt.png)

when placed on your grid, it gives a 50/50 chance of blocking the path of a battery discharge.

optimal battery/fuse setup (battery groups are in series, fuses between each group of batteries)
(https://i.imgur.com/Vzy63V0.png)

what happens after zzzt (zzzt went through two fuses, but got stopped on the third, preventing total power drain)
(https://i.imgur.com/tHHAGoe.png)
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: janowar on October 11, 2018, 03:52:52 PM
Hi Supes,

I absolutely love this mod, and all the crazy wacky sensor-responsive automation logic it allows.
Most of the items I've been able to understand with limited tinkering and testing, but as I've started playing with the remote control doors, theres so many toggles and options with limited tooltip information that I'm just confused.
Can you go into a little more detail on how they operate? what is a "profile" within the context of a remote door? Primary/Secondary? why do they seem to have a priority widget, and what does that do? also, for me the "presets" menu seems to just have 2 instances of "proximity open", is this correct? What's with the toggle button that adds a universal quantifier symbol to "default" (is that a profile?)?
I'm sure I'm being at least a partial idiot here... but I've gone through the thread and haven't seen much documentation on these doors besides an example for a two-transmitter open/close config.

Thanks in advance!
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Supes on October 12, 2018, 07:26:38 AM
so as you know, you can have up to two channels set on wifi devices (with multi channel research), primary channel and secondary channel.

when you create a remote door, you start with one profile called default, and you can set if a profile runs on either primary channel (I), secondary channel (II) or both (∀), you can rename the profile to something else if you wish (double click, right click), and can add more profiles by clicking the +.

so you might have two profiles with the same channel, changing priority helps control which profile would run in that situation.

wait mode changes whether the profile runs on signal, or runs on no signal

that's probably a bug with presets not clearing on reload, there should only be one proximity open.
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: janowar on October 12, 2018, 01:57:20 PM
Ah, that helps immensely. I'm wrapping my head around it all now. I've now successfully created a very basic heat trap with a pressure plate that triggers a stay-on switch that engages the heaters and seals the doors, with a manual flick switch to disengage the whole system after it's done it's job.
but complete with macro commands to change whether a profile is assigned to a primary or secondary channel, or what priority it is... you really gave us some powerful logic tools here! I've already got crazy possibilities dancing in my head.

Thank you so much for this gem.
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: bigheadzach on October 12, 2018, 03:17:43 PM
This is looking like it could replace both Fuse *and* Power Switch mods for me, plus a bunch of other cool doodads. They're locked behind a reasonable research shrub, right?
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Xfortran on October 14, 2018, 06:49:04 PM
Is there a non-steam download link?
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Supes on October 14, 2018, 10:11:20 PM
Should be a nexus button on the OP.

aye there's around 4500 research required to get everything, most things you can get from the initial few blocks or research
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Xfortran on October 15, 2018, 05:50:32 AM
I was asking cause I'm sometimes less then observant (I didn't/don't see a link other then Steam).  Knowing its on Nexus I can find it.  Thank you.
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Canute on October 15, 2018, 06:57:30 AM
Quote(I didn't/don't see a link other then Steam).
Very curious, do you use some special Adblock tool or this kind ?
The Big "Download from Nexus mods" button is right above the big "Steam workshop" button.
Pretty hard to miss.
Title: Re: [B19] Power Logic - (v1.7) (23.09.2018)
Post by: Xfortran on October 15, 2018, 03:30:25 PM
Quote from: Canute on October 15, 2018, 06:57:30 AM
Quote(I didn't/don't see a link other then Steam).
Very curious, do you use some special Adblock tool or this kind ?
The Big "Download from Nexus mods" button is right above the big "Steam workshop" button.
Pretty hard to miss.

You know I hadn't considered that.  Actually its not my adblock but HTTPS Everywhere that causes the nexus tag to not show up.

Thank you for the assistance.
Title: Re: [1.0] Power Logic - (v1.8) (20.11.2018)
Post by: Supes on November 20, 2018, 07:37:39 AM
it's weird, now my nexus button has disappeared from my browser (on all my nexus mods), so I've replaced it with a text link for now until I can find a suitable replacement button or create my own.

made a start on some of my older requests (added an option to make the transmitter into a pulser, will get a counter made sometime later) also improved the graphic of the transmitter, looks more like an old fashioned radio now.

Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

Nexus Link (https://www.nexusmods.com/rimworld/mods/159)

1.8c
Transmitter changes
+New Graphic
+Pulse Mode
+Schedule Mode(hour of Day/Day of Year)
Title: Re: [1.0] Power Logic - (v1.8) (20.11.2018)
Post by: Asero on November 20, 2018, 12:27:32 PM
Looks like it could be really useful, especially with Rimatomics/Rimfeller mods.

Seems like there's an overabundance of logic circuits in the games I play now. Factorio, Oxygen Not Included, Empyrion, Stationeers... so why not Rimworld as well  ;D

Title: Re: [1.0] Power Logic - (v1.8) (20.11.2018)
Post by: Supes on February 09, 2019, 02:13:05 PM
1.9, now with new flicker device, plonk it next to whichever devices you want to flick on or off depending on whether it is receiving a signal.  graphics is very simple atm, but might change it later.

Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=812653710)

Nexus Link (https://www.nexusmods.com/rimworld/mods/159)

1.9
Added Remote Flicker
Title: Re: [1.0] Power Logic - (v1.10) (18.02.2019)
Post by: Supes on February 18, 2019, 06:23:57 PM
Added a requested items, Stack Sensor Plate, a floor sensor switch that powers on when it has over or under a certain amount of items on top of it. 

1.10
Added Stack Sensor Plate
Improved Translations
Title: Re: [1.0] Power Logic - (v1.13) (03.10.2019)
Post by: Supes on October 03, 2019, 03:17:12 PM
New items added, the theme is Laser Tech.  A Laser Emitter when paired with a Laser Switch can make a kind of tripwire, mirrors and splitters can bend the emitters beam round corners, and windows can be used so it can go into other rooms.  The beam can be blocked by walls, certain buildings and pawns.  The emitter itself generates heat, so temperature control may be required (you can get away with a vent in most cases).

I've also added new items that can be crafted for use to build laser based buildings. laser glass can be crafted at a smelter, and an optical resonator can be crafted at the fabricator.

1.13
Added Laser Tech
+Laser Emitter
+Laser Mirror
+Laser Splitter
+Laser Window
+Laser Switch
New craftable materials
+Laser Glass
+Optical Resonator
Title: Re: [1.0] Power Logic - (v1.13) (03.10.2019)
Post by: Hjkma on October 03, 2019, 05:25:30 PM
What about compatibility with Glass & Lights so that they can interact with each other (for example, using windows and glass from the mod)?
Title: Re: [1.0] Power Logic - (v1.13) (03.10.2019)
Post by: lehyuun on November 29, 2019, 06:33:01 PM
Is there a way to close the door if theres no enemy in the area?
Eg. Opens doors if theres an enemy -> closes door when theres not.
or closes the door if theres no power/enemy.Open door until an enemy
Title: Re: [1.0] Power Logic - (v1.13) (03.10.2019)
Post by: Supes on December 06, 2019, 02:27:29 AM
@lehyuun you have two possiblities, the remote proximity sensor or the radar.

the remote proximity sensor can be triggered when an enemy wanders in its sensor range.
the radar can be set to send as signal if rimworld feels the situation is dangerous (when the combat music starts).

@Hjkma I'm a little late replying, but, it's a possibility (I'll look at it later on), and would unlikely be used in any of the recipies.
Title: Re: [1.1] Power Logic - (v1.14) (15.05.2020)
Post by: Supes on May 15, 2020, 01:13:22 AM
https://www.nexusmods.com/rimworld/mods/159
https://steamcommunity.com/sharedfiles/filedetails/?id=812653710

v1.14
Counter mode added to remote controlled switch
Title: Re: [1.1] Power Logic - (v1.14) (15.05.2020)
Post by: dail404 on May 22, 2020, 08:09:32 AM
Man! I'm an electronics engineer and just want to say that I really appreciate your mod!  ;)
I must say that it can get complicated at times but that's because it is designed closed to real world but once you get the hang of it, the application is limitless! Thank you for the mod, we appreciate it, keep it up!  ;D
Title: Re: [1.2] Power Logic - (v1.16c) (10.05.2021)
Post by: Supes on May 12, 2021, 02:53:48 AM
It's been a while since I posted here, but I've added things

1.16
Added Gizmo Servo
Added Offset for Current Switch
Added additional information for Capacitor Switch
Improved Textures for multiple Switches
Entanglement Switch should show line to paired switch when selected