[A16] Repower - Machine Idling and Power Rebalancing

Started by Texel, February 21, 2017, 04:22:08 PM

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Texel

Quote from: Awe on March 11, 2017, 09:01:49 AM
Many thanks.
A bit easier life at early and mid colony, while mature colonies start to consume a lot of power. Imho weapon and component benches consumption is too high.

It's all balanced around a "4x costs", so in theory, if your using more than 1/4th of the time, it's going to be costlier than vanilla. The vast majority of crafting station's aren't used like that, but you may be right, making a single component will drain out a whole battery and this may be too much. What would be more reasonable? (Given how late game component making is, is it really too crippling?)

Awe

Quote from: Texel on March 11, 2017, 02:52:41 PM
Quote from: Awe on March 11, 2017, 09:01:49 AM
Many thanks.
A bit easier life at early and mid colony, while mature colonies start to consume a lot of power. Imho weapon and component benches consumption is too high.

It's all balanced around a "4x costs", so in theory, if your using more than 1/4th of the time, it's going to be costlier than vanilla. The vast majority of crafting station's aren't used like that, but you may be right, making a single component will drain out a whole battery and this may be too much. What would be more reasonable? (Given how late game component making is, is it really too crippling?)

At my last game 2x component benches works from early morning to late evening a lot of days in row. Need a hundreds components to make some weapons, implants and, finally, ship to 20 mans colony.  ::) Not sure about others, but im rarely build a big solar/wind arrays if i have a 3 geothermals near, like in this game.

So, about running cost - lowering to 3x would be nice. :)

PS Also, light edition without increased running cost nice too. All this dances around switching unnecessary equipment only for power saving. So no point at increasing running cost. You can do zero power cost at unused equipment and standard power cost at used, just manually. But noone want to do such amounts of micromanagement and peoples come here to look for reasonable ways of resolving this problem. (without ruining balance)

Wishmaster

#32
This seems to conflict with AllowTool for some reasons: game will crash on startup with both mods loaded, no matter in which order.

edit: Windows 7

死亡领主鸩毒

Quote from: Wishmaster on March 12, 2017, 02:42:54 PM
This seems to conflict with AllowTool for some reasons: game will crash on startup with both mods loaded, no matter in which order.


U sure ? im using this two together too and dont have any crash problems so far.

Wishmaster

Absolutely.
Even with only those two mods loaded plus HugsList. The games closes, no message, no restart just crash.
I have the latest version of both.

More relevant information: I'm under Windows 7, not using steam.

死亡领主鸩毒

Quote from: Wishmaster on March 12, 2017, 04:02:07 PM
Absolutely.
Even with only those two mods loaded plus HugsList. The games closes, no message, no restart just crash.
I have the latest version of both.

More relevant information: I'm under Windows 7, not using steam.

Well thats odd then im running with 117 mods enabled currently and i never saw such crash. But best luck then fixing it.

jimthenoob

I'm pretty new to this, but how hard would it be to mod something like the improvised turret to take more energy while firing as apposed to just scanning for targets. If this mod had that functionality I would be all over it.

oreganor

#37
Texel, attached are the .xml files that add support for the workbenches of the following Mods (All are balanced around 3x cost):

Mending (https://ludeon.com/forums/index.php?topic=22894.0):
- Mending Table
- Recycle Table

Remote Explosives (https://ludeon.com/forums/index.php?topic=17285.0):
- Explosives Workbench
- I left Remote Detonation Control out of Repower because, even if it's accessed as a workbench, its use is puntual and thus the requirement of manually depowering it if you want to save power makes a lot of sense as a kind of "pre-arming" sequence... Such as you have to do IRL when dealing with ANY kind of remote triggering of live explosives.


If any of you want to start using them ASAP, without waiting for Texel authorization/incorporation/tweaking... Just drop them into the "Defs" folder of this mod.

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Contributions:
Melee Skill Rebalance

SpaceDorf

Quote from: Wishmaster on March 12, 2017, 04:02:07 PM
Absolutely.
Even with only those two mods loaded plus HugsList. The games closes, no message, no restart just crash.
I have the latest version of both.

More relevant information: I'm under Windows 7, not using steam.

I do to .. no problems .. I have between 120-150 active mods.
In my mod-order the allow tool is before the repower mod.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

leestriter

For some reason I can't get the zip file to extract. I suppose that probably isn't your fault but I was excited to use the mod. I've never had this issue I use 7zip.

Tgr

I think a dynamic version, that's 50% power of all items which require power while in use, and 150% power when in use, would still be balanced, and mod-friendly.

ZLF

The mod is great and very useful for me.
But I need some help when I add a def xml to support the Lockable Doors mod. The lockable autodoor is always idle, never become active. Is there any solution?

Asteru

i'm messing around adding some other things to work with repower, and had a question to make sure i understand and do it properly. For things like turrets and SAL Autocrafters, which don't have someone interact, and aren't workbenches, do i simply just make both poweredWorkbench and poweredReservable to false since they're neither. I'm not sure if it requires one of them to be true to function properly, or if thats a legit option. Would that even work and have repower function with them having an idle power with the low power i'm setting and use the high power when they actually go active?

Texel

Quote from: rwurgley on April 17, 2017, 01:40:54 AM
i'm messing around adding some other things to work with repower, and had a question to make sure i understand and do it properly. For things like turrets and SAL Autocrafters, which don't have someone interact, and aren't workbenches, do i simply just make both poweredWorkbench and poweredReservable to false since they're neither. I'm not sure if it requires one of them to be true to function properly, or if thats a legit option. Would that even work and have repower function with them having an idle power with the low power i'm setting and use the high power when they actually go active?

There isn't really a logic for which to determine when a turret is "idle" that I could determine, nor do I know enough about how SAL autocrafters work :(
If you set both to false, it'll just override that objects power usage to the idle at all times. Sorry about that.

fmauNeko

Hello,
I've been looking into patching this to A17, so I quickly threw the joined patch together, I can get the mod to compile and load without error, but haven't had time to test it.
Feel free to use it if it works, or laugh at me if I did something stupid !

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