Giter Club home page Giter Club logo

backuppower's People

Watchers

 avatar  avatar  avatar

backuppower's Issues

science never stops generators acting weird

Reported by: Aмαуcнαη ♥
Description:
This mod doesn't seem to fully work on the generators from the Science never stops: ambition of the cosmic. It can turn the generators on but not off, wasting a lot of expensive fuel :steamsad:

investigate if 'production > consumption after turning off' should really be a condition for turning backups off, if batteries are available and filled

Reported by: PerpetualGamer
Description:
Fluffy has said it before but I didn't realize it until I dug into the code and I see similar thoughts as mine about this not working with mods. If turning the generator off would cause you be at a power deficit, it will NOT turn it off. It makes it seem like its broken if you expect it to turn off but it isn't broken.

When you think of it this way, that generator isn't your backup. The other ones are.

Reinstalling multiple batteries breaks mod

Describe the bug
When I reinstall batteries to another room, the first few reinstall fine, but after 5-6 the control boxes say saved power is 0% no matter what. This persists on the save even after restarting, deconstructing and reconstructing the power boxes and batteries, and even after reinstalling the mod and researching again.

Expected behavior
I expect to be able to reinstall batteries without issue. At least as long as one remains installed at all times anyway.

Steps to reproduce

  1. Build batteries
  2. Build backup power units
  3. Reinstall batteries elsewhere

Other mods
A lot...

Output log
https://gist.github.com/2c41ad80b3df02e0f82b5fc861b2a63c

Save game
https://drive.google.com/file/d/1WQV5Lhe19r6aAPngvcNBO--YJkqK3aLo/view?usp=sharing

Screenshots
https://i.imgur.com/oPGu2Bn.jpg

Environment

  • OS: Windows 10
  • 32/64 bits: 64 bit

Game

  • 32/64 bits: 64 bit
  • Steam/DRM free: Steam
  • Version: 1.3.3326

Backup Power Error

Describe the bug

When the generator was supposed to kick on, it vanished and there was a repeating error message at the top of the screen, "Backup power control box destroyed because the generator is was attached to was destroyed." Except the control box wasn't destroyed, and can't be deconstructed either by a pawn or by debug commands.
Expected behavior

The generator would turn on.
Steps to reproduce

  1. Install a control box on a wood burning generator.
  2. Wait for the power to go below the limit.

Other mods

Oh boy, yes. But I had it installed at the very end of the mod load list.

Output log

https://gist.github.com/8e91f35da8da081367aba45cc612983b

Save game

RimworldBugReportSave.zip

Screenshots

Environment

  • OS: Windows 10
  • 32/64 bits 64 bit

Game

  • 32/64 bits - 64 bit
  • Steam/DRM free - Steam
  • Version 1.1.2618

tweak research cost?

Reported by: Tomahawk Mazter
Description:
while this is an awesome mod, the research took too long. i see this as an early game resource save feature when you still rely on wood gen and solar panel. if the research took so long i may also just research geothermal generator and get rid all the wood gen.

Doesn't work during a solar flare ss planned.

As it says in the title. I set the large power gen from rimefeller to turn on when power is below 12% .but when a solar flare strikes, it doesn't start that thing up. If I start it manually, it behaves like any other equipment n doesn't produce power due to the solar flare.

add option for generators turning on when it would create a network deficit

Reported by: Avder
Description:
Nevermind, after some digging around on this projects github the issue is caused by the control boxes refusing to turn off a generator if this would put the associated power network into a power deficit. In my case I was trying to use isolated chemfuel generators, a single battery, and a control box to run a deep drill and a wall light with the idea being that once the battery is full, the generator would be turned off until the battery got low, which was how I expected these to work. however since said generator is the only generator on the network and the way these control boxes work, the control box will only ever turn the generators on, not off.

This is disappointing and I hope the control box coding can be changed to allow generators to be turned off based solely on connected battery power level rather than power surplus vs deficit.

Investigate rimefeller power plants

Reported by: Blaze
Description:
My rimerfeller power plant doesn't reliably turn on even when my batteries are completely empty and my hydroponics are losing power.

Generators turn on, but never turn off.

Reported by: VeniVidiArastis
Description:
I'm facing the same problem as UltraDelux. Generators turn on, but never turn off.
Im using mods for power:
- Vanilla Furniture Expanded - Power
- Mechanoid Power (Continued)
It was working fine for about two ingame years with the mods, so i dunno if thats the reason.

rimefeller generators acting weird

Reported by: hot anime dad
Description:
It seems like the mod isn't turning the large chemfuel powerplant from Rimefeller on when I load into a game until I turn the generator on manually.

Generators shut down while they could assist in filling the batteries

Not exactly a bug as much as it is an awkward behavior that I'm proposing to change

Describe the bug
Generators shut down when the wind is strong enough to power everything, but the batteries are still not full.

Expected behavior
Until batteries are full, generators should remain active to help fill them.
Generators should only shut down if having them active is a waste of fuel.

Steps to reproduce

  1. Have unfilled batteries
  2. Have fueled generators
  3. Have non-fueled generators

Other mods

Irrelevant.
Output log

Irrelevant, this appears to be an by-design behavior that I am proposing to change.

Save game

I don't have an easy save for you, but a brand new map with god mode should let you see it in 30 seconds :)

Screenshots

image

Environment

  • OS: Windows 10
  • 32/64 bits 64

Game

  • 64 bits
  • Steam
  • Version 1.1

add backup power logic to a switch

Reported by: Gwlegion (FR)
Description:
can you add this to switch ? maybe with an inverter option ?
so you can set the switch on or off depending on the production exess or deficit.

look at save our ships 2 reactors

Reported by: aondiar
Description:
Great mod! I tried putting one of these on a Save Our Ship 2 Fission Reactor (which is toggle-able on/off), but it didn't seem to work. The reactors have some other behavior though, so it might interfere?

check how this interacts with variable power output buildings, e.g. solar, wind....

// TODO: check how this interacts with variable power output buildings, e.g. solar, wind.
return Mathf.Max( plant.DesiredOutput(), plant.PowerOutput, 0 );
}
public void PowerNetUpdate( PowerNet net, HashSet<Building_BackupPowerAttachment> brokers )
{


This issue was generated by todo based on a TODO comment in d014057. It's been assigned to @FluffierThanThou because they committed the code.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.