fluffy-mods / backuppower Goto Github PK
View Code? Open in Web Editor NEWadd control units to generators to automatically switch them on and off when needed
License: Other
add control units to generators to automatically switch them on and off when needed
License: Other
Reported by: Crazybmanp
Description:
i got a weird error that seems to be related to this mod, however it could be another mod i have in my list or a load order thing. any insight from anyone? https://gist.github.com/a09b8eccd52503223da8e09cc141f8f6
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.
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.
was testing a setup, and if you got enough generator to handle your need, generator arent's stable ... turn on ans off and repeat. cause when generators off, grid is negative, so generator turn on ... but when on, grid is positive... so 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.
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
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
Game
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.
Reported by: Crazybmanp
Description:
i got a weird error that seems to be related to this mod, however it could be another mod i have in my list or a load order thing. any insight from anyone? https://gist.github.com/a09b8eccd52503223da8e09cc141f8f6
Reported by: ubreitfeld
Description:
Doesn't work also with the 'Fueled Nuclear Power Generators'. Damned, I need a 25kw Backup...
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
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
Screenshots
Environment
Game
Reported by: Crispynugget
Description:
-suggestion, make the backup boxes flickable too, if i wanna disable something as a backup gen, i dont wanna have to deconstruct the box.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
Environment
Game
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.
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?
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.
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.
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.
BackupPower/Source/MapComponent_PowerBroker.cs
Lines 82 to 87 in d014057
TODO
comment in d014057. It's been assigned to @FluffierThanThou because they committed the code.Environment
Game
Files: https://gist.github.com/hasezoey/7056ae81a9609215f626e3f581f27efc
as the title say, is it possible to change the "turn on when below xx% & turn off when above xx%"? when yes, i couldnt find the settings to change it
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