Mod «Vanilla Outposts Expanded: Power Grid» for Rimworld (v1.3 - 1.4)

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Vanilla Outposts Expanded: Power Grid

If you ever wanted to build a power plant outside of a colony, then this mod can help you with that.

Mod Contents


Mod add few new outpost types to complement Vanilla Outposts Expanded. New outposts allowing you to build self-sufficient power plant, which should free some space for your colony base from large power generator grid.

Each Power Grid outpost have limited capacity for structures, which depends on Total Construction Skill lvl of pawns stationed in it (1 capacity per 1 lvl by default). To increase power production additional power generator buildings can be constructed from materials or from it minified version in outpost inventory. Construction work will be carried out by the most experienced pawn. Not needed buildings can be deconstructed. If capacity too low, then some buildings will get deactivated. They can be activated back via Power Grid UI tab.

An outlet can be built on colony map to receive energy from one of Power Grid outposts. The bigger distance between power grid and outlet's map, the higher energy loss during transmission (1% per 2 tiles by default).

Power transmission towers can be constructed on each outpost to increase radius where outlet can connect to the power grid (+1 tile radius by default).

New Outpost Types
Watermill generators power grid

Places a temporary, autonomously-led camp that specializes in generating power with watermill generators. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10 and placed on river. Containing:
- Watermill generator: 1.5 capacity.

Wind turbine power grid

Places a temporary, autonomously-led camp that specializes in generating power with wind turbine. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10. Utilising wind value from connected outlet map. Containing:
- Wind turbine: 2 capacity.

Solar generators power grid

Places a temporary, autonomously-led camp that specializes in generating power with solar generators. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10. Utilising sky value from connected outlet map. Containing:
- Solar generator: 2 capacity.

Geothermal generators power grid

Places a temporary, autonomously-led camp that specializes in generating power with geothermal generators. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10. Containing:
- Geothermal generator: 5 capacity.

Power cell grid

Places a temporary, autonomously-led camp that specializes in generating power with power cells. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10. Containing:
- Vanometric power cell: 1 capacity.
- Unstable power cell: 0.5 capacity.

Tidal generators power grid

Places a temporary, autonomously-led camp that specializes in generating power with tidal generators. Constantly providing it to faction's primary colony.

Need at least Total Construction Skill 10 and placed on coast. Added by mods. Containing:
- Tidal generator: 2.5 capacity

Mod Compatibility


Should have no compatibility issues with other mods, unless Vanilla Outposts Expanded have. Detailed information about supported mods with power buildings listed in Discussions "Mod compatability".

This mod is an unofficial addition for VE. This mod doesn't require Vanilla Outposts Expanded and VOE: Additional Outposts to work, but it highly recommended to use it.

Versions before Rimworld 1.3 wasn't tested, but might work.

Supported languages: English, Russian.

Add/Remove


VOE: Power Grid mod should be safe to add to existing save. But when you want to remove it, better make backup save just in case.


Mod requires:
Vanilla Expanded Framework
Vanilla Outposts Expanded

Power Grid capacity and power production now can be affected by Hilliness, Rivers, Biomes and Coasts.

18.11.23 (1.3-1.4)

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