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"Vanilla Outposts Expanded: Power Grid" mod
About This Mod
If you ever wanted to create a power station outside of your colony, this mod will give you that opportunity.
Fashion Content:
This mod adds several new kinds of outposts in addition to Vanilla Outposts Expanded. The new outposts allow the construction of autonomous power plants, which should reduce the need for a large-scale electricity grid on the base of the colony.
Each outpost has a capacity limit, which depends on the level of the "General Construction" skill of the colonists on it (default is 1 capacity per level 1). To increase energy generation, additional power generators can be built from materials or from their extracted version in the inventory of the outpost. The most experienced colonist will be engaged in construction. Unneeded buildings can be dismantled.
On the map of your colony, you can build a plant to receive energy from one of the energy outposts. The greater the distance between the power grid and the output location, the greater the transmission energy loss (the default is 1% for every 2 tiles).
Power towers can be built at each outpost to increase the connection radius of points to the power grid (default radius is +1 tile).
New types of outposts:
Water Mill Power System
It hosts a temporary, self-contained camp specializing in the production of electricity using water mill generators. Provides a constant power supply to the main colony of the fraction.
Requires a skill of at least 10 "General Construction" and accommodation on the river. Contains:
- Water Mill Generator: 1.5 capacity.
Wind Power Grid
It is a temporary, self-contained camp specializing in wind turbine power generation. Provides a constant power supply to the main colony of the fraction.
Skill "General construction" not less than 10 is required. The wind value from the output map is used. Contains:
- Wind turbine: 2 capacity.
Solar Power System
It hosts a temporary, self-contained camp specializing in the generation of electricity using solar generators. Provides a constant power supply to the main colony of the fraction.
Skill "General construction" not less than 10 is required. The value of the sky from the output map is used. Contains:
- Solar generator: 2 capacity.
Power system on geothermal generators
It hosts a temporary, self-contained camp specializing in the generation of energy using geothermal generators. Provides a constant power supply to the main colony of the fraction.
Skill "General construction" not less than 10 is required. Contains:
- Geothermal generator: 5 capacity.
Energy cell network
It hosts a temporary, self-contained camp specializing in generating energy using energy cells. Provides a constant power supply to the main colony of the fraction.
Skill "General construction" not less than 10 is required. Contains:
- Vanometric energy cell: 1 capacity.
- Unstable energy cell: 0.5 capacity.
Power system of tidal generators
It hosts a temporary, self-contained camp specializing in tidal power generation. Provides a constant power supply to the main colony of the fraction.
Requires a skill of at least 10 "General Construction" and seaside accommodation. Added by mods. Contains:
- Tidal generator: 2.5 capacity
Modes Compatible:
Does not cause compatibility issues with other mods, except those that already conflict with Vanilla Outposts Expanded. Supported mods with power structures:
Vanilla Furniture Expanded - Power
Vanilla Factions Expanded - Settlers
Vanilla Factions Expanded - Ancients
Mechanoid Power (Continued)
Higher Power
Dubs Rimatomics
Advanced Power Plus
This mod is an unofficial add-on for VE. The presence of Vanilla Outposts Expanded and VOE: Additional Outposts is not required for mod operation, but strongly recommended.
Versions prior to Rimworld 1.3 have not been tested, but may work.
Supported languages: English, Russian.
Add/Remove:
The VOE: Power Grid mode can be easily added to existing saves. But if you plan to delete it, it is recommended that you make a backup of your save just in case.
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