Power++

Mod, 1.0, 1.1, 1.2, 1.3, 1.4






WORKS WITH SAVES

A wireless power mod :
Trade power (buy and sell) with factions, share wirelessly power between your colonies and all other maps (caravan, quest, deeprim...), connect electrical devices to wireless powergrids (no cables), thanks to the wireless power network technologies research.

Robots from Misc Robots++, Androids Tiers, Androids, What The Hack,...

Author: 🍍 Dingo Ananas

Created: 15 Jun, 2019 @ 6:06pm

Updated: 25 Oct, 2022 @ 3:48pm

Subscribers: 38731


Size (unpacked) : 7.426 MB





WORKS WITH SAVES

A wireless power mod :
Trade power (buy and sell) with factions, share wirelessly power between your colonies and all other maps (caravan, quest, deeprim...), connect electrical devices to wireless powergrids (no cables), thanks to the wireless power network technologies research.

Robots from Misc Robots++, Androids Tiers, Androids, What The Hack, VFE Mechanoid and Rimsec Security mods can be connected to LWPN allowing them to operate continuously.

Hack and use the dangerous energy from the ancient network of power-collection satellites to generate tons of energy and also use it as weapon.

Hijack the wireless power network technologies and use it as powerful weapons with the A.R.E.S system.

Fully customizable.


[ko-fi.com]








Download latest release (DropBox)[www.dropbox.com]



For the wireless power (transfert/sharing) :
To be simple, broadcast an amount of Watt you choose of a power source wirelessly like WIFI networks.
  • 1) You build an emitter who will emit a WPN (Wireless Power Network eg: WPN-1300987) with the desired amount of Watt you want.
  • 2) Then you simply need to build where you want (even another map) a receiver where you will select on which WPN to connect (between your's or thoses of the other factions you rented). You can also rent your WPN to factions thought the communication console.

For the wireless powergrids it's the same process :
  • 1) You build an emitter who will emit (on the current map only) automatically the connected power network wirelessly, it is the LWPN (Local Wireless Power Network eg : LWPN-001).
  • 2) On all electrical devices you want to connect wirelessly, you simply need to first enable the wireless switch, then select which available LWPN to connect.





  • Become energy supplier and earn money
  • Use all electrical devices without physical cables
  • No more lack of energy with the Satellite powerbeam absorption dish (warning : very dangerous)
  • Attack and defend your base thanks to the A.R.E.S (Atmospheric Remote Energy Storm)
  • Create dangerous electric setups on another map from your base (Rimatomic reactor, Satellite powerbeam absborption dish,...) then share wirelessly produced power with your main base safely
  • Use turrets and other electric defenses systems on caravan and quest maps thanks to portable (but limited) WPN Receptor and portable LWPN Emitter
  • Share power with your DeepRim mod in undergroup maps



All the energy trading are done thought the communication console.

Rent a WPN :
When you rent a WPN to a faction you commit yourself for a certain period of time to provide them with a certain amount of power.
Beware if you cant honor your contract till the end, the faction may cancel the contract and commit negative actions against you (decrease goodwill, raid or embargo).
Likewise the factions count all the hours or the contract is not respected and removes them from your payment, however if the total of theses hours are too high to their taste they can refuse to pay you (only neutral and ally factions) !

Borrow a WPN :
When you borrow a faction's WPN, you must pay it at the end of the contract period (you have 1 day), in case of non payment the faction will engage in negative actions against you (decrease goodwill, raid or embargo)

Power++ allow to have deep commercial relations with factions :

  • Dont pay the bill and assume the consequences
  • Break an contract in progress without pay and assume the consequences
  • Factions can do an energy embargo, based on some conditions faction (refuse to buy/sell power with you for a certain time
  • Factions can remind to you if you do not respect the energy supply contract before initiate actions against you
  • Calculation of proportion of the energy consumed during payments (hour granularity)
  • Factions may decide to make a discount based on certain conditions
  • Factions have specific (limited) needs





  • To function properly and safely, the AD must constantly be connected to the computer (the STS) that initiates the connection to the satellite network. In case of interruption of one of these two devices (AD or STS) while a beam is active, a countdown start, at the end of this countdown the connection with the satellite is abruptly interrupted, this can result in several types of major incidents (orbital aiming error, orbital beam dilatation (the worst), huge EMP, ...).
  • It's not recommended to overload your AD, even if you can and it significantly increases the amount of energy produced, because the desynchronization time (the countdown) with the linked satellite is shortened which will greatly increase the risk of hard desynchronization and therefore of potentially serious incidents.
  • The STS emit a lot of heat and it need to run at a temperature below 0C, if it overheat it can also cause hard desynchronization with the satellite
  • The A.R.E.S system is very effective on life forms but not very effective against mechanoids
  • Overloaded AD is gradually damaged by the orbital beam, so you should constantly check and repair it.
























  • Azarashi (Esp) : Spanish translation
  • aRandomKiwi : English and French translations
  • HawnHan : Simplified Chinese translation
  • Xeros08 : Graphic ressource (AD Relay tower)



1.8.4

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How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game