Still have the probleme with the plugin and i saw where it stop . you have power until the 1st root combiner then nothing and if i reboot the plugin it come back one root combiner to the other …
Grid Power
$24.99
Sold by: NikedemosGrid Power – Draw electricity straight from the Power Grid in Rust – on any map, be it a procedurally generated or a custom one!
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Description
Description
Grid Power
Questions? Support? Join the discord: https://discord.nikhub.dev
In short
Draw electricity straight from the Power Grid in Rust – on any map, be it a procedurally generated or a custom one! Ladder up the Power line Poles to upgrade their Transformers with components like Root Combiners (to replace missing/stolen/destroyed outlets that you plug into) and Tech Trash (to permanently upgrade power output level, up to a configurable point). Maintain the service with long-lasting Fuses. But most importantly, protect your precious part of the grid from vandalism, theft and sabotage that will inevitably come from those jealous players! Whatever you do, just be careful up there… high voltage happens to be highly dangerous. Always wear protective gear (like a hazmat suit) and don’t touch the wires while they’re live! As a bonus, this plugin also improves vanilla visuals with realistically hanging wires / hoses / Xmas lights, the slack of which (how loose they appear to be hanging) can be adjusted while placing. And this feature is completely optional, too. Goodbye, straight lines that look like steel rods – hello, actual laws of physics!
But don’t take my word for it – let the video speak for itself:
Still not convinced? Check out this in-depth, 20+ minutes long review and tutorial by srtbull!
1.0.2 UPDATE: Introducing working Street Lights for eligible poles! The lights go on between between 20:00 and 8:00 by default.
Quick start (for admins)
Upload the GridPower.cs file to your oxide/plugins folder and you should be good to go, it’s all plug-and-play. No need to restart your server!
If you’re loading it for the first time or it’s a new map wipe, the plugin will automatically locate all Power Line Prefabs on your map, randomly choose some of them (according to chances set in the default config) and attach extra electrical entities to them to make them functional. Those entities should persist throughout the wipe and will be replaced if missing, on every plugin reload/server restart. Each Power line Pole will be assigned a number and its position will be stored in the data.
This will work on any map that contains at least one of the following prefabs:
assets/bundled/prefabs/autospawn/decor/powerline-small/powerline_pole_a.prefab
assets/content/props/powerline_poles/powerline_pole_a.prefab
Quick start (for players)
Locating functional Transformers
Not all Power Line Poles were made equally. Only a percentage of them (by default, 33% on average) will be functional. How do you recognise a functional one? Look up – if you see a Button attached to the top of the Pole, and maybe even some pre-existing Root Combiner Outlets, that’s it!
[insert image here, maybe a player looking at a powerline pole with binoculars]
Laddering Up
Now that you have located a functional pole, you need to climb it.
Normally you cannot deploy Ladders on Power Line Poles and many other places (but oddly enough, you CAN deploy them on the horizontal planks at the top of a Pole!). However, Grid Power re-implements all the client-sided deployment logic to allow bypassing of that arbitrary-seeming limitation.
If you try to deploy a Ladder on a Power Line Pole, don’t be discouraged by the fact that the “ghost guide” is red instead of blue/amber. Click anyway and it will force it through! Ignore the message in the chat saying that the deployment failed – just like the colour of the ghost guide, it’s all client-sided and as such there’s nothing the plugin can do about it, visually speaking. But trust me, everything works as intended, despite what the client messages are telling you.
The Ladders can then be destroyed/picked up to be reused.
Maintenance
A Transformer can have up to 4 Outlets (Root Combiners). That’s where the players draw the electricity from. Those Root Combiners can be damaged/destroyed/repaired/picked up with a hammer (if you have Building Privilege) any time.
If there’s less than 4 Outlets, right-click on a Root Combiner Item in your inventory or drag it into the Fuse Box of the Transformer. You will hear a deployment effect and the Root Combiner will be deployed on the pole.
In order to be able to draw power from that Transformer, you need to put a Fuse inside. Right-click a Fuse in your inventory or drag it directly to the Fuse Box. Don’t worry – inside of the Transformers, those Fuses will last for much, MUCH longer than inside regular monument Fuse Boxes. By default, a brand new Fuse inside of a Transformer Fuse Box will last you for 12000 seconds (= 200 minutes, = 3.33 hours). This value can be increased or decreased in the config.
You can see how much time a fuse has left in the Transformer GUI.
By default, the Power Grid will produce electricity between 8 AM and 8 PM. The power output will follow a smooth curve, being the lowest in the morning/evening, and peaking at 2 PM.
Exactly how much RWs will be produced on each Outlet is determined by the Transformer’s Tech Trash level. By default, each Tech Trash inserted increases the peak power output by 5 RWs (up until a certain point – by default, that level is capped at 50, which translates to 250 RWs per Outlet at peak hours). Upgrade the level by right-clicking the Tech Trash item in your inventory or dragging it directly into the Fuse Box.
Inserting Root Combiners/Tech Trash is still possible even if there’s already a Fuse inside of the Fuse Box. The Fuse won’t be replaced as the sole Item in the slot, since Root Combiners/Tech Trash are consumed immediately.
Hooking Up & Hanging Out
Once there’s at least 1 Outlet present, you have a Fuse at hand, and the Grid is currently producing power – you’re all set. Take a Wire Tool, pick your favourite wire colour with the [RELOAD] button, typically R, and connect to the outputs of the Root Combiner Outlets to your own electrical devices, usually a Battery or another Root Combiner.
You will notice the text on top of your screen telling you what the current Slack of your wire tool / hose tool is. You can increase it with the [DUCK] button, typically CTRL, and decrease it with the [SPRINT] button, typically SHIFT. Larger Slack value means that the wire/hose will appear to be hanging more loosely. Smaller values will make it look tighter. Values close to zero will make it look like they look in vanilla Rust – i.e. not so good in comparison ;)
The final Slack value will be applied the moment you finalise your wire/hose connection. This hanging improvement applies to anything you do with Wire Tools/Hose Tools, not just Transformer Outlet connections!
For the Advanced Xmas Lights, it’s even better: you can adjust the Slack of each segment individually! After you place the Advanced Xmas Lights segment down, and you’re just about to place the next segment, adjust the Slack of the segment you have just placed down with [DUCK] and [SPRINT] buttons. You will see a preview of what it will make the segment look like. Placing the next segment down confirms the Slack for the segment before it.
Danger! High Voltage!
If the Grid is currently producing Power (by default, during daytime) AND a Fuse is inserted in the Transformer, all Root Combiner Outlets are considered live on that Transformer.
You can tell whether a Transformer is live or not: first, check your electric devices plugged in directly to the Grid. If they’re not currently receiving any charge, they’re not live. Similarly, you can look at the diodes on the Root Combiner Outlets. If they’re not on, the Transformer is not live either. Lastly, it’s pretty clear from the Transformer GUI.
If a player tries to connect/disconnect a wire to/from a live Outlet, or they’re trying to pick up the Root Combiner Outlet with a hammer, and they’re not wearing one of the items on a pre-approved list (see the Advanced Config section below), there is a 1.0 (100%) chance they will get electrocuted to death. Another way to guarantee electrocution is trying to clear connections named INTERNAL. Leave those alone!
Wearing protective clothing reduces that chance to 1 in 10 (10%, according to the default permission profile – see below). You can set that chance to 0.0 (0%) if you want to give your players a peace of mind.
Another way to guarantee 0% electrocution chance is making sure the Transformer is not live: either wait for the Grid to stop producing Power or take out the Fuse before doing anything else.
Permissions (Oxide.Grant user YourName [permission name starting with gridpower.])
By default, the plugin generates 3 permission profiles in the config – one for admins, one for normal players with no specific permissions (default) and one for VIP. More on permission profiles and config values they can handle can be found in the section Advanced Config.
Unless you have added more permission profiles, only these two below are going to be used by your config:
gridpower.admin
Holders of the admin permission will also be able to run the /gp_cfg and /gp_emergency_cleanup commands
gridpower.vip1
Holders of this permission will follow settings and limits associated with with that permission profile.
The permissions below are also registered, but not used by default. To use them, just create some permission profiles with those permissions as the key.
- gridpower.vip2
- gridpower.vip3
- gridpower.vip4
- gridpower.vip5
Automatic street lights
Depending on your map design, some power line poles might have lamps on them. All those lamps will now emit light, by default between 20:00 an 8:00, which just so happens to be the time when the grid production goes back to 0. You can also set the street lights to be always on, regardless of the time of day. The time settings for the street lights are independent of your power production time settings – they can overlap, one can start before midnight and end after midnight while the other one does not, etc.
Those street lights will work even on non-functional power line poles, e.g those without a button on top of them.
When on, the lights will flicker from time to time. How often they will flicker and how long individual flickers are going to be depends on your config – look below.
Admin F1 console/chat commands (must have ownerid/moderatorid/gridpower.admin permission)
If you’re typing those commands from the F1 console or the server console, drop the preceding slash in the command name.
/gp_cfg Will allow the admins to change non-permission profile related config values on the fly (see below) /gp_emergency_cleanup Instantly kills all the plugin-related entities: fuseboxes, admin generators, root combiners and buttons. It won't remove the power line entries in your data, however. All the killed entities will be re-generated according to your current generation settings in the config next time your server restarts or the plugin reloads. If you want to permanently get rid of them, unload the plugin, delete your oxide/data/GridPower.json, and load it back in. /gp_pole [add/remove] This command will allow admins to add or remove functional power line poles at any time. Just look directly at the pole you want to modify and type the command with an argument (either "add" or "remove", depending on what you want to achieve). If you want to add a pole and it already is functional, or if you want to remove a pole, but it isn't functional - you will get a warning. Same if you try to add a pole, but the pole you're looking at is building blocked by a nearby monument."Ent killing" (or using a plugin like Remover) the power line fusebox is the equivalent of permanently removing it from the data and it won't be re-generated any more on next reload. Wiping your save file also automatically removes all the extra components and replaces them with new ones tailored to your map, in accordance to your generation settings.
Configuration (oxide/config/GridPower.json and /gp_cfg console/chat command)
Vast majority of the settings can be configured with the /gp_cfg chat command. Typing it in the chat/console with no parameters should dump a rundown of config fields and their values.
In order to run any of the config commands, you will need to have ownerid or moderatorid (or the gridpower.admin permission).
/gp_cfg GridConstantPower [logical values (true or false)]
If set to true, the Grid will always produce electricity at its peak (100%), 24 hours a day (DEFAULT: false)/gp_cfg GridProductionStartAtHour [fractions (like 13.37) between 0.00 and 24.00]
The hour of the day when the power production starts climbing up from 0 (DEFAULT: 8.0)
/gp_cfg GridProductionEndAtHour [fractions (like 0.69, nice) between 0.00 and 24.00]
The hour of the day when the power production settles back at 0 (DEFAULT: 20.0)/gp_cfg StreetlightsConstantPower [logical values (true or false)]
If set to true, the Streetlights will be on 24 hours a day. (DEFAULT: FALSE)/gp_cfg StreetlightsTurnOnAtHour [fractions (like 20.4) between 0.00 and 24.00]
The hour of the day when the street lights turn on (DEFAULT: 20.0)/gp_cfg StreetlightsTurnOffAtHour [fractions (like 8.2) between 0.00 and 24.00]
The hour of the day when the street lights turn off (DEFAULT: 8.0)/gp_cfg StreetlightsReliability [fractions (like 0.5) between 0.00 and 1.00]
The reliability of the streetlight. The less it is, the more often it will flicker. At 1, which represents 100%, it never flickers. (DEFAULT: 0.95)/gp_cfg StreetlightsFlickerLengthMin [fractions (like 1.2) between 0.00 and Positive Infinity]
The minimum random length of the flicker, in seconds (DEFAULT: 0.1)/gp_cfg StreetlightsFlickerLengthMin [fractions (like 2.4) between 0.00 and Positive Infinity]
The maximum random length of the flicker, in seconds (DEFAULT: 0.5)/gp_cfg GeneratorChancePowerlineFunctional [fractions (like 0.5) between 0.00 and 1.00]
The chance that a valid Power Line Pole will be made functional during generation. 0 represents 0%, 0.5 represents 50%, 1 represents 100% (DEFAULT: 0.33)/gp_cfg FuseRequired [logical values (true or false)]
If set to false, the Transformers won’t need Fuses to produce power, just the right time of the day (if power is not 24/7) (DEFAULT: TRUE)/gp_cfg BuildingBlockPreventsButtonPress [logical values (true or false)]
If set to to true, if there’s any Tool Cupboards in the range of the Transformer, you need to be authorised on all of them to open the Transformer GUI (DEFAULT: TRUE)/gp_cfg GeneratorInitialLevelMin [integers (like 7) between 0 and 1000]
The lower limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 1)/gp_cfg GeneratorInitialLevelMax [integers (like 7) between 0 and 1000]
The upper limit for the random Tech Trash level of valid Power Line Poles during generation (DEFAULT: 5)/gp_cfg GeneratorInitialOutletsMin [integers (like 1) between 0 and 4]
The lower limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 0)/gp_cfg GeneratorInitialOutletsMax [integers (like 3) between 0 and 4]
The upper limit for the random number of Outlets of valid Power Line Poles during generation (DEFAULT: 4)/gp_cfg PowerlinePowerPerTechTrash [integers (like 7) between 0 and 1000]
How much RWs at peak hours are provided per 1 Tech Trash Level upgrade (DEFAULT: 5)/gp_cfg PowerlineMaxTechTrashLevel [integers (like 7) between 0 and 1000]
The maximum level that a Transformer can be upgraded to (DEFAULT: 50)/gp_cfg PowerlineFuseDurationSeconds [fractions (like 420.69, nice) between 0.0 and Infinity]
How long (in seconds) a brand new Fuse inserted in the Transformer Fusebox will last (DEFAULT: 12000.0)/gp_cfg FuseItemShortname [strings (like “fuse”) ]
The shortname of the item that acts as the Fuse for Transformer Fuseboxes, must be a valid Rust item shortname/gp_cfg FuseItemGuiName [strings (like “Transformer Fuse”) ]
The custom GUI display name of the item that acts as the Fuse for Transformer Fuseboxes, can be anything, or left blank for default/gp_cfg FuseItemGuiName [strings (like “Transformer Fuse”) ]
The custom GUI display name of the item that acts as the Fuse for Transformer Fuseboxes, can be anything, or left blank for default/gp_cfg FuseItemSkinID [positive long integers (like 2783151202) ]
$”The skin ID of the Fuse item if using custom, leave at 0 to accept any items of thae shortname specified by FuseItemShortname
Protective clothing (only editable through oxide/config/GridPower.json)
"ProtectiveClothing": { "hazmatsuit": null, "scientistsuit_heavy": null, "hazmatsuit_scientist": null, "hazmatsuit_scientist_peacekeeper": null, "hazmatsuit.spacesuit": null, "boots.frog": null, "hazmatsuit.nomadsuit": null, "pants": [ 1581896222 ], "hoodie": [ 1581890527, 1582492745 ] },
Each entry has a key (the item shortname in quotes) and a value. If the value is null, it means all possible skins for that item shortname are accepted.
In the example above, we’re allowing all rubbery one-pieces (value is null, so any skin) and we’re also allowing pants with 1 possible skin or a hoodie with 2 possible skins to be treated as protective clothing. You will see that there’s no comma after the last entry on the list. BEFORE SAVING, ALWAYS VALIDATE YOUR JSON WITH A TOOL LIKE JSON LINT!
Permission profiles
Using profiles you can quickly create/edit different permissions for different players, for example, if you have more than 1 VIP tier on your server – just add some new profiles.
Different players can have different limits and permissions associated with using the Power Grid. To check which permission profile the player should fall under, the plugin goes through all permission profiles and checks whether the player has that permission granted. The permissions are checked in order, meaning that if the player doesn’t have the first permission, it will try the next permission on the list, etc (similar to how Auto Kits checks which kit to give to a player based on their permissions in order).
If the player doesn’t have any permissions from the list granted, they will fall back to the “default” profile. That’s the only one that you shouldn’t remove! If you remove it, a new one with default values will be created.
So if you don’t want your default, non-VIP players to use the power grid, don’t remove the default profile, just take away privileges in that profile (like upgrading/deploying ladders/pressing the button).
You don’t have to use the built-in VIP permissions – any REGISTERED permission from any plugin will do just fine!
By default, three permission profiles are generate in the config: default, gridpower.admin and gridpower.vip1.
The default permission profile will apply to any player who doesn’t have any permissions listed in the profile list – let’s have a look at it:
"PermissionProfiles": { "default": { "PermissionRequired": "default", "GridCanDeployLadder": true, "GridCanDeployRootCombiners": true, "GridCanConnectDisconnect": true, "GridCanPressButton": true, "GridCanUpgrade": true, "GridDangerousWireElectricutionChance": 0.1, "HangingXmasLights": false, "HangingWiresAndHoses": false, "SubdivisionsPreview": 10, "SubdivisionsFinal": 50, "SlackMax": 5.0 },
- PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname
- GridCanDeployLadder allows players to deploy ladders on Power Line Poles
- GridCanDeployRootCombiners allows players to deploy Root Combiners on Power Line Pole transformers by inserting them into the Fuse Box
- GridCanConnectDisconnect allows players to use a Wire Tool to connect their own electrical devices to the Grid
- GridCanPressButton allows players to access the Transformer GUI
- GridCanUpgrade allows the players to upgrade the Transformer peak output by inserting Tech Trash into the Fuse Box
- GridDangerousWireElectricutionChance defines how likely it is that a player will die from electrical accidents, even while wearing protective clothing
- HangingXmasLights allows the players more control over how much the Advanced Xmas Lights will be hanging (purely visual)
- HangingWiresAndHoses allows the players more control over how much the Wires/Hoses will be hanging (purely visual)
- SubdivisionsPreview is the number of intermediary points used while showing the hanging Xmas Lights preview catenary curve of the last placed segment. The more points, the smoother it looks. (purely visual)
- SubdivisionsFinal is it the number of intermediary points used for the final catenary curve of the hanging wires/hoses/xmas lights. The more points, the smoother it looks (purely visual)
- SlackMax sets the maximum “looseness” of the wire/hose/xmas lights that the player is allowed. The more the slack, the longer the wire appears overall.
API hooks (for plugin developers)
All methods utilise the [HookMethod] attribute, which means you don’t call them through Interface.Call, you need to first create this field in your plugin’s main class…
[PluginReference]
private Plugin GridPower;
Then, call the hooks like so. It’s pretty self-explanatory what information they will provide you with.
bool isPowerConstant = (bool) GridPower.Call(“GridPowerIsConstant”);
bool isGridProducing = (bool) GridPower.Call(“GridIsProducing”);
float productionHourStart = (float) GridPower.Call(“GridGetProductionHourStart”);
float productionHourEnd = (float) GridPower.Call(“GridGetProductionHourEnd”);
float currentGridEfficiency = (float) GridPower.Call(“GridGetEfficiency”);
bool areStreetlightsAlwaysOn = (bool) GridPower.Call(“StreetlightsPowerIsConstant”);
bool areStreetlightsOn = (bool) GridPower.Call(“StreetlightsAreOn”);
float streetlightsHourStart = (float) GridPower.Call(“StreetlightsGetTurnOnHour”);
float streetlightsHourEnd = (float) GridPower.Call(“StreetlightsGetTurnOffHour”);
Translation support (oxide/lang/en/GridPower.json)
Almost every string the players see, including the text displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file – after you edit it, reload the plugin.
EULA
I’m not going to speak legalese here. It’s going to be short and to the point. By purchasing Grid Power you hereby agree to these conditions:
- If something goes wrong with your server (not that it will!) while using this plugin, you will not hold Nikedemos responsible. You use the plugin at your own risk. Always make sure you make backup copies before experimenting with anything.
- You are granted a license to use the plugin on up to 6 servers at time. You have to be the owner or co-owner of those servers. This license will never expire. When the plugin gets updated, every license owner is entitled to an update.
- You will not distribute this plugin in any shape or form – not on forums, social media, not to your friends, not to other server owners nor other plugin developers. Making plugins takes time and effort and I really appreciate respecting plugin developers by not stealing their work. The only way to legally own and use Grid Power on a server you own is to purchase a license. If you’re not a permanent co-owner on a particular server (that has been participating in the server costs/revenue), you can’t deploy the plugin there, even if you’re friends with the owner. They have to purchase a separate license.
Reviews (27)
27 reviews for Grid Power
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Version History
- Fixed Fixed an issue that was accidentally introduced when removing all traces of Grid Power slack features, a few months ago. This issue would allow players to use a Wire Tool to connect to "INTERNAL" slots - but not disconnect from them! It also rendered electrocution features non-functional. Now everything should be fine in that department, so don't forget the hazmat suit
- Fixed Removed a tooltip message informing the players without the permission to deploy Powerline Pole ladders that was showing up even if the player was trying to place the ladder on something else, like a wall/cliff etc. Now the message will show only when trying to deploy on the poles, and nothing else
- Updated Updated the fuse duration logic. Now huge numbers of seconds should work correctly (like, 2592000, which would make the fuse last entire 30 days) and the damage to the fuse is applied correctly. The damage logic has also been updated to omit the item condition loss hook, improving performance
- Added Introduced new config setting, `AutoLaddersEnabled`. With this setting set to true, all functional Powerline Poles will come with 2 pre-deployed, indestructible ladders that you can't pick up (but that can still be killed by an admin with "ent kill", or damaged while GridPower is unloaded). With this setting enabled, no players (including admins) will be able to manually place/pick up pole ladders any more - because the heavy hook OnPlayerInput required for placing will never be called, thus significantly improving performance. If you reload the plugin with `AutoLaddersEnabled` set to true, it will automatically remove all player-deployed ladders and place 2 ladders at the pre-defined positions/rotations (which can also be changed in the config)
- Removed Removed all the remaining legacy slack functionality for Advanced Christmas lights (since they are now supported natively), including references in the config. Now the permission profile slack settings will not have any effects and won't be re-generated on new configs.
- Fixed Fixed the ever-growing console spam on save about entity being null
- Updated Update for October 2024 forced wipe
- Fixed Fixed the tooltip messages (toasts) not working properly
- Updated Update for the September 2024 forced wipe
- Added Update for June 2024 forced wipe
- Updated Update for the May 2024 forced wipe
- Added Update for the April 2024 forced wipe
- Added Added 3 new config values: FuseItemShortname, FuseItemGuiName, FuseItemSkinID, and also added them to /gp_cfg command. The combination of those values will allow you to specify a custom item that acts as the Transformer Fuse for the Powerline Poles, with a custom ID, name and skin, so players can save regular fuses for puzzles. By default, regular Fuses are still used. Also added some new LANG values associated with fuse items.
- Fixed Finally fixed the issue of random Powerline Poles randomly losing power, seemingly out of nowhere. Turns out, it's been the roadside junkpiles all along: on entity death, they also took down the internal underground Generators with them. The issue has now been addressed by moving those generators to a separate Unity layer that's excluded from the Junkpile influence. Massive thanks to Kobani for discovering the issue in first place, but also discovering exactly WHY it was happening!
- Added Added new config value: PlayerMessagesAsToasts (default true). Player-facing messages will no longer go in chat, but rather as the tooltip "toast" messages on the bottom of the screen (unless you set this to false).
- Added Added 3 new config values related to how the building block (a TC placed nearby) will affect other players interacting with it, so players can fully claim poles (1 pole = 1 most privileged tc). BuildingBlockPreventsRootCombinerPickup and BuildingBlockPreventsWireManipulation are self-explanatory. BuildingBlockPrioritiseCloserIfTrueOlderIfFalse helps you decide if the first placed tc (oldest) or the closest one to the pole (nearest) should be the dominant one.
- Updated Update for September 2023 forced wipe - but it will also work on the current release branch!
- Updated Update for June 2023 forced wipe
- Fixed Fixed some industrial entities and fluid entities being mistakenly taken for Grid Power internal entities, which caused their unintentional removal when "gp_emergency_cleanup" was issued manually mid-wipe - sorry about that! Thanks to the people (both of them!) who reported this! Now it's safe to do "gp_emergency_cleanup" mid-wipe again and it should only wipe internal entities.
- Updated Split "HangingWiresAndHoses" inside Permission Profiles into two separate config values: "HangingWires" and "HangingHoses" - you will see a notification about this when you update to 1.0.14 from a previous version, look for it in the console. Now you can have the slack enabled by default for one, both, or none - it's not a single setting any more. All your permission profiles will be automatically updated to reflect this, and by default, slack for wires will be enabled, and slack for hoses will be disabled. Please review those 2 new settings in your 1.0.14 config after you update the plugin.
- Fixed Fixed slack GUI being shown even if the player's Permission Profile suggested it should be disabled
- Fixed Fixed slack GUI not disappearing from the screen immediately, after switching to an invalid tool
- Fixed Fixed the fuse inserted in the powerline panel losing its condition as fast as normal fuse
- Removed Removed that stupid "CRUNCHING WIRE COROUTINE" debug message from your console
- Updated Update for May 2023 forced wipe
- Fixed Fixed wire slack not working properly and causing errors in the console because of changes in Rust - make sure you update your Oxide to v2.0.5800 or above!
- Updated Update for April 2023 forced wipe
- Added Update for February 2023 forced wipe: Slack is no longer applied to industrial pipes, only wires and hoses
- Fixed Fixed the issue with old electrics staying on the map after wipe. No need to manually delete the data file between wipes any more, everything is now handled auto-magically. You just need to install this version (or a higher one) BEFORE you wipe for this feature to take effect.
- Updated Updated Transformer GUI to take advantage of the new custom GUI capabilities in Rust: you should notice the GUI is now smoother and doesn't need to re-download the icons every time a player presses the button. No more "Could not download image..." errors in your F1 console, either. The icon image quality in the GUI should now reflect the graphics quality of each player.
- Updated Patched for April 22 Rust update
- Updated Patched for April 11th Rust update
- Fixed Issues with constant power/constant street lights has been solved for good (I hope!)
- Fixed Finally, the poles that are building blocked by nearby monuments will be skipped during initial generation!
- Added Added new command: gp_pole (both chat and console) when looking at a pole: add or remove functional poles whenever you want (admins only)
- Added Now the players can enable/disable the slack feature whenever they want: while wielding a tool (wire/hose/xmas lights), hold USE (typically E) for a second to toggle
- Fixed Fixed Transformer GUI, now it should display properly on all screen sizes/resolutions/scales!
- Fixed Fixed a Null reference error when the plugin was unloading/reloading but some players still had the Transformer GUI open
- Fixed Fixed the issue with UnityException: get_time when Advanced Xmas Lights were deployed
- Updated 2 new LANG entries for slack GUI when it's enabled/disabled
- Added MAKE SURE YOU UPDATE! Fixed a severe error when loading/reloading the plugin that causes console spam
- Fixed Fixed transformer buttons being destructible (they were never supposed to be)
- Fixed Fixed lights overstaying their welcome after server restart/server crash, now everything should be cleared on plugin reload
- Added Added new config option BuildingBlockPreventsRootCombinerDamage for PVE servers - it does exactly what it says
- Added Added new config option StreetlightsEnable - you can now disable the lights completely
- Added Added customisation options in the config for the upgrade item - now it doesn't have to be Tech Trash! Check out UpgradeItemShortname, UpgradeItemSkinID, UpgradeItem, UpgradeItemGuiName and UpgradeItemGuiIconURL. If you leave the latter 2 as empty "", default values will be used
- Added Added new LANG string: MSG_TECH_TRASH as the default UpgradeItemGuiName
- Fixed Fixed grid production hours: now if you start producing before midnight and end producing after midnight, the after-midnight part of the schedule will work correctly
- Added Automatic street lights! For power line poles with street lights on them, the street lights automatically turn on between 20:00 and 8:00, flickering from time to time. You can change the hours in the config, they are independent of grid production hours.
- Added Added API methods for checking the state of the grid power production / street lights / hours associated with those
- Added Two new config values: FuseRequired and BuildingBlockPreventsButtonPress (both true by default). For those extra lazy and extra paranoid, respectively.
- Fixed Fixed the issue of devices plugged in to the grid turning themselves off randomly after some time. This is addressed by switching from static to deployed test generators.
- Updated Now the grid can start producing power before midnight and stop producing after midnight the next day (for instance, if you want the grid to produce power only at night).
Discussions (10)
10 thoughts on "Grid Power"
Leave a reply
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The issue has been addressed in 1.0.17, turns out it’s been the most unusual culprit all along: roadside junkpiles! Thank you for your patience and reporting the issue
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I still have the same problem and no its not my server ….
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I found the plugin that slow down my server passing from 256 fps.limit to 80 then lower its call Grid Power i have proof your plugin need working on it
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Trouble again with your plugin sometime it work other it stop the gridpower was off again today ….
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Hello! Thanks for the series of comments. Sadly neither of them have been very helpful, as you don’t mention your hardware, configs, and most importantly, other plugins installed. You’re the only one mentioning those issues, so it’s highly likely it’s not Grid Power (on it’s own) itself. Hit me up on Discord quoting your order number, that’s the fastest way of getting things sorted!
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Is there a way to increase the chance that a pole has lights?
Thanks!-
Was able to reach on discord and get a reply, Posting it here for documentation:
” unfortunately, it’s not Grid Power that decides which powerline prefabs will turn into the variety with lights. it’s all RNG based by the map generator – you will notice, even on maps without Grid Power, you can’t control that
sadly this is not something that can be modded server-side
Grid Power can only look at the map prefabs and notice the varieties with lights, but it has no power to spawn them”Thank you so much for the reply and long live!
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This plugin is really awesome. However, it would be even better if we could have several possible translations.
Currently, if we want a French player to understand the UI, then they have no choice but to understand English. Unless we translate the entire language file into French.
But in this case, an English person may not understand anything.So, a translation according to the player’s game language would really be a plus for this plugin. This is the only thing missing today for this plugin to be 100% perfect.
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I have the plugin, but I havn’t been able to find a power line to connect to. is there a video or something showing how to use this. also is there a permission to give or something to setup?
Setup
Plugin FAQ – How do I use this .zip/.7z file I just purchased on my server?
• First, you want to unzip the file. You can do so by just double-clicking it to open, then drag the contents to the desired location (you may need to install an external unzipping software if you don’t already have one such as 7zip or winrar)
• Next you will find either a structure of folders or just the .cs file itself (it’s the actual plugin file itself).
• After that just install the .cs (plugin file) into your …/oxide/plugins/ folder where you will install plugins you ever need to.
Additionally, here’s a great video that easily covers adding a plugin to your server if you need! https://youtu.be/yWC_p97FhQA
• Installation is not included with any products on the site, however, if needed we may assist if you reach out to our support.
Currently all products on Lone.Design will be contained within a zipped file which is the .7z or .zip that you see. I believe windows 10 and up can unzip on its own without 3rd party tools, but in that case, if you’re unfamiliar with zipped files here are 2 programs I recommend to easily unzip zipped files.
Video On How to Zip and Unzip: https://youtu.be/Ep-L3PjBPCk (TechInsider Youtube Channel)
Zipping/Unzipping Tools
Winrar https://www.rarlab.com (I used to use for years, but works great!)
7zip https://www.7-zip.org/a/7z2107-x64.exe (the one I use currently)
Mike Sullivan (verified owner) –
“Shockingly” good! I had no problems installing this on my personal server, and had no problems hooking up to a base. No more unsightly (and resource hogging) wind turbines, and a great way to power your base, compared to offering unrealistic test generators, fume producing small generators. This is the perfect plugin for roleplay servers, or any server thats heavily electrical dependent. Just don’t forget your PPE.
Pascal Otten (verified owner) –
Really fun plugin :D :D
it makes the game way more immersive.
and with the hanging wires way more realistic
I recommend this to everyone
Allen (verified owner) –
This plugin is amazing! you no longer need wind turbines or solar panels just find a pole add a fuse and some tech trash and run a wire to your battery. its also really easy to configure you dont find that in vary many plugins, ive found no issues ( thats normal for Nikedemos plugins ) i would recommend every picks this up for their server, trust me your players will love it!
Jeff Thibault (verified owner) –
Something that should have been added in game by Facepunch, this plugin is awesome, i like it. Make me feel its much realistic for electricity.
It is maybe a little bit hard to figure out how to do this in game, but watching few times the video, make things alittle easier. My big mistake was to build too close to a monument, due to this the electric pole could not be accessed by a electric wire cable, monument restriction. But other than that, the plugin work like a charm. Finaly getting rid of generators, solar panel and windmill. For my PvE server, this come in handy. Thanks Nikedemos for this great plugin. Plugin dev, also a good listener for sugestion and fast reply on bugs and such. Definaly worth the 24.99$. 5/5 Stars.
phudgee (verified owner) –
This is a great plugin! I love it! My players love it! Great way to keep players from bugging you about test gens :) And the slack in the wires is a really nice touch. Well worth the cost!
Eric Jacobson (verified owner) –
This is a feature that should have been added to vanilla eons ago in my opinion, in some form or another. That’s definitely not the case with most plugins that you run across. And there are plenty of config options to suit any server that you are running. It’s A+++
Besides that, Nikedemos is an absolute professional. He’s a dev whiz, and his customer service is as good as it gets. You’ll never meet a nicer person with support problems, I can guarantee. Check out his other plugins like Vehicle Airdrops. They’re all VERY well done, and a pleasure to use. The people on my server love both of those addons, and I’m sure they will like Grappling Hook as well which I am just now setting up.
court Vanhouten (verified owner) –
Been waiting for this one let me tell you worth the wait super easy to install so far 100% positive response from players so far. I can see many uses mid wipe can start cutting out the power fun fun.
Semtex Zebra (verified owner) –
amazing plugin! really good fun and easy to install, i somehow messed up the lights in the config and the creator was there to give me support instantly!! so happy with it, highly recomend!
Thomas Jensch (verified owner) –
Great Plugin. I love it. i will put it on the new Map and i am sure, the Players will love it, too.
Shane (verified owner) –
Killer plug in and the author is a cool guy ready to help.
jannesservice (verified owner) –
Love this plugin adding somthing that should have already exist in rust from the start.
God simple config file to edit to tweek the system.
And the support from the maker is awsome.
Fast and good info.
5 big thumbs up for this plugin strongly recomend it.
Best regards Jan / Sweden
Xagen (verified owner) –
This plugin is exactly what my server needed. Making the right design to have power on the roof, and still make it functional can be difficult. Giving the players the option to plop down next to the road and just leech power is great. Keep up the good work!
john wilson (verified owner) –
Love this plugin! It adds realism and opportunity for role playing and general shenanigans! Highly recommend!
nashslash (verified owner) –
Nikedemos writes awesome plugins this is no exception. The thing with Niks plugins they just work. Brings new life to your server at night with the street lighting. Recommended for both Vanilla and PVE servers. Players love tinkering around with electrics.
bbmj214 (verified owner) –
I’ve bought a lot of really cool plugins for my servers. I’ll say this is one of my favorites.
Paul Minnaar (verified owner) –
Awesome plugin, The advantages players has if they read server info with how this works. xD
Pascal Hoffmeister (verified owner) –
This plugin is awesome!
You don’t need a wind turbine or solar panel here
My players love it
Thank you for your great work
Keep it up
zodiark14020 (verified owner) –
How this is not avanilla thing in rust idk. But i love this plugin
Elite Gaming 5X (verified owner) –
This is a great plugin for adding a little more spice to your server, also adds flickering street lights which makes you stand out from other server. Our players are really enjoying this plugin. Not to forget the great the awesome support that comes with it! Thanks Nikedemos!
seancarson (verified owner) –
Such an amazing plugin. It gives the players more oppurtnities to build near roads and near the town I have set up. Thanks for such an incredible plugin
richard.tester (verified owner) –
Neat plugin from a great developer!
stephen (verified owner) –
This innovative plugin surpasses even Facepunch’s imagination and is a blast to use. The attention to detail through the flickering streetlights compliments the gameplay aesthetics as does the adjustable grid blackout.
For those who run a PvE server, you can confidently use this plugin without worrying of never-ending complaints regarding griefing and wire disconnects. Depending on your config either the first TC down or the closest TC has power (heh) over the pole.
The Friendly Chap (verified owner) –
I, and by extention my players, live in South Africa, where we suffer constant rolling power blackouts called “Load Shedding”, and we have guys called “izinyokanyoka” here who are crimnals who specialize in stealing power from a live grid. This plugin therefor allows me to simulate a very South African power grid. Excellent work, Nikedemos!
NeoJoJo (verified owner) –
This plugin is pure genius and takes advantage of such an obvious resource that should already be present in vanilla rust. You can easily configure how consistent the power is and the rate of components needed to have it running. The additional slack you can add to wires is such a simple touch that adds so much life to RP and aesthetic building elements. This completely revamps the electrical power system of the game and is a big hit with my players! Just make sure to have your hazmat suit on as uhh, I tend to forget often and get electrocuted for my troubles…
greymojo (verified owner) –
This is easily my favorite plugin in Rust. I have over 6k hours in Rust and I hate to even start a map without Grid Power! It is a very well thought-out plugin, with flickering street lamps, wire slack, configurable power output and modifiable power line taps in game (for Admin). This adds a new level of realism to the game. No need for a bunch of windmills ruining the aesthetics of your build! I highly recommend this plugin and all his other plugins as his customer service is second to none!
BadCop (verified owner) –
Fun and functional, love it
Grizzly Island Rust Servers (verified owner) –
This plugin is a great way to add more ways for your players to get power for their bases.