About this video
Fully automatic machine rewires a power grid after fixing corruption (scrap crash) with Power Grid Tools.
Unlike the proof of concept script from a while ago, this practical implementation does all the work in a single pass and is much faster.
Additionally, it supports snapped power connections.
What happens in the video?
At first, lights don't work, buried wires have no power, etc.
This is because power grid had corruption, which was fixed with power grid tools.
Power Grid Tools reliably removes corruption, but all the wires in the power grid become non-functional as a consequence.
Only solution hitherto was to pickup each and every wire in workshop, and place it back down. This makes the wires function again, but is extremely tedious work for large power grids.
And, while I build some very large powergrids, I am also a very, extremely lazy person. I don't want to pickup 100+ wires going all over the place. :)
So I made the NISTRON SNE Auto Rewire machine, version 1.0 to do it for me instead:
0:36 machine is switched on, but it is not yet connected to non-functional power grid.
0:42 machine is connected to the power grid that needs rewiring.
0:50 machine is ready and we start rewiring process by pushing big red button.
0:52 workshop has opened and machine is working. You can occasionally observe some wires flickering briefly, as they are being remade by the machine.
1:11 fluorescent lights start working properly again.
1:12 water pumps become operational again.
2:30 machine has finished rewiring process and workshop closes.
Auto Rewire has discovered 141 objects on the power grid and automatically restored 109 broken wire connections.
Power grid is now 100% functional again, without a need to manually pickup any wires anywhere.
Available SOON (tm) in my EEE mod.
28 comments
uGridsToLoad=7 do not work on power-grid on Spectacle , it seem to fix the other stuff, food, water, beds and settler count, so far.
Edit .......
Can be it works due I did a bobo
When Im at the north part of island it do not update the timer switches.
But if I go to the south part of island, where the timer switches are, it updates the grid.
Comparing to "uGridsToLoad=5" when the grid only crashed, it's a huge difference.
So many, many thanks for that tip, yrs of anger gone
But the timer switches not working might be due to some other problem. Not sure.
But, do U think it will help ?
It's going to be a BP later on ... hmmmm
Surely gonna test tho
If it doesn't improve the timer switch situation, you can easily set it back to 7 then.
Cuse no diff, same as before.
Should I set it back to 7 ?
Edit
Weird thing is, it works on all the other big settlements.
I think my Jamaica is even bigger than Spectacle ....
It means the number of cells loaded around your character: 5x5 cells, 7x7 cells, 9x9 cells, etc. Player char is in the middle cell.
Numbers must be odd. Even numbers don't work.
And you need extra super beefy NASA computer for numbers above 9, and there may be unintended consequences.
If setting to 9 doesn't fix your timer switch problem, I recommend going back to 7 (must roll back to save where it was 7).
Seems to be some other issue then, unrelated to loaded area.
If you want to change it to a (possibly) lower number safely, go to interior cell, save game, exit.
Change ini, reload game, go back into worldspace.
Tnx
Great work there. Kudos!
And do it work with TS ?
Power from Concord Generating Station is received by HV Transformer from my EEE mod.
The brown conduits are buried wires, also from my EEE mod. There's one for each building in the settlement, connecting it to the substation.
In each building is then a breaker panel, which further distributes power around each house.
The rewire machine is compatible with TS, yes.
Even though you would normally only build one when you actually need to rewire the power grid in a settlement.
You can scrap the machine after it's done, or keep it around - as you like.
- You construct one from the build menu, wallmount type for example.
- Another one spawns next to it.
- A hidden (invisible) wire spawns between the two.
- Both ends are linked, not only by invisible the wire, but also for maintenance (paint scheme, giving a label/name, etc).
- You pick up and place either end of the buried wire wherever you want it, in your settlement.
- The invisible wire will conduct electricity normally like any other wire, but it doesn't clutter your settlement at all because it is invisible.
- You can wire anything you like to either end of the buried wire.
- It doesn't involve radiating power at all, it is a proper wired connection.
I got lots of wire-nests in all my settlements, I don't mind the wires, but it could be a cool thing
-------------------------------------
A thought, that crappy Beth thingy on Spectacle Island, do U think this mod would work there ?
U can not use food, power, beds, and so on from one side to the other (south to north I think ? )
Buried wires are persistent, so would not be affected. But that doesn't help when the generator on one side, or the water pump on the other side unloads. And obviously it doesn't do anything at all for crops, beds, etc. You will always have problems.
To fix the issue, set uGridsToLoad=7 in ini file. Make sure there is not another ini file (custom ini, etc) setting it back to 5 (default).
I had it on 7 already .... hmmm ?
Then dragged the far end of the buried wire to the shipwreck in the east and put a lamp:
My uGridsToLoad are set at 7, and "it just works".
Perhaps you have another ini, overwriting it back to 5? It has happened to me before like that.