RimWorld
Ocen: 593
Turn It On and Off
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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182.198 KB
25 lutego 2020 o 8:14
15 lipca o 14:14
Listy zmian: 12 ( zobacz )

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Turn It On and Off

Opis
Makes electrical machines use low power (1 watt or user defined) when not in use. Works with many electrical machines from other mods.

To make things not so easy automatically turned off machines use 2 times the power by default. You can change these settings to your preference.

However, please note that due to the way Rimworld works, if your base keeps wavering between a small amount of power and no power, pawns may go back and forth to a station, trying to use it when the power comes back on, then leaving when the power flickers back off.

Fully save compatible. Can be added or removed at any time. Please report any errors.

Works with

Crafting benches
Drills
Research/analyzer
GroundScanner
LongRangeScanner
VitalsMonitors
TVs
LightBalls
LoudSpeakers

These work continuously so they are not modified
lamps
landing beacons
nutrient paste
hydroponics
moisture pumps
turrets
orbital/comms
autobongs

sleep accelerator, biosculptor has its own on/off mechanic so they are ignored as well
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1.5 changes
-Biotech atomizer idles now

original mod = https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1530276152

checkout the source code at
github.com/hooap/turnitonandoff
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Komentarzy: 231
Readtext 26 września o 8:55 
How do I add mech charging stations? They're always running. Moving them to other lists doesn't help.
hop  [autor] 16 września o 4:38 
Since hugslib was updated i didn't bother with migrating. Code is available on github
DAOWAce 15 września o 13:23 
The mod was rewritten but still relies on HugsLib?

Seems like a very strange decision..
hop  [autor] 10 sierpnia o 3:56 
I am on vacation, will check when I get back
hop  [autor] 10 sierpnia o 3:55 
Yes, vanilla production tables and every modded production table that uses production table class as base should work by default
hop  [autor] 10 sierpnia o 3:53 
You mean vanilla production buildings do not work? Last patch must broke something then. Can you enable verbose logging and check the logs? It will log registered and unregistered machines
coldcell 9 sierpnia o 11:20 
In the whitelist section, it says production tables are included by default right? For some reason a lot of production tables aren't stand by at 1 power, they consume normal power whether being used or not. I even purposely include those production tables like Machining table in the whitelist section, but still doesn't work.

I don't know if the recent patch has changed something or not.
hop  [autor] 27 lipca o 7:36 
I am aware of the issue. If you change settings please reboot the game. Does it still not work after restarting the game?
short a face 26 lipca o 17:15 
This mod operates normally under default settings (though I haven't conducted extensive testing), but it becomes non-functional as soon as any settings are altered. Even after reverting the settings back to default, the issue persists and the mod remains non-functional.
도깨비 17 lipca o 7:31 
Hmm, I'm not quite sure. I haven't played 1.5 in a while, but I think that the problem was in 1.5 as well.