RimWorld

RimWorld

1,938 ratings
LightsOut
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.829 MB
24 Aug, 2021 @ 8:05pm
9 Aug @ 9:38pm
85 Change Notes ( view )

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LightsOut

Description
LightsOut
Have you ever been frustrated about the power draw of unused workbenches, or lights on in rooms with no pawns? I know I have. Why can't pawns just turn things off when they aren't using them? Now they can.

Features
  • Pawns turn the lights off when they're the last ones leaving a room.
  • You can choose whether or not pawns shut off specific lights (useful to keep common areas from flickering constantly).
  • Who sleeps with the lights on? Pawns now turn them off when they sleep.
  • Workbenches enter standby when not in use, drawing no (or less) power until a pawn starts using them again.
  • Should support most light mods, and should support most mod workbenches.

Bugs / Feedback
Please report any bugs, compatibility issues, and suggestions in the discussions (not comments) below! Please check the pinned discussions before making a new discussion to avoid duplicates (I appreciate it).

Save Compatibility
You should be able to add or remove this mod whenever you'd like without causing any disruptions to your save.

Performance
I developed this mod with performance in mind, so it should have a negligible impact on performance in most cases. However, if you are noticing a performance impact from this mod, reach out to me and we'll work out where I can lean the mod out to help!

Mod Options
  • Find the light flicking distracting? You can totally turn that off, and lights will act like vanilla again without affecting the workbenches.
  • Are your pawns scared of the dark? You and your wimpy colonists can keep the lights on while they sleep.
  • Think workbenches pulling 0W at idle is a little cheat-y? No biggie; you can adjust the percentage of their normal idle power draw that they consume while in standby.
  • Still think it breaks the game's power economy? I have GOT you. You can adjust the power workbenches draw when in use, too. Dial in the exact balance you want while still enjoying the luxury of not paying for it when you aren't using it.
  • Do you feel insecure about the size of your log? Boy have I got the solution for you! Now in the mod settings you can enable my most personal debug messages to help inflate your log. If that's not enough, there's even a "spam my console please" option that... well it spams your console as my mod does its thing. Keep these settings off or else.

Planned Features
Here are some of the things that I'm working on for this mod:
  • 1.5 support should be in place right now, but it's actively changing, so let me know if something ends up breaking!
  • Support for autodoors entering standby
Popular Discussions View All (59)
5
19 Aug @ 7:04pm
Performance issues
Twinki
6
25 Jul @ 3:19pm
Biotech Mech Gestator looping job
JoeOwnage
4
20 Aug @ 4:32am
Hitching when building or destroying walls
shelevenspace
846 Comments
V∆ŁĶẎŘĒΞ 14 hours ago 
Hello, can you make a patch (update) that would work with the Onimods mod - Electric Torches and Braziers (I want torches for style?) Fueling them with wood is annoying, but when no one is in the room, the torch goes out (there is no lighting, but the fire animation is there) and there is no button to leave it on.
(This is about the wall torch, not the braziers.)
juanlopez2008  [author] 27 Sep @ 7:27am 
I'm not sure what you're referring to, what are the ancient lights you're talking about and why shouldn't they be affected? What issue does it cause?

I see your prior comment now, are you just requesting that the mod only affect lights owned by your colony? If so, why is that necessary? The goal of the mod is to replicate the behavior of people flicking the light switch before leaving a room, and that seems to extend to lights not explicitly owned by your colony.
EfeTheCaptain 27 Sep @ 1:48am 
Hey, I really like this mod but can you address the ancient lights issue ? They shouldn't be affected by this behaviour.
juanlopez2008  [author] 24 Sep @ 4:02pm 
@Mark this mod doesn't actually turn the TV "off" in that way. When in standby mode, the TV is ON as far as the game is concerned, the mod just changes how much power it draws to be 0W. If there was a bug that caused the TV to not come out of standby for hospital patients, then those patients would still be able to watch TV just fine, it just would never pull any power.

Why do you think it's broken? Note that hospital patients don't watch TV constantly: they only turn it on when they need joy. If you're just randomly checking on the TV while a patient is in the hospital bed then most of the time you'll see it in standby mode because it isn't in use.

If you want to check if the pawn is using it, pause the game, click on the pawn, and check what the game says they're doing: unless it says "watching TV" then they aren't watching TV, and it should be in standby mode. If it says "watching TV" and the TV still says it's in standby then that's incorrect
Mark誌 24 Sep @ 1:10am 
In a normal seating area, the TV will return to normal non-standby power.
In a hospital bed, it will not.
juanlopez2008  [author] 24 Sep @ 12:14am 
@Mark this mod doesn't actually turn anything off, it just hacks them to draw 0W of power while they work. This mod will not (and cannot) stop pawns from watching TV in hospital beds.

@ShadoKittyy this mod doesn't do anything based on power surplus. Per the mod description, can you start a discussion to report possible bugs?
ShadoKittyy 23 Sep @ 7:48pm 
Having an issue where pawns stop turning lights off in empty rooms once I've built my high-tech research bench. They still turn off their bedroom light though. I have about 10kW of extra power during the day so it's not a huge issue, but I liked the aesthetic of the mod as well.

Does the mod leave the lights on as long as you have a ton of excess power?
Mark誌 19 Sep @ 1:08am 
It seems that people in hospital beds cannot use TV.
doctor who? 12 Sep @ 7:45am 
I think good idea add menu where it's possible choose, what need power only at work time and what need power all time
doctor who? 12 Sep @ 7:44am 
RimFactory issue. Some of the fabs just don't need Energy at all. Even when work