RimWorld

RimWorld

1,886 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 (57)
5
3 hours ago
Performance issues
Twinki
3
6 Aug @ 5:29am
Hitching when building or destroying walls
shelevenspace
6
25 Jul @ 3:19pm
Biotech Mech Gestator looping job
JoeOwnage
834 Comments
Aethernal 16 Aug @ 4:57pm 
Genius If Working
Zilarrezko 11 Aug @ 4:19am 
Nevermind me, I just checked an earlier save and it was working then so went back to the current and found a tiny gap in the conduit network. Also, good mod! :)
Zilarrezko 11 Aug @ 4:14am 
Im having an issue with the electric crematorium, unlike the workbenches its showing as off when on standby so the cremation jobs arent getting done.
wamblysky7580 10 Aug @ 2:05pm 
wish i could specify in the mod options that this didnt turn on the lights in a room for cleaning and hauling mechs as it waste the very power im trying to save as they dont need light to clean and haul
Abject Failure 10 Aug @ 10:36am 
This has become one of the greatest mods I've ever had. Total game changer, and it doesn't feel cheaty because it's common sense. I did turn the auto-off time up quite a bit so it's not so flashy all the time and it feels more natural.
Stubbs 7 Aug @ 11:02am 
ah i remember this mod. lagged my game to hell and back on a medium sized colony. beware!!
Fortenraven 5 Aug @ 7:38am 
I also have experienced a bit of a performance hit with 200+ish power consumers at my colony (sans autodoors). I was seeing .350ms to 1.4ms from LightsOut.Patches.Power.DisableBasePowerDraw.
Deepfield 4 Aug @ 2:11pm 
This is great for early game and gravships but does have a large performance impact on larger late game colonies.
Meelonius 30 Jul @ 11:39am 
@Late It was discussed before several times :)
Late 25 Jul @ 9:12am 
Any chance to add the fans with lights from Dub Bad Hygiene? Thanks