RimWorld

RimWorld

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PowerSwitch
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.197 MB
4 jul, 2016 @ 14:57
31 jul @ 10:25
37 ändringsnotiser ( visa )

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PowerSwitch

Beskrivning
This mod adds additional functions to the vanilla power switch.

Here you have various research topics available, which will improve the functionality of the switch.
You can research the upgrade for a motion detector, an enemy detector and for a timer.


Note: Mod settings are available.


Description:

- Pawn Detection in Room: Available after research with the normal switch.
Detects if a Pawn (human, animal) is in the room

- Pawn Detection within 7 squares: Available after research.
Normal pawn detection mode for wall switches.
Normal switches can be switched between this mode and the pawn in room mode by repeatedly pressing the selection button.

- Enemy detection (within 1/2 of the map): Available after research.
Available modes: Switch on when detected and switch off when detected.

- Timer: Switches on and off at specified times.
Time is initially set to 6h->On and 20h->Off. This can be changed by pressing the buttons repeatedly



NOTE:
This mod can savely be added to a running savegame, but to use the functionality you have to destroy and rebuild (by debug mode or the normal way) the switches you already have, as the old ones don't have the needed references.


(Version: 1.6.1)
Language: English, German, Russian, Chinese, Spanish, French

Thanks to duduluu and Biscuit for the Chinese translation
Thanks to 53N4 for the Spanish translation
Thanks to Well for the Russian translation
Thanks to Vincent Roth for the French translation
268 kommentarer
Daemonjax 20 sep @ 16:58 
For 1.4:
========== Def-injected translations load errors (1) ==========
Couldn't inject ResearchPowerConduitsInvisible.descriptionDiscovered into Verse.ResearchProjectDef (ResearchProjects_PowerSwitch_Invisible.xml): Field descriptionDiscovered does not exist in type Verse.ResearchProjectDef

So I just removed that one line from the english language file.
Cama zotz 14 aug @ 8:00 
What does this mod considers enemies? Because when i use the auto detect enemy, it's turns on even if i have no enemy on the map. Could it be the Alpha Animals mod? I played before and the auto detection worked but i started a new save with new mods. Just wondering if you know of any potential conflicts
Soup_UK 1 aug @ 4:50 
Hydra - that is a great idea!!
Hydra 29 jul @ 11:30 
Nice mod!
Been using it for a while now. Any chance instead of ranges have it coupled to zones? I.e. if a pawn is in a certain zone it activates?
Ninjaxas 19 jul @ 6:50 
I agree with the wall mounted option! It's more realistic too. A switch does not need to be full tile size.
Soup_UK 15 jul @ 4:53 
Hi! I'm a fan of your mod. I was wondering if it's possible to have a wall-mounted variant? This is more for aesthetic (than practical) reasons. :steamthumbsup:
Haplo_X1  [skapare] 11 jul @ 14:11 
Done
The Byzarkandian 11 jul @ 11:44 
1.6?
Haplo_X1  [skapare] 8 maj @ 11:53 
You can do a pull request if you like, then I can merge it
Scentyz 6 maj @ 7:40 
Haplo_X1, should I make a push/fork/anything? All the code changes are just one block and one line. And thank you for the great mod!