RimWorld

RimWorld

LightsOut
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Update: 29 Aug, 2021 @ 7:44pm

Add support for vanilla rechargeable buildings, of which only the Neural Supercharger classifies (oddly enough batteries do not). They now stop pulling/reduce power once charged like the workbenches do when not in use.

Update: 29 Aug, 2021 @ 5:10pm

New features inbound!

I finally added the night light functionality (pawns shutting lights off when they go to bed), which you can enable / disable in the mod options.

Additionally, if you would prefer to let benches draw at least some power when they are in standby you can increase the power draw percentage in the mod options now as well; this is a percentage of what their base draw normally is. It does not affect lights when they are off.

Oh yeah, and benches in standby no longer emit light.

Update: 28 Aug, 2021 @ 11:47pm

I'm pretty sure the last update was solid, but I added some additional defenses in this update to help prevent some exceptions that I still don't think can happen but might have been causing issues.

Update: 28 Aug, 2021 @ 11:05pm

Imagine if the last update actually only fixed the issue if you had the Wall Lights mod installed.

You don't have to install that mod, but you should definitely install this update.

Update: 28 Aug, 2021 @ 10:46pm

Fixes an uncaught exception that I didn't think was going to happen. Getting dunked upon by Murphy's Law is one of my personality traits.

Update: 28 Aug, 2021 @ 12:59pm

My fix was a broke. I fixed the broke.

I did such a good job culling out potential light objects that I actually culled out the real lights.

Update: 28 Aug, 2021 @ 9:02am

Added a new check to help reduce the number of things that the pawns turn off, which coincidentally fixed RimFridges in a much nicer way than I had previously set up. I removed the load ordering requirement regarding RimFridges for that reason.

This update should make a lot of light-emitting objects that were previously caught as "lights" to be ignored.

Update: 28 Aug, 2021 @ 8:17am

Removed my versioning number from the package ID since that was not necessary at all and would just make mod ordering harder for everyone else. Consequently I imagine it shouldn't disable itself after an update now (if it did before).

I added explicit mod ordering for RimFridges and Androids. If LightsOut is loaded before them it doesn't apply the patches needed to fix their operation. I am going to start working on doing things a little differently for light-like objects, so bear with me. I should be able to dramatically reduce the number of light-emitting objects that I affect soon.

Update: 28 Aug, 2021 @ 8:15am

[Auto-generated text]: Update on 8/28/2021 10:15:32 AM.

Update: 28 Aug, 2021 @ 12:09am

I think I got Wall Lights all squared away, so most (if not all) mod lights should be covered. I'll be working on a "night light" feature next that will work irrespective of the normal light flick setting.

I added some patches that exclude the Android Printer from the Androids mod and RimFridge buildings from turning off their power when they weren't supposed to. I'm sure there are plenty of other mods that have issues, but I'm taking them as they come.