RimWorld

RimWorld

Lagless Lamps - C#
76 Comments
JACK 23 Aug @ 11:11pm 
you're the GOAT
Ashnal 16 Aug @ 2:20pm 
I ended up diving in to things .... the problem we were facing was actually the Refueled Signal sent from the Refuel method, and how CompGlowable processes it, which is super slow.
Jsin0  [author] 15 Aug @ 8:11pm 
I assumed that 1.6 tick intervals applied to refuelable comps but I soon found out I was wrong. I'll add the support to 1.6 eventually but I just haven't had the time recently. Hopefully I'll be able to make some progress on that and the bugs people are mentioning
Ashnal 15 Aug @ 5:24pm 
Is the source for the harmony version still available? The github link does not go anywhere. I think being able to disperse or delay checks is preferable to just removing fuel consumption. I was looking forward to using chemfuel lamps from Appliances expanded, but got a tip from a friend that made a hundred of them that they are laggy just like torches, even though they are fueld from the pipe network.

I think a mod that optimizes CompProperties_Refuelable to tick less often is super useful for things like this.
largejaroalmonds 14 Aug @ 3:45pm 
Ravayen - I'm getting this too.
Ravayen 13 Aug @ 2:13am 
Actually now that i've looked closer it's any wall torch that isn't on the north gets reset to north facing as if the rotation isn't being saved and it resets to default.
Ravayen 13 Aug @ 2:07am 
Odd bug but since installing this every time i exit the game and reload half of my wall torches get rotated off the wall...
Tsornin 24 Jul @ 9:04pm 
For others: uninstall and reinstall your torches and whatnot, and they'll do what they're supposed to and not need to be refueled.
Tsornin 24 Jul @ 8:20pm 
Thanks, that fixed it! You rock.
MikeTheDead 21 Jul @ 12:12am 
Posted a report about the issue he mentioned, it includes why they are just standing still, it occurred for me since yesterday
Jsin0  [author] 20 Jul @ 7:27pm 
If it continues after this patch, please post a description of your issue and your log in the Bug Reports discussion.
MikeyBrooklyn 20 Jul @ 11:43am 
Since the last update this morning everything is showing as not fueled, even if I deconstruct and rebuild. i.e. can’t do ritual at campfire because it thinks it’s not fueled, even when brand new. Also causing “standing” pawns.
Rincewind 20 Jul @ 6:31am 
love this mod for really cool configuration window.
only 1 problem which is already mentioned - after starting/restarting rimworld you have to load your savegame twice. Because at first load evrything will be turned off and require wood/etc like this mod isn't installed.

Save and load again is fixing it.
SpectreCreepah 19 Jul @ 2:47pm 
Not sure if it's a bug just for me or not. but upon loading into a save. all the torches i placed before are burned out and have to be refueled again, it's not saving it or something.
Tsornin 19 Jul @ 10:37am 
But thank you very much for the 1.6 update and for working to keep this mod going! I like using it a lot.
Tsornin 19 Jul @ 10:36am 
The menu option works very well - I just click and it toggles the item from one list to another, but I'm having the same problem Onyx is. The in-game effect is to turn off refueling, not disable the need. I can turn refueling back on, so my lamps still work, but I'm needing to supply them with wood now.
Onyx 19 Jul @ 9:38am 
Doesn't actually fix the non refuelable part, as all it does is disable me from refueling, then they run out and I'm stuck with a lit out torch
Annabellee 18 Jul @ 2:22am 
And I thank you
Jsin0  [author] 18 Jul @ 12:45am 
@Annabelle I stand corrected, enjoy adding and removing things from the settings
WhiskersAndCookie 17 Jul @ 6:11pm 
@Tsornin me too! when doing a pre-electricity playthrough my colonists would constantly just forget to refuel the torches (and passive coolers) even when I had a dedicated hauler, so i have to manually order them to be refueled so it isn't dark all the time (which is a big hassle)
Onyx 14 Jul @ 3:54am 
Any update on 1.6? Or any recommendations to use for now? Just want to disable the wood refuelling as its annoying
Jsin0  [author] 14 Jul @ 1:05am 
It's proving trickier than I thought so it probably wont happen soon
Annabellee 13 Jul @ 7:57am 
Are there any updates on adding or removing items from the list in the settings?
Jsin0  [author] 13 Jul @ 7:28am 
If that's the case then the comp removal should still work since there's no changes to how the defs work. I just wont be adding the 1.6 tag until I verify it
Annabellee 12 Jul @ 8:11pm 
Same
Tsornin 12 Jul @ 8:02pm 
(If I'm being honest I never used it to reduce tick - just reduce the hassle of refueling....) If you happen to update it, I will happily use it :)
Jsin0  [author] 12 Jul @ 7:13am 
Eventually yes though the tick optimizations in 1.6 may make this mod obsolete
LazY_Pickachu 12 Jul @ 5:25am 
Hello. Thank you for this mod. Are there any plans for updating to 1.6?
Tsornin 21 Jun @ 9:06pm 
Thank you that helps!
Jsin0  [author] 21 Jun @ 6:48pm 
You just need to add <li>campfire</li> and whatever the defName of the swamp cooler in the thingDefs area for the ForceRemove like this:

<thingDefs>
<li>Campfire</li>
<li>SwampCooler (or whatever it is)</li>
</thingDefs>

I'll try to add that feature when I've got time and figure out how that works
Tsornin 21 Jun @ 9:16am 
I know it's cheesy but I'd like to add the campfire and swamp cooler to the force remove list. I found the whitelist.xml in the folder but I'm not sure how to do it. If there's a way to do it from the mod settings I couldn't figure it out.
Jsin0  [author] 13 Jun @ 2:37pm 
Similar, but different methods. Tweaks galore relies on things to have that ring that shows you how far the light reaches to determine if they're lamp but not every modded light source will have that. This one relies on several criteria to figure out if something is a light source.
Gnimo Tiefenhain 13 Jun @ 7:35am 
is this and the "lagless lamps" setting from "tweaks galore" the same thing?
Jsin0  [author] 31 May @ 12:35am 
Thanks for the heads up, I've patched that issue.
//SlipperyPete:. 30 May @ 9:41am 
Gonna switch to just using the lag free lamps options in Tweaks Galore, looking at the comments it seems like this mod is very much still in development and not complete yet.

Also, for anyone out there, the description doesn't say it specifically, but this is safe to remove from your save.
//SlipperyPete:. 30 May @ 9:26am 
Chemfuel Powered Generators are not consuming fuel despite being in the "Will not be patched" list of this mod's mod options page.
Jsin0  [author] 19 May @ 12:24am 
Those items were being ignored because their heatpersecond was 6 while the default threshold was 5. I've raised the default to 10 since it doesn't need to be that low anymore so they should start getting included
SirArlen 18 May @ 11:31am 
im just reporting the sepulchral brazier and statue from Dark Ages: Crypts and Tombs somehow fell through the crack and still have a refuelable comp on it. Awesome mod btw
Vintage 13 May @ 2:07pm 
Awarded. Haven't seen a mod in so long that had a noticeable improvement on my game speed to this degree. Especially with the option to have it not fully get rid of the refuel mechanic all together. Thank you for your service to the community. :steamthumbsup:
Jsin0  [author] 10 May @ 11:12am 
@King Matt, you've actually brought to my attention that cooling sources get included in the comp removal. Thank you!
Jsin0  [author] 10 May @ 9:59am 
@darknesswei, can you post your error log to the Bug Reports thread with a description of your issue?
darknesswei 9 May @ 9:23pm 
can't close mod setting UI to change
King Matt 👑 9 May @ 10:51am 
Created and tested a patch for The Profaned:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3202008037

If you would like to officially integrate it I am happy to send it over. Link below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478639242
Jsin0  [author] 9 May @ 12:04am 
@Beny, It's fixed now
Jsin0  [author] 8 May @ 3:11pm 
@beny, I'll take a look at that
Beny 8 May @ 10:42am 
It appears that production buildings like campfires, manual stove, deathrest buildings and similar modded ones, which consume fuel on being used, all consume fuel much faster, without ticking less often, making them all practically unusable
Steve 7 May @ 4:16pm 
Hell yeah thanks for this, seems to work fine so far
Jsin0  [author] 4 May @ 7:55pm 
The slower fuel burn was a bug but its fixed now so it shouldn't affect it anymore
Annabellee 4 May @ 6:19pm 
If I turn off remove comp it burns fuel but with a slower tick rate.which would slow down getting the upgrades.
Annabellee 4 May @ 4:57pm 
So with the wood-fire arcs, you need to burn wood. After burning a set amount, you can upgrade it to get more power. Since this mod removes the need to fuel it, I can't upgrade it.