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Do you have any other power-related mods that might be interacting weirdly with my mod? Does it say "On Standy" on the heater when they appear to be off?
First I play with turn off lights in empty rooms disabled. I just like my main hallway to always remain lit, and until individual light settings that's the best way to do it. With the windows mod it makes the outdoors near the windows look cool at night.
But unfortunately I found that when there is no-one in the room the lights still go into standby and consume 0 watts, but their glow will remain, as well as keep the nearby area lit(50%) as if they were using power.
Lights seem to work as expected if turn off lights when no-one is the room is enabled, the odd behavior only seems to happen when that setting is off.
2nd it seems like the math may be a bit off in some way for the % power usage for benches when off. I tested with a vanilla electric tailoring bench set to use 10% power when in standby and it looks like they are using closer to 1% at that setting. Using 1 watt in standby and 120 when in use.
I'm a modder myself so I wanted to make sure I provided useful reports, so I confirmed in debug mode with only Harmony, Core, Royalty, Ideology, Hugslib, and lightsout active. Unfortunately the issues still occur. No errors write to the log. I can provide a save if needed, but it reproduces for me reliably just running a quickstart from dev mode.
Hope this helps! Sorry for all the edits, trying to make things as clear as possible.
I’ll double check on the benches; in the HugsLib settings I take the value you put in, clamp it to 0-100, then divide it by 100 and stick it in a float. I then have a postfix on the getter for power consumed by a building that checks if it’s in standby, and if so multiplies it by that rate. So 10/100 should be pulling 1/10 the power at idle pretty solidly. I’ll double check on that tonight; I might have messed something up somewhere in there.
As for the lights, I bet I know what went wrong; I did a big refactor a while back and I bet I didn’t put the clause for disabling the lights in the power draw patch. Should be an easy fix, great catch!
Trying to figure out whether that's the mod or simply a conflict on my end.
That is currently the intended behavior, but I’m probably going to revert that when I get off work tonight so that pawns will turn the light on when they enter a room even if a pawn is sleeping. It’s rude, but that’s how it is sometimes on this Rim of a World.
Reversing it would fix doctors performing operations in the dark, but it wouldn’t fix everything. I’m still looking into a fix for pawns laying in the dark even though they’re awake, which happens pre/post op and a few additional places. I am hopeful that I’ll have that knocked out tonight as well!
My main concern is the operation/tending. The last thing you want your doctor to do is to feel his way through a medical procedure. Or maybe you do, I don't judge. The mood debuff is bearable, especially since it's basically the result of a pawn trying not to wake another up by keeping the lights out.
Also maybe worth thinking about interacting with "Disturbed Sleep" in some way, if you're not already. Though I don't want to derail this thread with feature ideas.
I do think it’s a much better idea to let the pawns turn the lights on when they enter the room; I don’t see any downsides to it at the moment, besides making all of your pawns look rude to their sleeping comrades. It’ll solve the medical-operations-in-the-dark issue and remove unnecessary debuffs without losing much of anything.
I'm sorry but what do you mean by force an update? I'm playing on GOG version, should I update to fix that issue? Because I'm having trouble with all my pawns sleeping in cold because of heaters in the hallway on standby mode also.