RimWorld

RimWorld

LightsOut
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juanlopez2008  [developer] 26 Aug, 2021 @ 9:03am
Bugs (vanilla objects)
What vanilla objects seem to be having trouble?
Last edited by juanlopez2008; 28 Aug, 2021 @ 9:08am
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Showing 1-15 of 32 comments
[RGN]Ursus 29 Aug, 2021 @ 2:52pm 
My colonists shut off their heaters when they leave rooms that have them (so they've all been sleeping in the cold).
juanlopez2008  [developer] 29 Aug, 2021 @ 4:51pm 
I am not observing this on my end at all. My mod doesn't actually "shut off" anything per se; it simply modifies the power requirement for running something to be 0 and disables glowing effects where needed. Everything that my mod "shuts off" is technically fully operational, just not actually consuming power, which is why pawns can still path to the benches for jobs. If my mod was affecting the heater, it would draw 0W of power and simply heat the room for free.

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?
[RGN]Ursus 29 Aug, 2021 @ 8:19pm 
Sorry, I hadn't forced an update. It's fine now.
juanlopez2008  [developer] 29 Aug, 2021 @ 8:49pm 
Awesome, glad to see it's working for you!
Repa 30 Aug, 2021 @ 3:41am 
Is it normal that upon loading a save all electronics are in their ON state and not running at 0? It seems to run normally once pawns interact with them again.
juanlopez2008  [developer] 30 Aug, 2021 @ 6:39am 
It is normal right now, I’m working on saving power state. I didn’t want to start messing with saves until the mod was in a good enough place, that way if something was broken in the mod you could remove it without messing up your saves.
Greiger 31 Aug, 2021 @ 2:42am 
I think I may have found a few bugs with the settings that seem to happen with any objects.

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.
Last edited by Greiger; 31 Aug, 2021 @ 2:57am
juanlopez2008  [developer] 31 Aug, 2021 @ 5:37am 
Originally posted by Greiger:
I think I may have found a few bugs with the settings that seem to happen with any objects.

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!
Kato 31 Aug, 2021 @ 5:50am 
Lamps in bedrooms don't turn on if a pawn is already sleeping when another pawn enters. Is this intended behaviour? It results in a mood debuff for the awake pawn and occasionally causes doctors to tend/operate in the dark if the patient was asleep beforehand.

Trying to figure out whether that's the mod or simply a conflict on my end.
juanlopez2008  [developer] 31 Aug, 2021 @ 8:11am 
Originally posted by Kato:
Lamps in bedrooms don't turn on if a pawn is already sleeping when another pawn enters. Is this intended behaviour? It results in a mood debuff for the awake pawn and occasionally causes doctors to tend/operate in the dark if the patient was asleep beforehand.

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!
Kato 31 Aug, 2021 @ 10:56am 
Alright, I can see how this could be awkward to resolve whichever way around you decide to do it. Thank you for the quick response and for looking into it :)

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.
juanlopez2008  [developer] 31 Aug, 2021 @ 1:33pm 
I’m definitely going to resolve the pawns being awake in bed but the room being dark, so no worries there. I’m also not sure that the lights flicking on would even cause the “disturbed sleep” message since it doesn’t interact with the pawn (perhaps a pawn entering would do that, but that’s not the lights at that point).

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.
Captain_Chief 1 Sep, 2021 @ 12:23am 
Originally posted by RGNUrsus:
Sorry, I hadn't forced an update. It's fine now.


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.
juanlopez2008  [developer] 1 Sep, 2021 @ 10:15am 
A very old version of the mod had the heater problem. If you update it to the newest version it should be fixed!
༺midas22༻ 4 Sep, 2021 @ 8:00am 
the newest version has wall lights and standing lamps permanently look like they're on, as well as constantly making the room lit up, even if they are on standby
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