RimWorld

RimWorld

Turn It On and Off v1.2 [B19]
80 kommentarer
Thom Blair III  [ophavsmand] 23. okt. 2018 kl. 20:17 
@Tobe_Continued Ok, thank you. I’ll try to fix this one too.
Mister_Wolfgang 23. okt. 2018 kl. 20:10 
same problem here with the message of duplicate RePower
ExoTheTerrible 18. okt. 2018 kl. 15:54 
You're the best!
Thom Blair III  [ophavsmand] 18. okt. 2018 kl. 15:47 
@chadsten Yes, the 1.0 version is here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1530276152
ExoTheTerrible 18. okt. 2018 kl. 15:46 
Any word on a version for 1.0?
DaveenaXO 7. okt. 2018 kl. 22:06 
great mod thanks!
Thom Blair III  [ophavsmand] 2. okt. 2018 kl. 6:14 
@Jigain Good idea! Thanks!
Jigain 29. sep. 2018 kl. 8:51 
@Thom Blair III Aye, I'm aware. However, last time I reported on the electric oven from VG, it used its full 110W (I think that's the correct amount) of power even when idle. I then eventually saved and quit, slept, started it up again the next day (with no update to this mod or VG overnight), and suddenly the electric oven was only using 1W when idle, contrary to the 110W the day before. So that's what I was reporting; that if a consumer doesn't idle at 1W after construction, restarting the game might fix it. Or, if you'll allow me, Turn It On and Off(tm).
Thom Blair III  [ophavsmand] 29. sep. 2018 kl. 7:49 
@Jijgain Yes, I had to change the minimum power usage for all machines from zero watts to 1 watt to avoid a major bug. So, all machines should now use 1 watt when not being used if they are being effected by this mod.
Jigain 28. sep. 2018 kl. 23:13 
Okay, bit of an update to what I said earlier - it seems after restarting the game, the electric oven from Vegetable Garden only draws 1W of power then idle as well. Not entirely sure what caused this to happen, I just happened to notice it after about two hours of playing today. :P
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 21:02 
@chadsten Thanks for the info. Let's continue this in a discussion here: https://sp.zhabite.com/workshop/filedetails/discussion/1519195602/2747650363456679748/
ExoTheTerrible 28. sep. 2018 kl. 19:53 
I'm not sure if it's a bug or just something I'm doing wrong. I can post screenshots, log files, and if you are using Github, I'll be happy to open an issue there.

I also see the crematorium at 1W power, but it 'works' when units are assigned to it. It very well may be intended behavior. Either way, great mod!
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 17:38 
@chadsten Thank you! I haven't heard about that bug yet. I'll get right on it. Thanks again!
ExoTheTerrible 28. sep. 2018 kl. 17:36 
I'm having a weird issue where a Flatscreen TV is only consuming 1W. It's in a 'hospital' room, and the patients are within the TV range, yet not gaining recreation points.

Sorry if this is a duplicate question.
pinbuck 28. sep. 2018 kl. 13:35 
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 13:34 
@pinbuck Oh ok, I'll take a look and see. Thanks for the idea. :)
pinbuck 28. sep. 2018 kl. 13:32 
i mean like, i remember a mod from B18 that made it so if colonists/animals/etc. weren't in a room the lights would turn off and vice versa. Creator hasn't updated it, maybe you could add that functionality?
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 13:26 
@pinbuck No, this mod doesn't change power usage of lights. For lights, you could try these two mods since they have lights that only use 10W:
Sun Lights: https://sp.zhabite.com/sharedfiles/filedetails/?id=1496194388
Wall Lights: https://sp.zhabite.com/sharedfiles/filedetails/?id=1423699208
pinbuck 28. sep. 2018 kl. 13:24 
for lights too?
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 10:48 
@Leafnie I would if I could, but I barely learned how to make it for B19.
Hypersapien 28. sep. 2018 kl. 10:44 
Oh god yes! This is exactly what I want. This needs to be ported to vanilla.
V L A X 28. sep. 2018 kl. 10:40 
Damn, this is something i've always needed. Any chance there can be a backport to B18 so I can use it with Combat Extended? I dont think its for 19 yet, and will be for the final release.
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 10:15 
@Jigain Thanks! Right now, I don't know how to add support for those types of machines. But, it's on my list of things to look into. :)
Jigain 28. sep. 2018 kl. 10:12 
Not sure if you're looking to find machines to add support for, but just in case, I've found that from the Vegetable Garden mod, the Food Prep Table is indeed supported, but the Electric Oven is not. Let me know if there's anything you want me to add to make it easier to add support. :)
Malloreon 28. sep. 2018 kl. 9:37 
Thanks :) I already downloaded some nice, energy saving LED lamps for regular use as well as a modular, transparent roof instead of sun lights. I'd love the automatic lamps mostly for the atmosphere (it would bring more life into the game, seeing lights turning on and off).

Oh, I like your balanced version of Sun Lights - that might be a nice alternative to the transparent roofing for a mountain base!
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 8:57 
@Malloreon I'm sure it could be done, but I'm too busy trying to code other mods right now unfortunately. In the meantime, you could try these two mods since they have lights that only use 10W:
Sun Lights: https://sp.zhabite.com/sharedfiles/filedetails/?id=1496194388
Wall Lights: https://sp.zhabite.com/sharedfiles/filedetails/?id=1423699208
Good luck!
Malloreon 28. sep. 2018 kl. 8:49 
Is there any way to combine this with lights?
There are two mods I can think of that add switches that controll power in a network following the switch. While that is awesome, it is to cumbersome for lights in a room. It would be awesome if lights in a room would switch on once someone enters the room (see Mod 1 or 2) or if someone enters the light radius (see Mod 1).

Mod 1: PowerSwitch by Haplo_X1 (https://sp.zhabite.com/sharedfiles/filedetails/?id=717632155) - specifically the Pawn Detection in Room and the Pawn Detection in Radius.

Mod 2: Power Logic by Supes (https://sp.zhabite.com/sharedfiles/filedetails/?id=812653710) - specifically the Proximity Sensor.
Thom Blair III  [ophavsmand] 28. sep. 2018 kl. 7:42 
Thanks! I hope everyone enjoys this!
:)
Ploofy 28. sep. 2018 kl. 7:38 
Cool mod, Thom!
Morale -10 28. sep. 2018 kl. 2:12 
Please keep this mod updated <3
xrogaan 27. sep. 2018 kl. 17:26 
About time!

Many thanks! :2018salienpsychic:
Ahmet 27. sep. 2018 kl. 7:29 
this mod should be in vanilla
石榴 27. sep. 2018 kl. 5:59 
that's nice
climbingeastofwinter 27. sep. 2018 kl. 5:15 
Equipment requiring electricity does not consume power while switched off in Vanilla Rimworld.

Equipment requiring electricity does consume power while switched on regardless of whether or not it is currently in use in Vanilla Rimworld.

This mod just seems to make the pawns switch it on when they need to use it for a job and switch it off after -- not sure what to think of it from a balance perspective but it's a great idea for a small mod. Thoughtful and improves ease-of-use.
ButtJunkie 27. sep. 2018 kl. 4:51 
Yes, in vanilla electrical equipment still consumes energy when switched off - the dev has previously commented that this is for balance, i.e. he didn't want energy to be to easy to manage.
scoin86 26. sep. 2018 kl. 19:57 
@mr.brown no they only use power when on but even when not in use they still require power, from what i understand of this mod is that it changes it so when its not being activly used it reduces the power useage to 0
Fart Receiver 26. sep. 2018 kl. 12:58 
wait, machines still use power even when turned off? I didn't even know
bk3000 26. sep. 2018 kl. 12:32 
@Geethebluesky
Why would this be research-able? With this mod the game simply makes more sense. Most real things aren't going to use any noteworthy power except when being used.

Does a light bulb use power when not on? No.
Does your microwave use power when not actively being used? Almost none.
Your electric stove? No.
Anything with an electric motor? No.
Your computer also uses little power when idle, and more power when actually doing things. Electricity is used to perform work. No work means no real consumption.

And this doesn't even unbalance the game. You can manually turn all these things on and off but that's a real pain. Think of it like this. Your people are always turning off machines they aren't using, and turning them back on as needed - which is exactly what you'd expect them to do. I mean do you leave the stove on when you aren't cooking? Obviously not.
Asiltic 26. sep. 2018 kl. 11:51 
<3
Geethebluesky 26. sep. 2018 kl. 11:33 
Any plans of adding an option to make this researchable instead of just "there"?
Thom Blair III  [ophavsmand] 26. sep. 2018 kl. 10:10 
@Kupie Yes, I just added a link to the code in the mod description. Enjoy!
Kartel' 26. sep. 2018 kl. 10:06 
okay i created a meme
Kupie 26. sep. 2018 kl. 9:43 
This is huge. Thanks a ton for the mod of RePower!

Do you have the source anywhere?
Torres 26. sep. 2018 kl. 9:37 
These are the kind of QoL mods that make a difference
CatChris 26. sep. 2018 kl. 5:17 
Now they turn off the bloody stoves themselves, and I don't need to keep turning off the cremator to save some extra power.
ζ͜͡ϙ> 26. sep. 2018 kl. 3:40 
Enthusiastic, vanilla shudown function is no longer needed.
Chrys 25. sep. 2018 kl. 23:21 
This is such a small change but it's so much better than the vanilla behaviour. Thank you!
onceupon2635 25. sep. 2018 kl. 21:34 
Vanilla shutdown function is no longer needed. Word
Jigain 25. sep. 2018 kl. 20:41 
Vanilla shutdown function is no longer needed. Noun
Pharaoh 25. sep. 2018 kl. 18:53 
I didn't realize machines used power to begin with when not in use.