RimWorld

RimWorld

279 ratings
Auto Light Switch
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
143.277 KB
Mar 18, 2018 @ 8:01pm
Oct 31, 2022 @ 4:22pm
22 Change Notes ( view )

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Auto Light Switch

In 1 collection by Merthykins
Merthsoft's Mods
7 items
Description
Changes the floor lamps so they turn on when someone's in the room and off when everyone leaves. Use the override toggle to prevent this from happening. The light must be enclosed in a room for it to work, otherwise they behave as default lamps. Check the settings for timing.

Idea and toggle button by dianne.

If you like my work consider buying me a coffee: https://ko-fi.com/merthsoft

Source: https://github.com/merthsoft/auto-light-switch
179 Comments
3 Kobolds in a Trenchcoat May 11 @ 12:55am 
sadly not working anymore here :(
тетеря, блин Apr 22 @ 5:14am 
1.5?..
IronyIsGood Feb 10 @ 6:54pm 
@Nyx (She/Her) That's probably just from RimWorld's highly inefficient lighting updates. Try installing RocketMan.
Nyx (She/Her) Dec 9, 2023 @ 9:48am 
this seems to cause an intense amount of stuttering for me now, for some reason.
Wintermist Nov 29, 2023 @ 12:05pm 
It's in the Vanilla Factions Expanded - Ancients btw
Wintermist Nov 29, 2023 @ 3:59am 
Vanilla Extended adds wall lamps too, any chance those could be included into this? Not the wall lamp mod but the vanilla extended wall lamps
Protok Nov 13, 2022 @ 8:12am 
Maybe it's not a best idea to trigger switch by door movement, because sometimes we use "keep opened" option on the door. In that case increasins the trigger square to doors tiles is more stable.
Protok Nov 11, 2022 @ 7:10am 
Could you please include the similar functionality for medicine care monitors attached to beds?

If there is no attached bed with pawn on it, then switch off.
And switch on monitor if attached bed become a pawn carrier.

Thanks
Protok Nov 8, 2022 @ 11:46pm 
The opening of door is even better, I think. If it could trigger when starts to open, then it will be 100% already lights up when pawn entered. :AffinityPurity:
Merthykins  [author] Nov 8, 2022 @ 11:53am 
Ah, that's smart. I actually did a similar thing with the flood fill in designator shapes. I wonder if I use that implementation instead of the built in room detection if it'll work better. An opening door could also trigger it, rather than JUST a pawn being there. Thanks!