RimWorld
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Auto Light Switch
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Mod, 1.1, 1.2, 1.3, 1.4
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143.277 KB
18 mar. 2018 às 20:01
31 out. 2022 às 16:22
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Auto Light Switch

Numa coleção por Merthykins
Merthsoft's Mods
7 itens
Descrição
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 comentários
3 Kobolds in a Trenchcoat 11 de mai. às 0:55 
sadly not working anymore here :(
тетеря, блин 22 de abr. às 5:14 
1.5?..
IronyIsGood 10 de fev. às 18:54 
@Nyx (She/Her) That's probably just from RimWorld's highly inefficient lighting updates. Try installing RocketMan.
Nyx (She/Her) 9 dez. 2023 às 9:48 
this seems to cause an intense amount of stuttering for me now, for some reason.
Wintermist 29 nov. 2023 às 12:05 
It's in the Vanilla Factions Expanded - Ancients btw
Wintermist 29 nov. 2023 às 3:59 
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 13 nov. 2022 às 8:12 
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 11 nov. 2022 às 7:10 
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 8 nov. 2022 às 23:46 
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  [autor] 8 nov. 2022 às 11:53 
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!