RimWorld
279 lượt đánh giá
Auto Light Switch
2
   
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Mod, 1.1, 1.2, 1.3, 1.4
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18 Thg03, 2018 @ 8:01pm
31 Thg10, 2022 @ 4:22pm
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Auto Light Switch

Trong 1 bộ sưu tập tạo bởi Merthykins
Merthsoft's Mods
7 vật phẩm
Mô tả
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 bình luận
3 Kobolds in a Trenchcoat 11 Thg05 @ 12:55am 
sadly not working anymore here :(
тетеря, блин 22 Thg04 @ 5:14am 
1.5?..
IronyIsGood 10 Thg02 @ 6:54pm 
@Nyx (She/Her) That's probably just from RimWorld's highly inefficient lighting updates. Try installing RocketMan.
Nyx (She/Her) 9 Thg12, 2023 @ 9:48am 
this seems to cause an intense amount of stuttering for me now, for some reason.
Wintermist 29 Thg11, 2023 @ 12:05pm 
It's in the Vanilla Factions Expanded - Ancients btw
Wintermist 29 Thg11, 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 13 Thg11, 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 11 Thg11, 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 8 Thg11, 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  [tác giả] 8 Thg11, 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!