111 ratings
File Size
0.405 MB
Jul 4, 2016 @ 2:57pm
Jan 13 @ 2:43pm
11 Change Notes ( view )

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This mod adds additional functions to the power switch.

Here you have various research topics available, which will improve the functionality of the switch.
You can research the upgrade for a motion detector, an enemy detector and for a timer.


- Pawn Detection in Room: Available after research with the normal switch.
Detects if a Pawn (human, animal) is in the room

- Pawn Detection within 7 squares: Available after research.
Normal pawn detection mode for wall switches.
Normal switches can be switched between this mode and the pawn in room mode by repeatedly pressing the selection button.

- Enemy detection (within 1/2 of the map): Available after research.
Available modes: Switch on when detected and switch off when detected.

- Timer: Switches on and off at specified times.
Time is initially set to 6h->On and 20h->Off. This can be changed by pressing the buttons repeatedly

- Hidden power conduits can also be researched.

(Version: 0.16.1)
Language: English, German, Russian, Chinese

Thanks to duduluu now with a translation for Chinese (both)
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July@5am Feb 20 @ 8:22pm 
Suggest you to publish your mod here, so it could be maintained by the game developers:

rbinbox Jan 29 @ 8:31pm 
can u make temperature auto switch? high or low temperature? thank you
Omega13 Jan 27 @ 5:26am 
So, while the motion detectors and timers just do their thing without colonist participation, the enemy detector simply seems to mark the switch to be turned on manually by a colonist. Is this intended? If so, it doesn't seem the enemy detector offers much benefit as long as you remember your turrets need to be turned on when an enemy shows up.
dasa_23 Jan 26 @ 7:00am 
Ah! Got it!
The basic Automatic Power Switch research option does contain the timer.

Thanks for this great mod!
dasa_23 Jan 26 @ 6:42am 

Seems to be a great mod.

Just downloaded it, but i can't find the research option for the timed switch. It's the main reason I installed the mod (to save energydrain from my greenhouses during the night).

The other options are there.

Don't run a lot of mods, that could interfere. Are there known incompatibilities to other mods?

P.S.: Tested it an in existing save and in a new game as well.
[RaW]Pakislav Jan 7 @ 4:56am 
Request: Temperature control. Would work wonders with the furnace mod.
Haplo_X1  [author] Dec 24, 2016 @ 1:45pm 
It's not removed, but should be automaticly activated when you have the automatic switch researched.
I've removed the research to reduce the needed positions on the research tree a little bit.
FuIru Dec 24, 2016 @ 3:19am 
Has the timer functionality been removed? i don't see any research for it in either the game nor the mod's files (other than Building_PowerSwitch.cs checking for a ResearchTimerSwitch project def.
Sunblood Nov 28, 2016 @ 9:50am 
@erdelf - the radar size is literally determined as MapSize / 3.33, e.g. 1/3 of the map, so the area is bigger depending on the overall map size. I agree however that this is a pretty small radius, especially if your base is very large or the switch itself is not near where enemies will be coming in, so if you rely on the auto-switch it will often be too late for your guns to turn on.
Hopefully Haplo_X1 can rework this a little to make the area larger, or make it customizable.
erdelf Oct 26, 2016 @ 4:14am 
For the enemy detector.. could we get a whole map version ? On not giant maps 1/3 is way too close.