RimWorld

RimWorld

162 ratings
PowerSwitch
 
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0.406 MB
Jul 4, 2016 @ 2:57pm
Jun 9 @ 2:13pm
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PowerSwitch

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Description
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.


Description:

- 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: 0.17.6)
Language: English, German, Russian, Chinese

Thanks to duduluu and Biscuit now with a translation for Chinese (both)
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64 Comments
mrmonsura Jun 16 @ 10:38am 
Where do you research the wall switches?
Storm Jun 13 @ 1:20am 
The Toggle Power one isn't there?
Ɲơɴɑɱɛ ت Jun 10 @ 3:38pm 
No, it has the highest possible priority. Maybe they needed much more time, because it was night and they slept. I will look into it. Thanks anyway :)
zealc Jun 10 @ 2:03pm 
@Ɲơɴɑɱɛ ت When an enemy is detected, it doesn't switch on automatically. It sets a flick activity for a pawn with a flick job set in the work priorities. It's likely that none of your un-drafted pawns has the priority high enough.
Ɲơɴɑɱɛ ت Jun 10 @ 11:01am 
I think I got a problem with my "Enemy detection" switch. There were enemies on my map. In the area of my turrets, there is also the switch. it was set to switch on when enemy detected, but it didnt switch on. Everything else is working fine.
Maybe a loadorder issue? Or mod conflicts? I have researched everything of this mod.
And by the way: it were mechanoids. Maybe they do not work for them? :)
RedDeath Jun 6 @ 12:00pm 
it'd be nice if there was a temperature option as well
Haplo_X1  [author] Jun 6 @ 10:03am 
Nope, sorry. Too much hassle for me to maintain it seperately.

But if you want to do it for yourself, just go inside the Defs folder and delete everything except the ThingDef folder, also delete the Patch and the Language folder and you're good to go.
Highlandman Jun 6 @ 8:53am 
Can you make a Hidden Power Conduit only mod?
Wicked May 26 @ 10:54am 
Important thread regarding patch performance, affects your mod, please read and convert to the new method: https://ludeon.com/forums/index.php?topic=32874.0
serf May 25 @ 1:42am 
it sounds petty but power conduit doesnt look very good. i love that i can hide it with this mod. thank you!