RimWorld

RimWorld

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Turn It On and Off
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
182.198 KB
Feb 25, 2020 @ 8:14am
Jul 15 @ 2:14pm
12 Change Notes ( view )

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Turn It On and Off

Description
Makes electrical machines use low power (1 watt or user defined) when not in use. Works with many electrical machines from other mods.

To make things not so easy automatically turned off machines use 2 times the power by default. You can change these settings to your preference.

However, please note that due to the way Rimworld works, if your base keeps wavering between a small amount of power and no power, pawns may go back and forth to a station, trying to use it when the power comes back on, then leaving when the power flickers back off.

Fully save compatible. Can be added or removed at any time. Please report any errors.

Works with

Crafting benches
Drills
Research/analyzer
GroundScanner
LongRangeScanner
VitalsMonitors
TVs
LightBalls
LoudSpeakers

These work continuously so they are not modified
lamps
landing beacons
nutrient paste
hydroponics
moisture pumps
turrets
orbital/comms
autobongs

sleep accelerator, biosculptor has its own on/off mechanic so they are ignored as well
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1.5 changes
-Biotech atomizer idles now

original mod = https://steamcommunity.com/sharedfiles/filedetails/?id=1530276152

checkout the source code at
github.com/hooap/turnitonandoff
Popular Discussions View All (3)
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228 Comments
hop  [author] Aug 10 @ 3:56am 
I am on vacation, will check when I get back
hop  [author] Aug 10 @ 3:55am 
Yes, vanilla production tables and every modded production table that uses production table class as base should work by default
hop  [author] Aug 10 @ 3:53am 
You mean vanilla production buildings do not work? Last patch must broke something then. Can you enable verbose logging and check the logs? It will log registered and unregistered machines
coldcell Aug 9 @ 11:20am 
In the whitelist section, it says production tables are included by default right? For some reason a lot of production tables aren't stand by at 1 power, they consume normal power whether being used or not. I even purposely include those production tables like Machining table in the whitelist section, but still doesn't work.

I don't know if the recent patch has changed something or not.
hop  [author] Jul 27 @ 7:36am 
I am aware of the issue. If you change settings please reboot the game. Does it still not work after restarting the game?
short a face Jul 26 @ 5:15pm 
This mod operates normally under default settings (though I haven't conducted extensive testing), but it becomes non-functional as soon as any settings are altered. Even after reverting the settings back to default, the issue persists and the mod remains non-functional.
도깨비 Jul 17 @ 7:31am 
Hmm, I'm not quite sure. I haven't played 1.5 in a while, but I think that the problem was in 1.5 as well.
hop  [author] Jul 17 @ 5:16am 
Is it worse than 1.5?
도깨비 Jul 17 @ 4:52am 
Hi, thxs for the update of 1.6. I've just noticed tho, that the mod has given a significant hit on the TPS drop on the game. I was already at a measly 90 TPS on average, but after installing this mod, the TPS was cut in half. I guess this is unavoidable, as the computer should always be tracking what electronic furniture should be on or off, but is there a way to mitigate this TPS drop? And ty in advance! Love this mod, just sad that I can't play this mod turned on :(
hop  [author] Jul 16 @ 2:23pm 
That's a setting you configure, it's not on by default anymore. I should fix the description.

What that does is you can set a multiplier in settings. Let's say if you set it to 2, then a machine that uses 100 watts now will use 200 watts when it's on. Why would you do that? Because you might think this mod makes things easier. You can balance it as you like