RimWorld

RimWorld

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Human Sensor
   
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Mod, 1.2, 1.3
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Posted
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553.818 KB
Jan 4, 2021 @ 10:53am
Aug 7, 2021 @ 12:27pm
6 Change Notes ( view )

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Human Sensor

Description
Are you bothered by the power consumption of your colony?
This mod can reduce power consumption much more effortlessly than a vanilla power switch.
You should turn it off when you're not using it!!



[Overview]
A motion sensor feature will be installed in all buildings that consume electricity.
This feature will be automatically installed upon completion of additional research.
Additional research will become available once you complete the Multi-analyzer research.


[Warning!]
Due to the search process, the game may become sluggish if there are many buildings.



[Features]

You can set the search range from the command.
When a pawn enters this range, the sensor will react and the machine will power on.
If there is no one in the range, the power will be turned off automatically.
While the power is off, no power is consumed.

As long as the search range is set to 0, the behavior is vanilla.
In short, the sensor function is disabled.



Machines that are automatically used by pawn, such as workbenches and televisions, and machines that have the command standby mode enabled, will not be powered down.
Instead, they go into standby mode while the sensor is not responding, reducing power consumption.
Also, while in standby mode, the incidence of failure is reduced.


Normally, the sensor only reacts to pawns belonging to its own faction, but by enabling the command, it will also react to hostile pawns.

Turrets do not have this command, and will only react to hostile pawns.


[Support Language]
Japanese
English(machine translation)


[Compatibility]
・Wall Light

I don't guarantee that buildings added by other mods will work.
If it has its own comps, it may not work properly.


Popular Discussions View All (1)
0
Aug 7, 2021 @ 8:27am
Can't set range.
Reianor
40 Comments
Hatena  [author] Jun 14, 2022 @ 9:32pm 
I am abandoning future development of this mod because there is a very high possibility that this mod will conflict or not work properly and I have limited time to modding right now.
If someone wants to take over or create a similar mod, feel free to do so.
Tbh, my mod is a terrible code, so I don't think you should refer to it too much.
[Ar]Curry May 14, 2022 @ 4:34am 
can you add support for the Vanilla Expanded items? Last time i used your mod my cooler stopped cooling my walk-in freezer and i was forced to unload it. But beside that, your mod is just perfect :D
TheServicEman Jan 27, 2022 @ 6:16am 
Attempted use of this mod in my existing save with Wall Light mod, it did not work on Wall lights. It did reduce power consumption when light was off, however the lights would not turn back on with any distance setting besides 0, even with a pawn nearby.
Reianor Aug 7, 2021 @ 8:30am 
This you complimentory comment (so that you get notified) to go with the logs I posted in a new discussion. Details inside.
Sarg Bjornson Jul 9, 2021 @ 11:08pm 
Hi! I have had it reported that this mod messes up the InspectString of all machines using the Item Processor code, which is part of VE Framework (so for example cheese presses, soup pots, and all the factories in Vanilla Factions Expanded - Mechanoids).

Any idea how this could be avoided?
Bly Jul 6, 2021 @ 10:56am 
If I uninstall the Human Sensor mod, all my electrical stuff goes back to working like they would in vanilla. Reinstalling the mod brings back the bug I mentioned.
Bly Jul 6, 2021 @ 10:48am 
I can no longer interact with any of the Human Sensor related buttons on any electrical item. It was fine when I saved before bed last night. Powered items appear to be on but don't seem to actually work, like the cooler for my freezer. Some, if not all workbenches are showing as on even though they are set for low distances, like my smelter. I've reinstalled lights in new spots to see if that frees up the buttons, but no luck. Same with newly build stuff.
Smeghead Jul 5, 2021 @ 3:08pm 
@| Clyax My power is working just fine, but if I go on a quest to a enemy base or attack an enemy settlement; all their turrets, lamps and automatic doors will be powered down despite their batteries being full and everything is connected.
This only begun after I reserched the human sensor tech. Before that all enemy turrets were very much active (got the scars to prove it).
Hatena  [author] Jul 5, 2021 @ 3:02pm 
Provisional support for ver. 1.3
There should be no error on the title screen.
If you encounter an error while playing, please report the log or report the situation in detail.