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Izzyssentials Switch
   
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19 JUL 2016 a las 10:18 a. m.
7 ENE 2017 a las 6:21 a. m.
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Izzyssentials Switch

En 1 colección creada por IzzyTheFox
Izzyssentials hydro's/lamps/furniture/switches
6 artículos
Descripción
Izzyssentials Switch A16
A few essential things which improve Rimworld in a slight way.

This addon provides the player with a wall switch.
(Also includes a researchable sensor to automatically switch on/off when someone is within a selected radius)

Instead of a switch on the floor you now have it in a wall, hence the name... wallswitch.
The wall switch has 3 color codes.
If the wall switch shows red it means it is not connected to the powergrid.
If the wall switch shows green it means it is connected to the powergrid and is switched ON.
If the wall switch shows grey it means it is connected to the powergrid and is switched OFF.

Can't say anything more about the wallswitch.
You know, it's just a switch.
In a wall.
Wall switch.

I'll get my coat.

Update
~~1.16~~
Updated to A16

~~1.15.01~~
Changed values of the following blocks.
@WallSwitch
-Cost changed from total of 35 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
-MaxHitPoints increased from 225 to 350
-WorkToMake increased from 150 to 200
@SensorSwitch
-Cost changed from total of 21 to a total of 16
Now needing 10 steel,5 'x' and 1 component to build.
(thx to Nommy for making me revisit these blocks.)

~~1.15~~
Updated to A15
Added a new block (Sensor) and research for it.
The sensor can switch on automatically when a pawn is within radius.
(on completion of the research this will be automatically added to the wall switch as well)
(suggested by: coemgen98)

~~1.14~~
Minor fix: switch was buildable in tribal scenario without research (thx Slye_Fox)

PS: Be sure to download Izzyssentials Core as this mod requires it to work.
Click here to visit the forum[ludeon.com]
16 comentarios
babyblue 28 OCT 2022 a las 11:22 a. m. 
how is this essential piece of equipment not revived...? :(
RIP wall switch.
Alfuken 23 DIC 2020 a las 6:19 a. m. 
1.2 update plz? ;)
Serialkiller 20 ENE 2018 a las 10:33 p. m. 
I miss this mod.
/!\Kapudd im KoppDE 8 ENE 2017 a las 12:15 p. m. 
I know it's rather a non-issue. I have it partialy researched but am using right now mostly fuel based equipment until the advanced crafting room & kitchen is established. I want to wire light and temperature control onto it as well aside from electric crafting tables (research, tailor, kitchen).
IzzyTheFox  [autor] 8 ENE 2017 a las 12:11 p. m. 
@koala fritz
I wish you the best with the growth of your colony then! ;)

For the research cost, It's quite low. The sensor research takes 150 points.
To give you an example, auto doors cost 400, and refining 1200.
Its just a modest amount so that you simple dont get it from the get go ;)
/!\Kapudd im KoppDE 8 ENE 2017 a las 12:00 p. m. 
my current colony has just enough stability to call it a beach head. I am currently building the housing complex in earnest, research is slow.
IzzyTheFox  [autor] 8 ENE 2017 a las 1:57 a. m. 
@koala fritz
Should be able to, or at least.. Ive done something like that ^^
Connect it to a power cable.
Place the switch somewhere on that cable.
(Or use the wall switch to embed it)
Turn the switch to automatic, the target to enemy and play with his sensor distance abit.

The entire sensor thing is locked behind a research wall though.
So you'll have to research it first.
/!\Kapudd im KoppDE 7 ENE 2017 a las 4:17 p. m. 
can this be used to activate individual sentries when hostiles storm a chokepoint?
IzzyTheFox  [autor] 7 ENE 2017 a las 6:31 a. m. 
@Saudaranya
Did you post on everyone of my mods? =D
Such commitment!
Saudaranya 6 ENE 2017 a las 7:04 p. m. 
A16 please my lord..