RimWorld

RimWorld

LightsOut
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Update: Jun 3 @ 4:57pm

Update 2025.6.3.0

Patch Reinforced Mechanoid 2 to keep Gestalt Engine on all the time.

Thanks @heatherathebyne on GitHub!

Update: Dec 14, 2024 @ 7:50pm

Update 2024.12.15.1

Fix a null reference exception that could be encountered if a light is destroyed while waiting to be shut off, among some other strange scenarios.

Update: Jul 27, 2024 @ 6:49am

Update 2024.7.27.7

Added support for SOS2. I guess you could say that it was ME who saved the ships (2) this time.

It no longer crashes when moving the ship, and lights reset to in-standby correctly after being spawned (because they didn't for whatever reason).

Update: Apr 12, 2024 @ 9:02pm

Update 2024.4.13.3

Add support for 1.5 (I think?)

Update: Feb 17, 2023 @ 5:53pm

Update 2023.2.18.0

Ignore the helmet from the MiningCo. MiningHelmet mod

Update: Feb 12, 2023 @ 4:34pm

Add proper Biotech support, thanks to 0x00002a on GitHub for the PR!

Also add some miscellaneous safety adjustments for null-checking in places I didn't think would be problems, but that's minor in comparison.

Update: Feb 12, 2023 @ 4:31pm

[Auto-generated text]: Update on 2/12/2023 6:31:25 PM.

Update: Nov 30, 2022 @ 9:27pm

Update 2022.12.1.0

Add more restrictions to try and ban weird mod sun lamps.
Add more protections to the sleep detection code to account for other mods blowing up and causing unexpectedly null toils.

Update: Nov 1, 2022 @ 9:45pm

Update 2022.11.2.7

Nice little update with some features I've had baking for a little while now:
- There's now a setting for adding a delay before turning off lights, to help ease the flashing in high-traffic areas
- It checks about once every half-second, so probably stick to 0.5s increments
- It uses ticks in the background to tell when to turn off, so the delay changes if you change game speed like you'd expect
- There's also an option for allowing animals to turn on lights if you want that behavior

Also had some pretty nice performance gains (about 2x-4x in my testing!):
- Hijacked the code used when moving pawns to detect room changes instead of just checking every tick
- Overall micro-optimizations all over the place to try to squeeze as much out as I could

Some additional miscellaneous updates while I was here:
- Reduce intelligence required to turn on lights to be ToolUser instead of Humanlike, in an effort to support the new mechs
- Revoke lighting privileges of anything with the word "minified" in its def name since nothing that's minified should be touched by my mod anyway (and it was being goofy with the Minify Everything mod)

Probably some more stuff I'm forgetting.

I really hope this doesn't break anything, the code looked good to me.

Update: Oct 22, 2022 @ 2:33pm

Update 2022.10.22.7

Stop the AI Manager from Colony Manager from entering standby.

Add some more robust code to the generic glower patching that detects/combats the new trend of not defining the ShouldBeLitNow function in custom glowers