RimWorld

RimWorld

LightsOut
851 Comments
Scrumumlux Nov 8 @ 12:56am 
Dont know why this isnt base game
Sanakara Nov 1 @ 2:47pm 
hello. the gas lamps from VE Helixien gas missing the option to keep them on. could that get patched in the future? they working as intended and get switched off, when someone leaves the room but as I said there is no option to keep them on.
batatspamavert Oct 27 @ 5:38am 
Project Rimfactory machines draw 0W energy; they're considered to be on standby when working. Is there any way to exclude them from the standby mode?
st.rusik Oct 20 @ 2:32pm 
@kev675243 the mode seems to have a function that allows lamps to stay lit all the time. Select a lamp and there should be a switch for this
kev675243 Oct 17 @ 11:19pm 
Love the amount of power saved with this, but for anomaly playthrough the lights being out sucks when unnatural darkness comes into play. Wondering if a small patch to make the lights turn on during this event is possible
V∆ŁĶẎŘĒΞ Oct 5 @ 6:02am 
Hello, can you make a patch (update) that would work with the Onimods mod - Electric Torches and Braziers (I want torches for style?) Fueling them with wood is annoying, but when no one is in the room, the torch goes out (there is no lighting, but the fire animation is there) and there is no button to leave it on.
(This is about the wall torch, not the braziers.)
juanlopez2008  [author] Sep 27 @ 7:27am 
I'm not sure what you're referring to, what are the ancient lights you're talking about and why shouldn't they be affected? What issue does it cause?

I see your prior comment now, are you just requesting that the mod only affect lights owned by your colony? If so, why is that necessary? The goal of the mod is to replicate the behavior of people flicking the light switch before leaving a room, and that seems to extend to lights not explicitly owned by your colony.
EfeTheCaptain Sep 27 @ 1:48am 
Hey, I really like this mod but can you address the ancient lights issue ? They shouldn't be affected by this behaviour.
juanlopez2008  [author] Sep 24 @ 4:02pm 
@Mark this mod doesn't actually turn the TV "off" in that way. When in standby mode, the TV is ON as far as the game is concerned, the mod just changes how much power it draws to be 0W. If there was a bug that caused the TV to not come out of standby for hospital patients, then those patients would still be able to watch TV just fine, it just would never pull any power.

Why do you think it's broken? Note that hospital patients don't watch TV constantly: they only turn it on when they need joy. If you're just randomly checking on the TV while a patient is in the hospital bed then most of the time you'll see it in standby mode because it isn't in use.

If you want to check if the pawn is using it, pause the game, click on the pawn, and check what the game says they're doing: unless it says "watching TV" then they aren't watching TV, and it should be in standby mode. If it says "watching TV" and the TV still says it's in standby then that's incorrect
Mark誌 Sep 24 @ 1:10am 
In a normal seating area, the TV will return to normal non-standby power.
In a hospital bed, it will not.
juanlopez2008  [author] Sep 24 @ 12:14am 
@Mark this mod doesn't actually turn anything off, it just hacks them to draw 0W of power while they work. This mod will not (and cannot) stop pawns from watching TV in hospital beds.

@ShadoKittyy this mod doesn't do anything based on power surplus. Per the mod description, can you start a discussion to report possible bugs?
ShadoKittyy Sep 23 @ 7:48pm 
Having an issue where pawns stop turning lights off in empty rooms once I've built my high-tech research bench. They still turn off their bedroom light though. I have about 10kW of extra power during the day so it's not a huge issue, but I liked the aesthetic of the mod as well.

Does the mod leave the lights on as long as you have a ton of excess power?
Mark誌 Sep 19 @ 1:08am 
It seems that people in hospital beds cannot use TV.
doctor who? Sep 12 @ 7:45am 
I think good idea add menu where it's possible choose, what need power only at work time and what need power all time
doctor who? Sep 12 @ 7:44am 
RimFactory issue. Some of the fabs just don't need Energy at all. Even when work
EfeTheCaptain Sep 5 @ 4:53pm 
Nice idea but; it works for all lights even the ancient ones, which doesn't make any sense. It should only works for lights that belong to me. I don't see such an option.
NotaDoctor Aug 29 @ 9:32pm 
Great mod! should be a part of the base game, great implementation as well. I do have one incompatibility issue which is with Project RimFactory. The autonomous stone mason and also autonomous animal butchering stations use 0 power all the time will not leave standby mode even though they are producing the recipes still. I'm assuming this will be with most of the other autonomous stations but those are the two I constantly use mid save and on. Feels a bit cheaty now for me to use with 0 power but honestly I don't think I can play without your mod now. If any work around is possible let me know!
Aether Aug 16 @ 4:57pm 
Genius If Working
Zilarrezko Aug 11 @ 4:19am 
Nevermind me, I just checked an earlier save and it was working then so went back to the current and found a tiny gap in the conduit network. Also, good mod! :)
Zilarrezko Aug 11 @ 4:14am 
Im having an issue with the electric crematorium, unlike the workbenches its showing as off when on standby so the cremation jobs arent getting done.
wamblysky7580 Aug 10 @ 2:05pm 
wish i could specify in the mod options that this didnt turn on the lights in a room for cleaning and hauling mechs as it waste the very power im trying to save as they dont need light to clean and haul
Abject Failure Aug 10 @ 10:36am 
This has become one of the greatest mods I've ever had. Total game changer, and it doesn't feel cheaty because it's common sense. I did turn the auto-off time up quite a bit so it's not so flashy all the time and it feels more natural.
Stubbs Aug 7 @ 11:02am 
ah i remember this mod. lagged my game to hell and back on a medium sized colony. beware!!
Fortenraven Aug 5 @ 7:38am 
I also have experienced a bit of a performance hit with 200+ish power consumers at my colony (sans autodoors). I was seeing .350ms to 1.4ms from LightsOut.Patches.Power.DisableBasePowerDraw.
Deepfield Aug 4 @ 2:11pm 
This is great for early game and gravships but does have a large performance impact on larger late game colonies.
Meelonius Jul 30 @ 11:39am 
@Late It was discussed before several times :)
Late Jul 25 @ 9:12am 
Any chance to add the fans with lights from Dub Bad Hygiene? Thanks
@monster_domosed: no, 50W is to run the motor to open the door. A presence sensor uses a few watts at most (and usually less than 1W).
Harry_Robinson1 Jul 22 @ 9:35pm 
@FeelGoodGrizzly, turn them on and then monitor the power consumption, it should drop significantly when they're not in use.
Monster_Domosed Jul 22 @ 4:47pm 
MurderfaceMurderfaceMurderface, that's the whole point of an automatic door: it always spends energy scanning for nearby pawns to open the door in advance
can we add autodoors to the mod? they draw 50W continuously
FeelGoodGrizzly Jul 22 @ 12:26pm 
How do I tell if it's working? I use it just for the work benches (i turn off the saw at work when im done its dumb not to.) the lights don't bother me.

Added mid game where I would manually tune on and off benches. Do I turn all the benches back on and it does it magic from there or what?
juanlopez2008  [author] Jul 21 @ 1:31pm 
Use the Keep On button on the light to keep it on. It will still turn itself off at night on the normal schedule; my mod doesn’t affect that at all
chaosrah Jul 21 @ 1:23pm 
only problem is that it's turning off my wall sun lamps in my onboard greenhouse :( i can't figure out how to make it not do that.
mosseph Jul 21 @ 6:06am 
Love this mod, thank you for sharing!
vermilion Jul 20 @ 12:23am 
It's weird that my pawns do not turn off the outside lights before going to bed.
MadEorlanas Jul 18 @ 9:12am 
I've been having a problem with Odyssey, this mod being installed seems to make it so the grav engine can't detect any of the ship pieces around it like thrusters, tanks and gravcore extenders.
Respect Jul 17 @ 4:02pm 
Is it possible to make outside lights turn off during the day with this mod?
rolfey1328 Jul 15 @ 10:55am 
@Маринчик I also seem to be getting the same error. Very strange
Ithaldir Jul 12 @ 11:04am 
Noticed that the mech gestater stays in standby even when gestating.
juanlopez2008  [author] Jul 12 @ 4:32am 
What version of the mod are you using? It logs the version number when the game starts
Маринчик Jul 12 @ 4:29am 
It's more a question for other users of the mod than for the author - this mod causes a lot of errors with the hygiene mod and gives out fog all over the map except for a small diamond in the middle. does anyone have a similar error?
Öffentliches Ärgernis Jul 12 @ 2:46am 
May I ask support for Electric Alloying Furnace from Expanded Materials - Metals , or should it be always on?
Jet Jul 11 @ 5:44pm 
rimpy claims hugslibs dependency but it hasnt updated yet. ignore?
juanlopez2008  [author] Jul 11 @ 11:54am 
You can check the log when you first start the game; I print the mod version there for this reason.

The latest version is 2025.7.9.20, if you have 2025.6.X.X then you have the old version and you can unsub/resub the mod to force Steam to update it
Scroll of Greater Baja Blast Jul 11 @ 11:48am 
It's possible, but it's not possible to easily tell with Steam's jank workshop content delivery. I'll try again later.
juanlopez2008  [author] Jul 11 @ 11:44am 
Are you on an old version of the mod? That issue sounds like the one fixed in the latest update a couple days ago
Scroll of Greater Baja Blast Jul 11 @ 11:40am 
Mod is currently nonfunctional with Odyssey, maps start with a rhombus of visible space and anything outside of it cannot be interacted with and it cannot be uncovered.
juanlopez2008  [author] Jul 11 @ 7:19am 
@The Flesh this mod does turn off workbenches when not in use.

@_baseplate HugsLib is not listed as a dependency for this mod. You do not need it
_baseplate Jul 11 @ 2:51am 
Is Huglibs actually needed as a dependency for this mod? If not, could you please remove the need to have it alongside this mod?