RimWorld

RimWorld

LightsOut
838 Comments
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!
Aethernal 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 :3 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?
The Flesh Jul 10 @ 8:26pm 
anybody know a similar mod but for workbenches? basically turn off work bench if they dont work on it
White Squall Jul 10 @ 7:13am 
Love this mod! Currently though it makes my game start with a diamond of visible space, the rest is like a cloud of war that doesn't go away. Tried to re-sub and its not fixing it. Hope this feedback helps. Will wait it out for a fix.
dismarzero Jul 9 @ 2:01pm 
Had to un-sub. restart the game. then re-sub. make sure the mod deletes itself from pc. fixed the game crashes for me. Took forever to find this mod was the guilty one :) Thanks for the mod!
Mx.Skylinez Jul 9 @ 12:35pm 
it works after resub the mod

Lk:
While RimWorld is closed, unsubscribe from this mod, wait about 30 seconds, then subscribe again. This will apply the latest patch and should work fine.
Санта Jul 9 @ 12:28pm 
However, it really does work:

Lk:
While RimWorld is closed, unsubscribe from this mod, wait about 30 seconds, then subscribe again. This will apply the latest patch and should work fine.
Санта Jul 9 @ 12:26pm 
This mod generates a lot of errors and creates fog of war on the map that can't be removed.
Here is an example of errors:

https://ibb.co/33DvT9H

Exception printing AncientExostriderLeg46322 at (112, 0, 145): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref E09E0495] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom (Verse.Thing)
Verse.SectionLayer_Things:Regenerate ()
Verse.Section:RegenerateAllLayers ()
Verse.MapDrawer:RegenerateEverythingNow ()
Verse.Map:<FinalizeInit>b__198_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Play:Update ()
Mx.Skylinez Jul 9 @ 12:21pm 
currently broken. it create fog of war bug and color glitch on old save
Ted Jul 9 @ 11:09am 
Holy cow took me FOREVER to find the fog of war glitch was from this mod. Not sure if its my end or the mod itself since I have about 160 loaded as well. Very weird because this mod was working perfectly for days.
VeryNooby Jul 9 @ 9:23am 
had no idea this was causing the fog of war error
Ooze Jul 9 @ 9:19am 
Working perfectly, thank you for this lovely mod.
Lk Jul 9 @ 8:51am 
While RimWorld is closed, unsubscribe from this mod, wait about 30 seconds, then subscribe again. This will apply the latest patch and should work fine.

Thanks for providing such a great mod!
juanlopez2008  [author] Jul 9 @ 8:03am 
Did you confirm you have the new update? Check the version in the log when you launch the game
Autismus Maximus Jul 9 @ 7:42am 
Nah man, still broken, my game looks like a LSD trip