RimWorld

RimWorld

410 ratings
Device Standby
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
120.498 KB
25 Apr, 2023 @ 5:37am
15 Jul @ 8:15pm
37 Change Notes ( view )

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Device Standby

In 1 collection by Cedaro
cedaro's mods
37 items
Description
Devices will standby while not used, with configurable power consumption.

Why not just Turn It On and Off?

Most buildings in Turn It On and Off are hardcoded, making it almost impossible to extend. And the author also seems no longer focusing on RimWorld.

This mod is a complete rewrite, more building can standby, more mod compatible, more performance friendly (probably), and can be easily extended using just xml patches.

Devices can standby:

  • Electric bench or act as electric bench
  • Electric facility connected to bench
  • Scanner
  • Vitals monitor
  • Hydroponics basin
  • TV
  • Pot
  • Fridge
  • Turret
  • Wastepack atomizer
  • Mech recharger
  • ... and more!

Be careful of your power!

This mod will absolutely mess up your estimation of how much power your colony really consume. Do build a robust battery pack or you may suffer from Insufficient power every day.

Q&A

Q: Save compatible?
A: Yes

Q: Can used with RePower?
A: No, it won't take effect. You can configure the power factor for working device if you want to be balance.

Q: Performance?
A: I've learnt from mlie's version and realized that his is wiser and more performance friendly than mine, so I strike out my statement. Though I think in most of time it won't differentiate too much unless you fill the entire map with workbenchs, but if you very concern about performance, think twice.

Q: Multiplayer?
A: Theoretically, yes.

Confirmed supported mods

See here

Patch tutorial

See in mod folder
Popular Discussions View All (2)
3
17 Jul, 2024 @ 5:19am
PINNED: Supported modlist
Cedaro
2
23 Oct, 2023 @ 7:54am
About Project RimFactory Revived
Cedaro
125 Comments
3Eyes 29 Jul @ 9:49pm 
会导致米莉拉的无人机充电桩一直红字。。。我查了好久:lunar2019crylaughingpig:
环星 20 Jul @ 9:28am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
也一样2021 16 Jul @ 8:30am 
那应该是我mod冲突吧?毕竟两百多个呢,我再试试
*Armelia*叹月之兽 16 Jul @ 8:20am 
可能是mod冲突,很神秘,我也搞不懂为什么一个控制机器电力的mod能在雪牛身上发生了报错,控制台手动召唤商队/直接生成雪牛都没法复现,不知道自然生成的雪牛有没有问题
大概是商队的雪牛身上装了不稳定能量电池),虽然可以和商队交易后用控制台再把雪牛给destroy
Cedaro  [author] 16 Jul @ 7:00am 
抱歉,但我无法复现任何一个报错,在我这里测试是完全没问题的,搞不懂:stress:
也一样2021 16 Jul @ 6:43am 
还有错误,这是日志。Exception ticking Cinder_Trailer2239946 (at (69, 0, 147)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2EDD48CC] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
略有功德 16 Jul @ 4:07am 
是真有问题,不停报错
这个错误表明 RimWorld 在尝试更新(tick)一个压缩物品(MinifiedThing)时遇到了空引用异常。以下是专业级解决方案:

根本原因分析
错误本质:

游戏在坐标 (114, 0, 143) 处尝试更新 ID 为 325706 的压缩物品

该物品的某个关键组件未被正确初始化(null)

发生在游戏主循环的 Tick 更新阶段

典型诱因:

Mod 添加的建筑物/设备在打包/解包时序列化失败

存档迁移过程中数据丢失

Mod 冲突导致的组件引用丢失

禁用mod之后就没事了
*Armelia*叹月之兽 16 Jul @ 1:40am 
当商队牵着雪牛来贸易的时候,会稳定出现红字报错,不知道为什么
用控制台摧毁出问题的雪牛之后恢复了正常
https://gist.github.com/HugsLibRecordKeeper/b260aea0388fc4e939fcee77afb3968d
Cedaro  [author] 15 Jul @ 8:16pm 
我尝试更新了一下。如果仍然有报错请打开mod设置里的 Verbose Log 选项,继续游玩直到再次出现报错,把日志发给我
@也一样2021 @环星
也一样2021 15 Jul @ 7:13pm 
和楼下一样几秒一个报错,可以确认是此mod的问题,因为下掉这个mod就没有了