RimWorld

RimWorld

LightsOut
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Update: 12 Feb, 2023 @ 4:31pm

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

Update: 30 Nov, 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: 1 Nov, 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: 22 Oct, 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

Update: 22 Oct, 2022 @ 1:31pm

Update 2022.10.22.3

Accidentally built the 1.4 version against the 1.3 version of the game, which broke things.

Update: 22 Oct, 2022 @ 1:08pm

Update 2022.10.22.2

Account for the changes that Dubs and Murmur made when porting their mods to 1.4.

Update: 16 Oct, 2022 @ 12:40am

Add compatibility for Extinguish Refuelables. That author nukes the normal fire overlay that I use as a cue to not include the campfire, which means it started to get included again.

Update: 15 Oct, 2022 @ 5:49pm

Fixed an issue in not supporting the Dubs Bad Hygiene ceiling fans; the darklight version was being counted as a light when it shouldn't have been.

Update: 14 Oct, 2022 @ 6:19am

Added some tentative support for the 1.4 beta. Currently HugsLib is still being worked on so mod settings are unavailable, so it's probably not worth using this until that's back in shape for 1.4.

For the curious, they made several variables private that used to be public which broke compatibility with my mod, and they also changed the signedness of one of the power draws (the one that made me turn the Neural Supercharger into the Neural Supergenerator, actually, so it was a good change, but disruptive).

It's possible there are more bugs to be found, but it looked to me like everything was doing right -- I was unable to test mod compatibility, however, so changes other modders make to their mods could break that for me here. Keep me posted.

Update: 11 Jun, 2022 @ 8:48am

Nothing wild in this update, just found some time to button up a couple small things.

Fix compatibility for the colored wall lights from VFEA

Add compatibility for Erin's Japanese Furniture