RimWorld

RimWorld

LightsOut
Showing 21-30 of 84 entries
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Update: 17 Apr, 2022 @ 10:32am

The ethics may be questionable, but the support isn't.

Adds support for Questionable Ethics Enhanced vats.

Update: 10 Apr, 2022 @ 4:12pm

Nothing crazy here, just rules out Self Lit Hydroponics as lights.

Update: 9 Apr, 2022 @ 2:05pm

*sigh*

Add more Wall Light specific code to accommodate the awful things that mod does.

Update: 7 Apr, 2022 @ 5:12am

Worked with Yoann to get darklight campfires compatible.

Rules out all workbench-like things that output darklight (which shouldn't affect any vanilla benches afaik).

Update: 2 Apr, 2022 @ 9:43am

Added simplified Chinese translation from a community member (thanks again Middlewhite中白!)

Update: 27 Mar, 2022 @ 4:35pm

Even smaller performance update than the last one.

Found a couple of places where the Pawns I was working with were possibly animals, meaning I could rule out a lot of running code very early in my patches to help with maps that tend to have a lot of animals.

I didn't observe a meaningful increase in performance, but it's worth pushing out in case others do.

Update: 26 Mar, 2022 @ 7:49am

Small performance update. Found a place where I wasn't properly memoizing the result of an "is this thingy a light" check that could have caused some unnecessary overhead depending on your configuration.

Also stopped using the default Harmony __state to keep track of rooms between the Prefix and Postfix patch when detecting Pawn room changes (because somehow it's a little faster to keep track of them in a hash table myself).

Your mileage may vary, but especially if you have a lot of power-drawing things sprinkled around your map you could see up to 40% better performance out of my mod (which sounds like a lot, but my longest-running patch went from 0.05ms to 0.03ms).

Update: 23 Mar, 2022 @ 7:32pm

You can probably ignore this update entirely, it doesn't bring any bug fixes or cool features.

Added some more info regarding which map enable/disable light events are happening on, and added an extra null check to counteract something that my new debug logging flagged as being an error (it was unexpected, but not problematic).

Update: 19 Mar, 2022 @ 7:47pm

Wall Lights - how do they work?

Fixed the issue where Wall Lights were busted. I am awestruck that he made his glowers Buildings -- and I'm dumbfounded I ever had it working in the first place.

Fix a bug in the mod settings where disabling then enabling the light flicking option didn't actually turn all of the lights back off if it encountered an outside light.

Reduce the logging my mod does, and add new logging options in the mod settings. You should probably leave them disabled (especially the spammy one).

Update: 15 Mar, 2022 @ 6:30pm

This update fixes support for the Androids mod. When I refactored my mod support framework I accidentally obliterated the inspect message patch for the Android printer.

Also refactored all of the user-facing strings in the mod to be in a language file, meaning if anyone wants to translate this mod to other languages that should be very easy to do!