RimWorld

RimWorld

LightsOut
Showing 31-40 of 84 entries
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Update: 11 Mar, 2022 @ 7:50pm

I always thought the campfires were too bright but y'all apparently didn't agree.

Campfires now always produce light when they burn, like vanilla or whatever. Lame.

Update: 10 Mar, 2022 @ 8:55pm

You: "My pawns are turning the lights off on each other"

Me: "That's not possible, my mod is perfect; turn off experimental options."

Imagine if I was wrong and they actually WERE doing that. Real smart guy dev hours. (AKA I fixed a bug that allowed sleeping pawns to turn off the lights anyway even when a waking pawn was in the room).

Fix support for VFE dark wall lamps (because I accidentally broke them a couple updates ago, oops).

Add support for Helixien gas from Vanilla Power Expanded. Benches should pull the idle% of gas now, and gas lights should do nothing/consume nothing when not in use.

Update: 26 Feb, 2022 @ 4:46pm

Looked like the last update didn't blow up like I thought it might, so I thought I'd try again.

THIS update fixes a bug that has been around for... I don't actually know how long. The issue came with lights not actually pulling power when they turn on, which was totally my bad.

BONUS FIX!

Oh yeah, you read that right, I fixed TWO things in this ONE update -- you may clap.

What is it that I fixed? The little lightning bolt not showing up on lights and benches when the power goes out. I know at least one person asked for that, but I didn't give it too much thought until I watched a pawn get stuck in a cycle of trying to use a bench with no power. It was zany, and I liked it, but it wasn't intentional.

To fix it, I set the minimum power draw to 0.01W, which still shows as 0W in the dialog. It's not as cool as 0W but we take what we can get. This also means that things respond correctly during a solar flare now, which is neat.

Update: 26 Feb, 2022 @ 12:59pm

Added support for televisions and loudspeakers.

Also did a pretty big refactor to some of the code, so hopefully it doesn't break something.

Update: 25 Jan, 2022 @ 7:01pm

A RimWorld of Magic golems were an amalgamation of a worktable and a pawn and it was causing issues.

Added extra checks to stop them from taking over your error log.

Update: 26 Nov, 2021 @ 11:10am

VE Wall Lamps, nuff said.

Update: 14 Nov, 2021 @ 9:20pm

Nerf the Neural Supergenerator.

Don't ask.

Update: 14 Nov, 2021 @ 1:27pm

I used my neurals to fix the (super)charging bug of the Neural Supercharger. It now (super)charges when it's supposed to (and does so neurally), and (super)discharges when it's supposed to (I couldn't get that one to do it neurally, but we have high hopes for later).

Update: 9 Nov, 2021 @ 4:09pm

I thought my mod worked. I was wrong... oopsies. No more free lights and benches 4 u nerds.

I thought the power would be set more often than it was, so power draw was not always updating correctly. Forced an update on power state change and now everything is peachy.

Update: 7 Nov, 2021 @ 8:17pm

Final update of the night, accidentally had lights vs benches backward for idle power consumption.