RimWorld

RimWorld

LightsOut
Showing 51-60 of 84 entries
< 1 ... 4  5  6  7  8  9 >
Update: 18 Oct, 2021 @ 5:31am

To be fair, at the end of the last patch notes I pretty much warned you that it was going to be broken. I don't like saying "I told you so" but...

Fixed an issue with minified/destroyed lights causing the game to just hang -- I'm really good at this modding stuff, can you tell?

I also set the max number of re-attempts on modified collections to 10 to prevent other kinds of hangs, but I have a little more robustness left to put in there to make sure that hangs definitely don't happen in the future.

If this didn't actually fix it, I'm sorry :(

Update: 17 Oct, 2021 @ 7:16pm

At long last, your pawns may sleep in the dark. I think it works pretty well now, but y'all should let me know if you see anything funky. Full disclosure: I wrote it on the east coast / in planes / in airports so I definitely didn't develop it in the correct timezone.

I also adjusted light disabling to (brute force) ignore outdoor lights. It was an icky solution, but I think at this point it needed to happen.

As if that wasn't enough, I also adjusted the way I turn all lights on / off in a room; I used to search through all of the things in the room and look for lights... but like... I keep track of a list of all lights on the map already... why wasn't I just searching through that list for all lights in the room instead? Talk about a "smol brain dev" moment.

Oh, AND I fixed a bug that I have known about since I first uploaded this mod, but not one of you sleuths ever mentioned B^).

"But juanlopez2008, what bug was it??" Yeah, I bet you'd like to know, wouldn't you. I'll never tell.

Okay, fine, I'll tell you; previously if you had loaded a save while a pawn was in the middle of using a powered bench, when you loaded the save, the bench would consume idle power (y'know, free for most of us) even though it was in use. I just never got around to fixing it but, but I had to build that mechanism for the night-lights feature so it was only a couple extra lines. They were pretty tough lines, though; tough enough to get into the Salty Spitoon by my estimates.

Anyway, this was a pretty nice update I think. (inb4 it breaks things completely xd)

Update: 14 Oct, 2021 @ 8:08pm

Reigned in what was considered "outdoors" for lights. Now my mod uses the same metric as workbenches for determining when a room is outdoors -- for those curious, it's at least one hundred unroofed tiles, or at least 25% of the room's area being unroofed.

Update: 12 Oct, 2021 @ 5:29pm

Some folks were concerned about the performance impact of this mod, so I added some extra memoization that would address that.

The mod does almost nothing per-tick, so I'd be surprised if anyone sees any noticeable change from this. That being said, they were easy changes that may help performance for colonies with massive numbers of power-drawing buildings, so I'm happy to try it; when your colony gets that big, every little thing is going to help.

Update: 8 Oct, 2021 @ 5:19pm

Fixed a place where a null reference exception was possible when checking if a pawn was sleeping.

Then after patting myself on the back for a job well done, I removed the last call to that code because I shouldn't even be checking if a pawn is sleeping right now. Smooth move, me.

Update: 21 Sep, 2021 @ 7:41pm

The people asked, and I delivered. You may clap.

Not actually sure how many peeps actually wanted this, but you can make benches pull MORE power when they're actively in use similar to how you can make them pull more power when at idle. It's another percentage input in the mod settings. You know the deal.

Additionally, the little juanlopez2008 that lived in the mod dll was tired of being quiet about your bad input and correcting things in the background for you, so now the mod settings page highlights the boxes red if you put dumb stuff in there. Hope you ate your wheaties; now it's your turn to fix things.

Update: 15 Sep, 2021 @ 7:54pm

Patch in support for Sam_'s Furnace mod. No more free rooms of death for you.

Update: 15 Sep, 2021 @ 6:16pm

Shout out to the person that found the neural supercharger bug, I never would have noticed that issue.

For the uninitiated, previously if you loaded a save that had a fully charged and idle neural supercharger in it, my mod would make it stop consuming power even after a pawn used it, but any uncharged ones would work exactly as expected.

There were a couple lines left in the Building.SpawnSetup patch code from the first way I tried to support them that caused this issue, but they didn't cause issues unless things were set up exactly like this.

Update: 9 Sep, 2021 @ 9:22pm

I liked my mod so much that I had it patch your game twice. You guys didn't seem to like it as much as I did, so I removed it for you (thank me later). This has the adverse effect of making the percentage applied in my mod settings accurate. I hope you're happy.

Also add another comp to the blacklist so that VGP Garden Tools heated pillars don't turn on and off. This shouldn't have any adverse effects, as the comp I blacklist (CompTempControl if you were curious) shouldn't EVER be on something affected by this mod.

Update: 8 Sep, 2021 @ 6:04pm

Who makes a light that inherits from StandingLampBase but refuses to inherit the comps from it? The same people that inherit from that new class and STILL don't inherit the comps THEY added. They've taken us for absolute fools. Or maybe just me.

Add compatibility for Simple Utilities: Ceiling.

At what point do I have to make the juanlightpez2008 mod with all of these lights implemented in a way that works with my mod out of the box? Name: 3/10, mod compatibility 10/10. But hey, you win some, you lose some, right? (I just lose a lot).