RimWorld

RimWorld

Human Sensor
40 Comments
Hatena  [author] 14 Jun, 2022 @ 9:32pm 
I am abandoning future development of this mod because there is a very high possibility that this mod will conflict or not work properly and I have limited time to modding right now.
If someone wants to take over or create a similar mod, feel free to do so.
Tbh, my mod is a terrible code, so I don't think you should refer to it too much.
[Ar]Curry 14 May, 2022 @ 4:34am 
can you add support for the Vanilla Expanded items? Last time i used your mod my cooler stopped cooling my walk-in freezer and i was forced to unload it. But beside that, your mod is just perfect :D
TheServicEman 27 Jan, 2022 @ 6:16am 
Attempted use of this mod in my existing save with Wall Light mod, it did not work on Wall lights. It did reduce power consumption when light was off, however the lights would not turn back on with any distance setting besides 0, even with a pawn nearby.
Reianor 7 Aug, 2021 @ 8:30am 
This you complimentory comment (so that you get notified) to go with the logs I posted in a new discussion. Details inside.
Sarg Bjornson 9 Jul, 2021 @ 11:08pm 
Hi! I have had it reported that this mod messes up the InspectString of all machines using the Item Processor code, which is part of VE Framework (so for example cheese presses, soup pots, and all the factories in Vanilla Factions Expanded - Mechanoids).

Any idea how this could be avoided?
Bly 6 Jul, 2021 @ 10:56am 
If I uninstall the Human Sensor mod, all my electrical stuff goes back to working like they would in vanilla. Reinstalling the mod brings back the bug I mentioned.
Bly 6 Jul, 2021 @ 10:48am 
I can no longer interact with any of the Human Sensor related buttons on any electrical item. It was fine when I saved before bed last night. Powered items appear to be on but don't seem to actually work, like the cooler for my freezer. Some, if not all workbenches are showing as on even though they are set for low distances, like my smelter. I've reinstalled lights in new spots to see if that frees up the buttons, but no luck. Same with newly build stuff.
Smeghead 5 Jul, 2021 @ 3:08pm 
@| Clyax My power is working just fine, but if I go on a quest to a enemy base or attack an enemy settlement; all their turrets, lamps and automatic doors will be powered down despite their batteries being full and everything is connected.
This only begun after I reserched the human sensor tech. Before that all enemy turrets were very much active (got the scars to prove it).
Hatena  [author] 5 Jul, 2021 @ 3:02pm 
Provisional support for ver. 1.3
There should be no error on the title screen.
If you encounter an error while playing, please report the log or report the situation in detail.
|_| Clyax 1 Jul, 2021 @ 3:02pm 
@Smeghead Let's start at the beginning. Have you checked for breaks in your wiring? Do you have switches? If so, did you check to make sure you're sending power to the right place?
Smeghead 1 Jul, 2021 @ 9:35am 
So since I researched this all enemy turrets stop working as if they are always turned off (modded an vanilla turrets)
Hatena  [author] 1 Jun, 2021 @ 4:28pm 
It was previously reported that there was an error when Wall Light was not installed.
I left this problem for a long time because I couldn't reproduce it in my environment and because another solution didn't work due to my lack of ability.
But finally, another solution worked!
Now, there should be no error about Wall Light.

I deeply apologize to the author of Wall Light for any inconvenience this may have caused.
Kontu 23 Mar, 2021 @ 10:37am 
Just a heads up, seems incompatible with Temperature Control Units. All of them were stuck with no power even with sensor set to 0 (or 30 for testing), had to pull this mod to get them running again (haven't decided which of the two i'll stick with yet, right now TCU gives me more utility is all)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2203542817
ДОБРЫЙ БУТЕРБРОД 11 Mar, 2021 @ 10:44am 
сделай настройки мода, что бы можно было отключать его для определённых построек

а так мод полезный
Malminas 6 Feb, 2021 @ 3:44pm 
Thanks though
Malminas 6 Feb, 2021 @ 3:44pm 
Yea they do not work correctly, they indicate a loss of power but the lights stay on and continue to drain power.
Hatena  [author] 6 Feb, 2021 @ 9:03am 
@Malminas
I don't use those mods, but a quick skim through them seems to be fine.
(This does not mean that compatibility is guaranteed.)

Basic compatibility is as described in the mod description.
Malminas 6 Feb, 2021 @ 5:27am 
and ceiling lights by Necros?
Malminas 6 Feb, 2021 @ 5:25am 
Can you add support for the electronics from Vanilla Furniture Expanded?
SY1102 18 Jan, 2021 @ 6:03am 
Can the display of the effective range be increased (highlighted)?
g0jira 17 Jan, 2021 @ 9:18am 
nice ideam but wouldnt be better to use a "buildng" type object to designate rooms that we want, not all possible? that can break game
Cebullus 16 Jan, 2021 @ 7:43pm 
@Neithan DIniem
Had the same problem ... a save/reload after research fixed it for me.
Neithan Diniem 16 Jan, 2021 @ 7:05pm 
Personally had to remove it since it made all AC units stop working. I do use mods to alter/add them, but they completely failed to activate even with max range and NPCs standing right next to the device.
Hatena  [author] 13 Jan, 2021 @ 2:26am 
Is anyone else experiencing this error?
Hatena  [author] 13 Jan, 2021 @ 2:25am 
@SY1102
Hmmm......
I've seen the error and can think of something.
But I couldn't reproduce it in my environment no matter how many times I tried.
Hatena  [author] 12 Jan, 2021 @ 7:45am 
@SY1102
Sorry, I don't seem to be authorized to see that screenshot...
|_| Clyax 12 Jan, 2021 @ 1:08am 
Thank you!
SY1102 11 Jan, 2021 @ 9:57pm 
@Hatena I reduced the modules to the Core and Harmony.still can't open the menu.
https://steamhost.cn/steamcommunity_com/profiles/76561198366004211/screenshots/?appid=294100
SY1102 11 Jan, 2021 @ 9:27pm 
@Hatena
may be that there is a mutual interference problem in my mod. I will check again.
Hatena  [author] 11 Jan, 2021 @ 9:44am 
@SY1102
I've developed this mod in developer mode and god mode, and never encountered anything like that.
What were you trying to do?
SY1102 10 Jan, 2021 @ 5:34pm 
This mod will interfere with the menu of God Mode, making it impossible to open
DisKorruptd 6 Jan, 2021 @ 5:48pm 
that's fair I suppose (though I was imagining it not as a sensor but a lightswitch the pawn hits as they enter the room)
Hatena  [author] 6 Jan, 2021 @ 9:55am 
That can be difficult to code.
That's pretty advanced for a sensor lol
DisKorruptd 6 Jan, 2021 @ 8:27am 
Something that may be less intensive, instead of doing a constant check for "Pawn in Range" you could do "Pawn in Room" and execute it when a door to the room the building is in closes? effectively functioning like the pawn flicking a lightswitch at the door rather than as an autonomous sensor in electronics
Holgast 5 Jan, 2021 @ 6:30am 
I guess the difference between 1 and 9W is pretty negligible, I like the movement sensor-enabled lights you have going on. Seems like it's more interesting than the other mod
Hatena  [author] 5 Jan, 2021 @ 6:01am 
Oh... I didn't know about that mod because I approached it differently.
Thank you for telling me.

This mod conflicts with that.
In many cases, the power consumption of the workbenches is in the single digits.
This depends on the search range.
Holgast 5 Jan, 2021 @ 2:31am 
I assume this conflicts with Turn it On and Off? How much is workbench consumption reduced by?
Hatena  [author] 4 Jan, 2021 @ 1:47pm 
Probably not a good match for "Hospitality".
This does not mean that errors will occur.
Because the sensors do not respond to them.

On the other hand, however, they will be able to use less power for their workbenches and televisions.
This is an unintended behavior, but there are no plans to fix it at this time.