RimWorld

RimWorld

Lighting Control
37 Comments
Penkky 1 Aug @ 3:58am 
1.6 pls
1.6 pls
1.6 pls
1.6 pls
1.6 pls
1.6 pls
Lunovox [Linux] 31 Jul @ 7:16am 
This mod looks amazing. Could you please make it compatible with version 1.6?
SghHanzMullerSW 11 Jul @ 1:22pm 
1,6 ?
弧光 30 Apr @ 5:16pm 
请问能加入温度控制吗?检测房间温度控制空调的自动开关这种
环星 4 Mar @ 5:31pm 
不知道和条形太阳灯兼不兼容
qux 22 Jan @ 11:18am 
This mod has a noticeable impact on performance, I doubled my fps just by removing it..
Irrer on Tour 23 May, 2024 @ 6:04am 
sadly this mod messes with the Sunlamp!:/
Yootah 22 May, 2024 @ 4:39am 
@lzk- Hi, me again with feature requests (previously about persisting the toggle states in the save file).
Would you mind changing your comp class to public so that I could reuse it in my local Harmony patch?

tl;dr I'd make it an OR between comps PowerTrader (base game), ResourceTrader ( Vanilla Expanded Framework ) and Refuelable (base game) with chemfuel.

The goal being adding this toggle to chemfuel and/or helixien gas powered modded lamps in addition to electric. They usually have functional on/off switches, so it makes sense as opposed to torches and other refuelables.
Yootah 22 May, 2024 @ 4:35am 
For anyone that cares, you can turn off the sizzling sound:

change <volumeRange> to 0~0 directly in your ...\steamapps\common\RimWorld\Data\Core\Defs\SoundDefs\World_Oneshots_Misc.xml under <SoundDef><defName>Power_OnSmall</defName>

Credit to the mod Silent Power Changes that sadly won't work in its current state.
Marchiel Lobelia 16 May, 2024 @ 5:18am 
gotta say i love the mod since it's built for player that loves immersion and early game power saving
but the impact on performance is hella massive on a big colony and modpack, i usually got 230 tps on a 120x100ish base with 13 colonist and 9-14 animals on average but with the mod installed i can only get a maximum of 250 on a medium base 50x80 with 6 people and 3 animals (both with no wildlife around)
i'm not blaming the mod though, it could be a mod conflict for all i know considering my modpack size (460) but the console is clean so i think it's more like a mod condition check clash unfortunately

P.S. that's a drop with only 25 lamp (minus 13 that's always active) and no outdoor light, and i can't set it to atleast 50% colonist awake setting since most of 'em are androids (no schleb)

edit. still on 1.4 so might wanna account that as well
zeus  [author] 24 Apr, 2024 @ 7:17am 
@Princess Katsume, yes.
Princess Katsume 24 Apr, 2024 @ 6:49am 
is it supposed to do the power flickering thing with the lights? i notice it does the power sizzling thing temporarily whenever someone enters and exits a room
zeus  [author] 22 Apr, 2024 @ 6:59am 
@SaganTheLegend, patched now.
SaganTheLegend 21 Apr, 2024 @ 9:08pm 
@Izk- Thanks for great mod! Would be nice if it would support https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2565545335 . I won't be moving to 1.5 soon as there is a lot of mods that needs to be patched before that and 1.4 has no wall lights by default :(
zeus  [author] 7 Apr, 2024 @ 6:14am 
@Yootah, fixed now.
Yootah 6 Apr, 2024 @ 9:53am 
Wish my "always on" choices were remembered in the save file
zeus  [author] 2 Apr, 2024 @ 8:00am 
@WhiteJao, thanks for reminding! Patched now.
WhiteJao 2 Apr, 2024 @ 7:45am 
if i remember correctly dbh ceiling fan is lamp
zeus  [author] 2 Apr, 2024 @ 7:39am 
@Gremlin, patched Ceiling lights and Utility Columns. The mod Wall Light would not be patched as it is complicated and the wall lamps in 1.5 has been supported. Didn't find any lamps in Ratkin+ (if you mean NewRatkinPlus) and DBH.

This mod will only patch things without any other functions. For example, the heater will not be patched.
Gremlin 30 Mar, 2024 @ 3:05pm 
Just tried out the mod to not notice any changes because my colony is 100% mod lights and with some testing it would appear at least in my case this mod only effects Vanilla lights.

(Lights in use: Ratkin+, Ceiling lights, Wall Light, Utility Columns, Dubs Bad Hygiene)
zeus  [author] 29 Mar, 2024 @ 12:41am 
@Hykal, fixed now. Also add an option to require Advanced Lights research.
Hykal 27 Mar, 2024 @ 5:37am 
@Izk

Mechanoids don't trigger light if near them in a room.
Hykal 23 Mar, 2024 @ 8:39am 
Wow, this really should be vanilla! If I had one to comment is it should be locked behind Advanced Lighting research. Otherwise, thanks.
拳鸡高手泰深 22 Mar, 2024 @ 8:24am 
说实话有点鸡肋,一是肯定会占额外的计算量,二是关灯不仅没有正面作用,甚至还有负面作用,因为房间照亮其实是让玩家看的,而不让小人看的
Zacky 0.0 22 Mar, 2024 @ 4:42am 
Is this fine with Light's Out? (I'll test it later)
zeus  [author] 22 Mar, 2024 @ 2:03am 
@1145914 @Cedaro, 由于Wall Light的实现(其避开了原版中CompGlower的部分字段,与之对应的是DBH以及VFE都对该字段进行了补丁),想要无性能损失地进行补丁较为复杂。建议使用1.5中原版的壁灯。
zeus  [author] 21 Mar, 2024 @ 10:52pm 
@Dizzy Ioeuy, tested on a map with 3 pawns and 64 10x10 rooms, each with 2 wall lamps.
With and Without this mod: ~2200tps during the days, ~3400tps at night.
Did not notice any peak.
(using Change DevSpeed to unlock x60 ultra speed).

Local Config:
Intel i5-1240P
16G RAM
Dizzy Ioeuy 21 Mar, 2024 @ 8:55pm 
这必须对性能产生影响,因为它会检查光照水平、棋子的存在、状态和其他东西。那是很多。
Dizzy Ioeuy 21 Mar, 2024 @ 8:54pm 
This has GOT to have a performance impact as it's checking light levels, pawns presence, status and other things. That's a LOT.
Cedaro 21 Mar, 2024 @ 6:39am 
查证 1.4 对 Wall Light 中的壁灯无效,壁灯不继承 LampBase,补丁没打上
zeus  [author] 19 Mar, 2024 @ 11:41pm 
@1145914, 经测试有效,麻烦在讨论区里详细描述你遇到的问题
1145914 19 Mar, 2024 @ 11:19pm 
就是不能自己开关灯,只有落地灯有效果
zeus  [author] 19 Mar, 2024 @ 11:15pm 
@1145914, 没用是什么意思?
1145914 19 Mar, 2024 @ 8:06pm 
为什么我的壁灯没用
Naturtok 19 Mar, 2024 @ 2:34am 
would be curious to see the performance impact between this and lights out
StaticMask 18 Mar, 2024 @ 7:15pm 
Lights Out, a mod that kinda does this.
The Blind One 18 Mar, 2024 @ 8:40am 
neat idea