RimWorld

RimWorld

276 ratings
Time-of-Day Switches
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
2.889 MB
6 Oct, 2016 @ 6:37pm
27 Mar, 2024 @ 5:20pm
14 Change Notes ( view )

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Time-of-Day Switches

In 1 collection by Merthykins
Merthsoft's Mods
7 items
Description
Adds power switches that can be activated or deactivated according to the current in-game time. Does not require a colonist to flip the switch.

*Power switches must be researched before they are unlocked.

If you like my work consider buying me a coffee: https://ko-fi.com/merthsoft

Source: https://github.com/merthsoft/time-of-day-switch
Popular Discussions View All (1)
0
9 Sep, 2024 @ 12:11pm
russian
tzverg
112 Comments
Merthykins  [author] 17 Jul @ 11:31am 
1.6 is planned (check back sunday)
Scionin 16 Jul @ 12:46pm 
1.6?
Blackout 11 Jul @ 7:48am 
Is this mod compatible with 1.6?
man_of_belief 18 Sep, 2024 @ 1:25am 
same problem like kiwa, but changing time did not helped for me.


Two power nets on the same cell (52, 104). First transmitters: Time of day switch and Hidden conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
tzverg 9 Sep, 2024 @ 12:11pm 
Kiwa 6 Aug, 2024 @ 4:15am 
The issue also only occurs if both switches are set to turn on at the same time, but does not appear to happen when I offset them by one hour.
Kiwa 6 Aug, 2024 @ 3:10am 
Two power nets on the same cell (20, 128). First transmitters: Time of day switch and Power conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Kiwa 6 Aug, 2024 @ 3:10am 
Hmm, so... in 1.5, everything was fine as long as I only had one time-of-day switch on the map, but after adding a second one, I keep getting errors, and have to quicksave/reload each morning to get power back to one of the switched networks. I already completely deconstructed and rebuild both switches and power lines connecting them, to no success.

The power architecture is generators -> global power net, with two separate rooms each having a switch and a single power conduit behind the switch, with the devices (biofuel refinery, electric smelter) connected to that conduit. After the error messages, one of the rooms is powered, the other one is not (technically the conduit shows power, but the biofuel refinery keeps blinking the no-power-icon and is not operable until save/reload).

(posting the log next, message too long)
Venezz 18 Apr, 2024 @ 8:22am 
i also have the flickering issue
Merthykins  [author] 8 Apr, 2024 @ 1:08pm 
I'll check it out. If you could let me know what other mods you have that could help, but I can't say for sure yet it isn't something wrong out of the box. Thanks for th report!