RimWorld

RimWorld

LightsOut
851 kommentarer
Scrumumlux 8. nov. kl. 0:56 
Dont know why this isnt base game
Sanakara 1. nov. kl. 14:47 
hello. the gas lamps from VE Helixien gas missing the option to keep them on. could that get patched in the future? they working as intended and get switched off, when someone leaves the room but as I said there is no option to keep them on.
batatspamavert 27. okt. kl. 5:38 
Project Rimfactory machines draw 0W energy; they're considered to be on standby when working. Is there any way to exclude them from the standby mode?
st.rusik 20. okt. kl. 14:32 
@kev675243 the mode seems to have a function that allows lamps to stay lit all the time. Select a lamp and there should be a switch for this
kev675243 17. okt. kl. 23:19 
Love the amount of power saved with this, but for anomaly playthrough the lights being out sucks when unnatural darkness comes into play. Wondering if a small patch to make the lights turn on during this event is possible
V∆ŁĶẎŘĒΞ 5. okt. kl. 6:02 
Hello, can you make a patch (update) that would work with the Onimods mod - Electric Torches and Braziers (I want torches for style?) Fueling them with wood is annoying, but when no one is in the room, the torch goes out (there is no lighting, but the fire animation is there) and there is no button to leave it on.
(This is about the wall torch, not the braziers.)
juanlopez2008  [ophavsmand] 27. sep. kl. 7:27 
I'm not sure what you're referring to, what are the ancient lights you're talking about and why shouldn't they be affected? What issue does it cause?

I see your prior comment now, are you just requesting that the mod only affect lights owned by your colony? If so, why is that necessary? The goal of the mod is to replicate the behavior of people flicking the light switch before leaving a room, and that seems to extend to lights not explicitly owned by your colony.
EfeTheCaptain 27. sep. kl. 1:48 
Hey, I really like this mod but can you address the ancient lights issue ? They shouldn't be affected by this behaviour.
juanlopez2008  [ophavsmand] 24. sep. kl. 16:02 
@Mark this mod doesn't actually turn the TV "off" in that way. When in standby mode, the TV is ON as far as the game is concerned, the mod just changes how much power it draws to be 0W. If there was a bug that caused the TV to not come out of standby for hospital patients, then those patients would still be able to watch TV just fine, it just would never pull any power.

Why do you think it's broken? Note that hospital patients don't watch TV constantly: they only turn it on when they need joy. If you're just randomly checking on the TV while a patient is in the hospital bed then most of the time you'll see it in standby mode because it isn't in use.

If you want to check if the pawn is using it, pause the game, click on the pawn, and check what the game says they're doing: unless it says "watching TV" then they aren't watching TV, and it should be in standby mode. If it says "watching TV" and the TV still says it's in standby then that's incorrect
Mark誌 24. sep. kl. 1:10 
In a normal seating area, the TV will return to normal non-standby power.
In a hospital bed, it will not.
juanlopez2008  [ophavsmand] 24. sep. kl. 0:14 
@Mark this mod doesn't actually turn anything off, it just hacks them to draw 0W of power while they work. This mod will not (and cannot) stop pawns from watching TV in hospital beds.

@ShadoKittyy this mod doesn't do anything based on power surplus. Per the mod description, can you start a discussion to report possible bugs?
ShadoKittyy 23. sep. kl. 19:48 
Having an issue where pawns stop turning lights off in empty rooms once I've built my high-tech research bench. They still turn off their bedroom light though. I have about 10kW of extra power during the day so it's not a huge issue, but I liked the aesthetic of the mod as well.

Does the mod leave the lights on as long as you have a ton of excess power?
Mark誌 19. sep. kl. 1:08 
It seems that people in hospital beds cannot use TV.
doctor who? 12. sep. kl. 7:45 
I think good idea add menu where it's possible choose, what need power only at work time and what need power all time
doctor who? 12. sep. kl. 7:44 
RimFactory issue. Some of the fabs just don't need Energy at all. Even when work
EfeTheCaptain 5. sep. kl. 16:53 
Nice idea but; it works for all lights even the ancient ones, which doesn't make any sense. It should only works for lights that belong to me. I don't see such an option.
NotaDoctor 29. aug. kl. 21:32 
Great mod! should be a part of the base game, great implementation as well. I do have one incompatibility issue which is with Project RimFactory. The autonomous stone mason and also autonomous animal butchering stations use 0 power all the time will not leave standby mode even though they are producing the recipes still. I'm assuming this will be with most of the other autonomous stations but those are the two I constantly use mid save and on. Feels a bit cheaty now for me to use with 0 power but honestly I don't think I can play without your mod now. If any work around is possible let me know!
Aether 16. aug. kl. 16:57 
Genius If Working
Zilarrezko 11. aug. kl. 4:19 
Nevermind me, I just checked an earlier save and it was working then so went back to the current and found a tiny gap in the conduit network. Also, good mod! :)
Zilarrezko 11. aug. kl. 4:14 
Im having an issue with the electric crematorium, unlike the workbenches its showing as off when on standby so the cremation jobs arent getting done.
wamblysky7580 10. aug. kl. 14:05 
wish i could specify in the mod options that this didnt turn on the lights in a room for cleaning and hauling mechs as it waste the very power im trying to save as they dont need light to clean and haul
Abject Failure 10. aug. kl. 10:36 
This has become one of the greatest mods I've ever had. Total game changer, and it doesn't feel cheaty because it's common sense. I did turn the auto-off time up quite a bit so it's not so flashy all the time and it feels more natural.
Stubbs 7. aug. kl. 11:02 
ah i remember this mod. lagged my game to hell and back on a medium sized colony. beware!!
Fortenraven 5. aug. kl. 7:38 
I also have experienced a bit of a performance hit with 200+ish power consumers at my colony (sans autodoors). I was seeing .350ms to 1.4ms from LightsOut.Patches.Power.DisableBasePowerDraw.
Deepfield 4. aug. kl. 14:11 
This is great for early game and gravships but does have a large performance impact on larger late game colonies.
Meelonius 30. juli kl. 11:39 
@Late It was discussed before several times :)
Late 25. juli kl. 9:12 
Any chance to add the fans with lights from Dub Bad Hygiene? Thanks
MurderfaceMurderfaceMurderface 24. juli kl. 12:22 
@monster_domosed: no, 50W is to run the motor to open the door. A presence sensor uses a few watts at most (and usually less than 1W).
Harry_Robinson1 22. juli kl. 21:35 
@FeelGoodGrizzly, turn them on and then monitor the power consumption, it should drop significantly when they're not in use.
Monster_Domosed 22. juli kl. 16:47 
MurderfaceMurderfaceMurderface, that's the whole point of an automatic door: it always spends energy scanning for nearby pawns to open the door in advance
MurderfaceMurderfaceMurderface 22. juli kl. 12:39 
can we add autodoors to the mod? they draw 50W continuously
FeelGoodGrizzly 22. juli kl. 12:26 
How do I tell if it's working? I use it just for the work benches (i turn off the saw at work when im done its dumb not to.) the lights don't bother me.

Added mid game where I would manually tune on and off benches. Do I turn all the benches back on and it does it magic from there or what?
juanlopez2008  [ophavsmand] 21. juli kl. 13:31 
Use the Keep On button on the light to keep it on. It will still turn itself off at night on the normal schedule; my mod doesn’t affect that at all
chaosrah 21. juli kl. 13:23 
only problem is that it's turning off my wall sun lamps in my onboard greenhouse :( i can't figure out how to make it not do that.
mosseph 21. juli kl. 6:06 
Love this mod, thank you for sharing!
vermilion 20. juli kl. 0:23 
It's weird that my pawns do not turn off the outside lights before going to bed.
MadEorlanas 18. juli kl. 9:12 
I've been having a problem with Odyssey, this mod being installed seems to make it so the grav engine can't detect any of the ship pieces around it like thrusters, tanks and gravcore extenders.
Respect 17. juli kl. 16:02 
Is it possible to make outside lights turn off during the day with this mod?
rolfey1328 15. juli kl. 10:55 
@Маринчик I also seem to be getting the same error. Very strange
Ithaldir 12. juli kl. 11:04 
Noticed that the mech gestater stays in standby even when gestating.
juanlopez2008  [ophavsmand] 12. juli kl. 4:32 
What version of the mod are you using? It logs the version number when the game starts
Маринчик 12. juli kl. 4:29 
It's more a question for other users of the mod than for the author - this mod causes a lot of errors with the hygiene mod and gives out fog all over the map except for a small diamond in the middle. does anyone have a similar error?
Öffentliches Ärgernis 12. juli kl. 2:46 
May I ask support for Electric Alloying Furnace from Expanded Materials - Metals , or should it be always on?
Jet 11. juli kl. 17:44 
rimpy claims hugslibs dependency but it hasnt updated yet. ignore?
juanlopez2008  [ophavsmand] 11. juli kl. 11:54 
You can check the log when you first start the game; I print the mod version there for this reason.

The latest version is 2025.7.9.20, if you have 2025.6.X.X then you have the old version and you can unsub/resub the mod to force Steam to update it
Scroll of Greater Baja Blast 11. juli kl. 11:48 
It's possible, but it's not possible to easily tell with Steam's jank workshop content delivery. I'll try again later.
juanlopez2008  [ophavsmand] 11. juli kl. 11:44 
Are you on an old version of the mod? That issue sounds like the one fixed in the latest update a couple days ago
Scroll of Greater Baja Blast 11. juli kl. 11:40 
Mod is currently nonfunctional with Odyssey, maps start with a rhombus of visible space and anything outside of it cannot be interacted with and it cannot be uncovered.
juanlopez2008  [ophavsmand] 11. juli kl. 7:19 
@The Flesh this mod does turn off workbenches when not in use.

@_baseplate HugsLib is not listed as a dependency for this mod. You do not need it
_baseplate 11. juli kl. 2:51 
Is Huglibs actually needed as a dependency for this mod? If not, could you please remove the need to have it alongside this mod?