边缘世界 RimWorld

边缘世界 RimWorld

Time-of-Day Switches
115 条留言
Scionin 7 月 23 日 下午 12:55 
Much appreciated :)
Merthykins  [作者] 7 月 23 日 下午 12:36 
(So if there's an error when loading an old save game about that research, just ignore it)
Merthykins  [作者] 7 月 23 日 下午 12:35 
Updated to 1.6. Removed research requirement--I don't like it anymore.
Merthykins  [作者] 7 月 17 日 上午 11:31 
1.6 is planned (check back sunday)
Scionin 7 月 16 日 下午 12:46 
1.6?
Blackout 7 月 11 日 上午 7:48 
Is this mod compatible with 1.6?
man_of_belief 2024 年 9 月 18 日 上午 1:25 
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 2024 年 9 月 9 日 下午 12:11 
Kiwa 2024 年 8 月 6 日 上午 4:15 
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 2024 年 8 月 6 日 上午 3:10 
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 2024 年 8 月 6 日 上午 3:10 
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 2024 年 4 月 18 日 上午 8:22 
i also have the flickering issue
Merthykins  [作者] 2024 年 4 月 8 日 下午 1:08 
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!
Echo 2024 年 4 月 8 日 上午 10:11 
Ran into a weird issue where any machinery hooked up to a grid restricted by one of these will enter an infinite cycle of rapidly flicking on and off if the switch has any times set to Off. Setting all the times back to On and then reloading the save fixes the problem, but as soon as even a single Off hour passes, the infinite cycle begins again. Not sure if conflict with another mod, or issue with this one, but very frustrating - I count this as one of the absolute must have mods.
Merthykins  [作者] 2024 年 3 月 27 日 下午 5:22 
Also adjusted the research requirement to jsut electricity
Merthykins  [作者] 2024 年 3 月 27 日 下午 5:21 
Updated to 1.5, improved performance, verified it works in 1.4 and 1.5
skilfuleric 2024 年 2 月 24 日 上午 9:12 
Doesn't work
TheDankoCZ 2023 年 8 月 3 日 下午 2:32 
Thank you again for a quick response. I really appreciate it and will look into it.
Merthykins  [作者] 2023 年 8 月 3 日 下午 12:34 
@TheDankoCZ - I have enabled the in-code strings to be translatable. On/Off will use the default rimworld translations, but the button text has been added.

If you do a pull request on the github, I will add your translation to the official release. If you want to have a separate mod uploaded as well that's fine too.
TheDankoCZ 2023 年 8 月 3 日 上午 8:27 
The mod is working great, thank you. But I was wondering, wanted to translate your mod, but some text seems to be not accessible, like the Set Times label and description on the button to set the times and On Off selectors. Is there a way to translate this text?
fra_dippi 2022 年 11 月 3 日 上午 5:45 
That's a great mod! I was wondering if there was a way to automatically time doors opening or areas. It would be extremely useful to micromanage a prison, for example.
VelxraTV 2022 年 10 月 31 日 下午 8:27 
Thank you!
Merthykins  [作者] 2022 年 10 月 31 日 下午 4:21 
Updated to v1.4
VelxraTV 2022 年 10 月 21 日 下午 1:56 
Please update to 1.4
man_of_belief 2022 年 8 月 16 日 上午 1:53 
my best mod ever. Thanks.
Tim 2022 年 4 月 2 日 下午 9:30 
@dgloveruk76 you could just edit the xml in the mod folder:

Steam/steamapps/workshop/294100/776113312/1.3/Defs/ResearchProjectDefs/..TimeOfDatSwitch.xml


in there just edit:
<prerequisites>
<li>MicroelectronicsBasics</li>
</prerequisites>

To:
<prerequisites>
<li>Electricity</li>
</prerequisites>
Grow Insane 2022 年 1 月 7 日 下午 3:18 
I like this although I find it has most potential utility before Microelectronics which it requires.
Once at the Microelectronics stage I am usually less concerned with power management. Also for for best utility it requires a degree of power grid thought/design, again this is less appealing in the later game, particularly as changing electricity grids in amongst a lot of other stuff can be a lot of fiddling. I think this timer should rely upon electricity not microelectronics even though I understand that from a scientific point of view it is more electronic in nature than simply electric. That said, when you look at what vanilla does, putting air con, hydroponics and autodoor etc all dependant only on electricity, you can see that the game designer saw the same thing. Let's not forget that the first power timers were less electronic and more mechanical anyway :)
Reianor 2021 年 8 月 7 日 上午 6:17 
If you need help setting that up - It's (probably, I'm not a native English speaker) called parallel and sequential connection of switches. The rest is up to you and your internet search engine of choice.
Reianor 2021 年 8 月 7 日 上午 6:03 
@Ascythian
And how exactly do you envision applying setting from one switch to another?
First there's the code side. You'd need a new switch essentially. One of them would need to implement the other mod's feature in their switches.

Then there's the actual work.
For example switch a is on when the time is right, and off when wrong.
The other is on when power is high and off when low.

How do you combine them? Do you want the result to be on when both the time is right and power is hight or when either?

You know how this is handled IRL? People connect those switches in different ways, and depending on how they are connected you get different results.

Nothing is stopping you from doing the same in RW if you have both mods.
Reianor 2021 年 8 月 7 日 上午 6:02 
@Aval
"I wasn't aware that rimworld's mod menu synchronized with the information provided on the steam workshop page, and just assumed that it was something defined within the mod's code."

I was under impression that it's the other way around, that steam workshop was reading mod's own tags. You'll notice some people "pre-tag" their mods for 1.4 and 1.5 but steam shows those tags separately.
Also there's the whole local mods thing. Where'd you think would tags come from for those?

What most likely happened is the workshop's usual shenanigans where it didn't actualy update mod files on your side. It does that (and more) a lot.
Merthykins  [作者] 2021 年 7 月 6 日 下午 4:52 
Updated to 1.3
Merthykins  [作者] 2021 年 2 月 28 日 下午 8:52 
Thanks for verifying!
rat 2021 年 2 月 28 日 下午 8:00 
Unsub & resub fixed the problem, thanks! I wasn't aware that rimworld's mod menu synchronized with the information provided on the steam workshop page, and just assumed that it was something defined within the mod's code. Thanks again!
Merthykins  [作者] 2021 年 2 月 28 日 下午 7:20 
It shows 1.2 for me. It seems steam is having some strange version caching issues today. Would you mind trying unsubscribing and resubscribing and letting me know if it shows 1.2 compatibility?
rat 2021 年 2 月 28 日 下午 6:23 
I just tried to run it in 1.2 and discovered that it works as you said, however it claims it's only for v1.0/1.1 in the actual game (steam page has correct info) - may confuse some users despite the fact that it works just fine
Merthykins  [作者] 2021 年 2 月 28 日 下午 5:52 
Yeah it's 1.2
rat 2021 年 2 月 28 日 下午 5:08 
Any chance of a 1.2 update? :)
Merthykins  [作者] 2021 年 2 月 28 日 下午 12:22 
This can now be built over walls beacuse I like that better and it was a good suggestion.

Also I removed the log spam
Charlotte 2020 年 6 月 4 日 上午 12:50 
You have an extra logging line that spams logs at TimerSwitches.TimeOfDaySwitch:ExposeData()

https://bitbucket.org/merthsoft/timeofdayswitch/src/7a766b82520df52be85d78564ef8363f7da614f9/Source/TimeOfDaySwitch.cs#lines-78
Merthykins  [作者] 2020 年 2 月 24 日 下午 8:20 
This has been updated to 1.1

On-wall version is a good idea
StemderS 2020 年 2 月 24 日 上午 6:04 
Hey there bud, are you going to update this one for 1.1? :)
JangoD'soul 2019 年 9 月 1 日 下午 12:40 
Is it possible to make a different version that build on the wall like the Thermostat in "Dubs bad Hygiene" ?
Merthykins  [作者] 2019 年 7 月 15 日 下午 1:51 
Thanks :)
Torbaz 2019 年 7 月 14 日 下午 6:00 
Good mod
Merthykins  [作者] 2019 年 6 月 13 日 下午 7:46 
Alright added copy and paste
Merthykins  [作者] 2019 年 6 月 13 日 上午 8:04 
Yeah that's a good idea
Vas 2019 年 6 月 12 日 下午 10:24 
Any chance you can add a copy/paste function so they can be copied to other switches?
Merthykins  [作者] 2019 年 1 月 4 日 下午 7:40 
Sounds the same to me!
AmbiguousMonk 2018 年 12 月 21 日 下午 12:17 
Is this mod made redundant by using "PowerSwitch", which adds a time-of-day function to the power switch, or does this mod do it differently?