边缘世界 RimWorld

边缘世界 RimWorld

Power Logic
Gambeans 2019 年 7 月 25 日 下午 4:42
Suggestion Thread
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最后由 Gambeans 编辑于; 2023 年 5 月 26 日 上午 7:35
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正在显示第 1 - 9 条,共 9 条留言
Supes  [开发者] 2019 年 7 月 28 日 下午 5:17 
Suggestions are always welcome, I might not always respond to them, but I will read them :)
Regularity 2021 年 7 月 10 日 上午 10:31 
Some ideas:

- Some sort of proximity sensor that checks via airflow instead of walkable terrain (meaning it can pass through embrasures, vents, etc) would be fantastic. Why is this needed? Having to constantly put sensors somewhere directly accessable to enemy basing because they can't pass through doors or walls means a constant need to replace them, which is a pain.

- Wide remote doors or shutters. Why is this needed? Well, raider AI will attempt to avoid killboxes by detecting turret line-of-sight, so I use remote doors to temporarily block line-of-sight until after they enter the killzone. However, requiring a separate door for each turret means having to build and maintain lots of doors. If there were some wide doors or shutters instead of one-cell remote doors that could be used, it would make the process universally better: Less computer resource usage due to fewer active receivers, less time wasted setting macros for each door, and it might even look better visually as well.
最后由 Regularity 编辑于; 2021 年 7 月 10 日 下午 7:01
Regularity 2021 年 7 月 10 日 下午 7:06 
Also: The ability to rename switches. Or at least transmitters. On the off-chance you forgot what each transmitter does, you currently have to play follow-the-leader with signal repeaters and wires to re-learn what it does. I feel it would be far more streamlined if we could simply rename switches and know at a glance what a transmitter does, by being able to call it "Door Opening Controls" or "Laser Activation" or something.
Lotus Elise 2021 年 8 月 1 日 上午 4:10 
One more option for proximity sensor - "on" - if "no one" in the zone.
On wall proximity sensor.
Nyarlathotep 2021 年 9 月 6 日 下午 4:02 
A 'time of day' switch would be the cherry on the cake for this mod
makoaluveaux 2022 年 12 月 15 日 上午 10:31 
A micro wiring block that would allow multiple inputs and outputs and complex wiring on one block through an interface
Killer 2023 年 5 月 26 日 上午 9:41 
Amazing mod, thanks so much for your efforts with this and keeping it up-to-date. Any chance you would consider making the range of the wireless devices configurable? I find it a little short for outdoor use. I had a look through the XML files and couldn't see a way of changing the range on the Rader, repeater etc.
Jesse 2024 年 9 月 30 日 下午 10:21 
I'd like an inversion option for the proximity detector. I know you have the logic gates but I'm working in a cramped space and there just isn't enough room to fit the gate, the inverter, and all the conduit. Another sensor switch that would be great is a stack counter. The only item detectors you have right now count the total items in a stack or in a zone. I want to be able to count how many stacks there are, so I know when the storage is full.

What I'm trying to do is set up an automated circuit inside my incinerator, so that the furnace will turn on when the storage gets full, but will wait until my colonists leave the room before turning it on.


Well I guess that idea is out the window. All the electronics aside from the temp sensor are flammable so it wouldn't work anyway.
最后由 Jesse 编辑于; 2024 年 10 月 1 日 上午 12:17
T 7 月 24 日 下午 6:10 
I believe a "Is in vacuum/space" switch could be a good addition! I.e., toggle when it detects x% vacuum in a room/outside
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