Hello! I've created a mod that enables power switches to be configured to be on or off depending on the current in-game time.
Steam download: http://steamcommunity.com/sharedfiles/filedetails/?id=776114412 (http://steamcommunity.com/sharedfiles/filedetails/?id=776114412)
Stand alone download: http://merthsoft.com/TimerSwitches_3.zip (http://merthsoft.com/TimerSwitches_3.zip)
(http://i.imgur.com/8wyhbDS.png)
Thanks to Dingo and avilmask testing, suggestions, and XML help :)
License is WTFPL (http://www.wtfpl.net/about/).
Very cool. :)
Good to see it finally released!
Simple and yet was lacking.
Brilliant
Thanks for this one
Nice idea, looks cool. One question: does this modify the vanilla switch or add a separate time based power switch?
The reason I ask is there are a couple of mods which modify the vanilla switch and AFAIK they aren't compatible with each other because they weren't implemented as new buildings or whatever switches are and if this mod does the same it's going to be incompatible with them too which would be a shame.
This adds a new building entirely, so it should be compatible with the other mods :)
Glad everyone likes it!
Thanks for the release!
Quote from: merthsoft on October 07, 2016, 09:47:05 AM
This adds a new building entirely, so it should be compatible with the other mods :)
Nice, thanks!
there was alrady a mod that did this and more aka senseingg eneimis and if a person in the room but think it got abandoned 2 alpha ago.
there is haplo's power switch mod, that has timers, pawn in roon, pawn nearby and enemies in 90 tiles fnctions, and it IS a15 released
The interface here is better though. And in Haplo's mod you need two researches to get to timers. That's not to say it's bad. I guess it's personal preference, but if all you want is timed switches, it's bit awkward.
I personally intend to use both when I'm done fussing about and actually play. I think merth was talking about trying to integrate it into Haplo's mod which would also be great (just replace the timing function there with this one).
could you make this switch a seperate object? many mods already modify the default switch. it may cause even more incompatabilities.
It's not the default switch.
It is currently a separate object. It would be cool if it could also be added into Haplo's mod, so people who want to whole shebang just need one mod, but people who just one the time-of-day stuff could use this one.
Quote from: 123nick on October 08, 2016, 09:07:43 PM
could you make this switch a seperate object? many mods already modify the default switch. it may cause even more incompatabilities.
It already is a separate object.
You should add a non-timer-based on/off functionality toggle so the switch can be easily turned on or off and save its time-of-day settings.
Like how normal switches have? That'd make sense! Good suggestion
Yeah. Let's say you want to save power because there's an eclipse or something, you should be able to turn it off without hindering its functionality when you turn it on again.
Alright! Added this feature:
http://merthsoft.com/TimerSwitches_4.zip (http://merthsoft.com/TimerSwitches_4.zip)
Windows Defender seems to be recognising this one as a virus (didn't do it for any of the other ones).
That's very weird... I didn't do anything different. Does it say what specifically it doesn't like about it?
Nope, just deletes it and says it needs to submit files for analysis. I unpacked it after disabling realtime protection and the actual folder doesn't trigger anything. I don't even know if it's anything more than usual antivirus stupidity (I only use Defender because I can't be bothered uninstalling a base Windows feature, haven't used an AV before Windows 10).
Is it possible to modify light to have time-of-day functionality?
Did you ever bother about short circuits that unload all your stored energy in an electrical explosion? Was manually hauling batteries to have backup power too tedious? Time-of-Day Switches is your way to go!
During my first colony I had several electrical explosions in a short amount of time. So I started to haul batteries away to keep them charged as power backup and to keep my stored power small. Ugh, I hate micromanagment. Now I make 3 power banks, each of them connected with the main grid via one of those nice little switches. The switches are active 2/3 of the time (2h active - 1h inactive - repeat) to cut the exposed power by 1/3. Not sure of 1/3 would work too, could be that it causes power shortages when the switches flick. Will increase to 4 power banks with 2/4 setting when the colony grows.
Another usage I thought of: Connect a sun lamp with the switch to avoid micro-managing solar panels. (Solar panel: 1700W, Sun lamp: 1600W) Connecting 1:1 would work, but what are you going to do in a volcanic winter?