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RimWorld => Ideas => Topic started by: KDStudios on December 25, 2014, 08:01:15 PM

Title: Automatic Lights - Kinda like Lightswitches but automatic
Post by: KDStudios on December 25, 2014, 08:01:15 PM
Not sure if this has ever been suggested.
But it makes sense.
Can we eventually have the ability to set lights to "Auto"?
Basically when a room is empty, the light is off (thus taking no power)
and when a room has someone enter it, the light comes on.

Perhaps even add another light that consumes a constant say... 5 or 10W as it is "sensing" if someone is in the room or not.

Either option I'd be happy with.
I just find it tedious to select the lights I want on at certain times. Like bedrooms for example.
Or the furnace room. Or outside lights for defence (apparently having better light makes targets easier to shoot?)

So... Pretty please may we have this? :D
(or at least a mod for it? ;) )
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Everteal on December 25, 2014, 08:11:59 PM
Oh, oh, I can see it happen! 20-30 colonists with a lot of small/medium rooms and colored lights.
Result 1 - DISCO!
Result 2 - Epileptic seizure.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Mikhail Reign on December 25, 2014, 08:29:31 PM
There is a mod that does this. Powerswitches it's called or something similar. You can choose 'on if colonist in room' or on if colonist within 8 squares' as well as timers and enemy detect.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Geertje123 on December 25, 2014, 08:31:56 PM
I concur. Good idea :)

Quote from: Mikhail Reign on December 25, 2014, 08:29:31 PM
There is a mod that does this.

True, but the downside is that it is a mod.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Mikhail Reign on December 25, 2014, 08:48:20 PM
Whys that a downside? It works just as well as any stock features.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: KDStudios on December 26, 2014, 12:39:27 AM
I guess that mod will do for now, thanks for bringing it to my attention.
Still would prefer it being in the game and being way better than it is. But this is an okay alternative.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Geertje123 on December 28, 2014, 03:09:24 PM
Quote from: Mikhail Reign on December 25, 2014, 08:48:20 PM
Whys that a downside? It works just as well as any stock features.

1. You need to download and install it separately
2. If bugs ever occur they have a chance of breaking your game
3. Using a mod in a game, later removing the mod can break the game
4. If the mod developer ever quits contributing and keeping it updated you can no longer use it

These are pretty much the reasons :p
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Quasarrgames on December 28, 2014, 07:00:27 PM
aww i was hoping for something like "weneed lights that turn on in the day and turn off at night, especially for sunlamps!"

but this is a good idea too
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Mikhail Reign on December 29, 2014, 01:14:39 AM
Quote from: Quasarrgames on December 28, 2014, 07:00:27 PM
aww i was hoping for something like "weneed lights that turn on in the day and turn off at night, especially for sunlamps!"

but this is a good idea too

You can do this with the mod as well. You can set them on a timer, on colonist detect, or on enemy detect.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: Muramas on December 29, 2014, 01:50:16 AM
I also agree to this but I also think this should extend to other devices like crafting tables that are not in use.
Title: Re: Automatic Lights - Kinda like Lightswitches but automatic
Post by: ZestyLemons on December 29, 2014, 03:27:53 AM
Evil Genius has something like this. When there's no minions in the room, the lights in the room will turn off, and the room will dim. It's kinda cool actually, because it shifts your focus to the active parts of the base.