(https://i.imgur.com/QesYfNl.png)
[1.0] Turn It On and Off v1.3
This makes many electrical machines use minimum possible power (1 watt) when not in use. In addition, many electrical machines from other mods should behave the same way.
Fully save compatible. Can be added or removed at any time. Please report any errors.
HugsLib is required.
Credits:
Thom Blair III (Idea for the mod & programming)
Fluffy (https://steamcommunity.com/id/FluffyMods/myworkshopfiles/?appid=294100) (Programming)
Xen (https://steamcommunity.com/id/XenEmpire/myworkshopfiles/?appid=294100) (Programming)
NubsPixel - RePower (B19) (https://steamcommunity.com/sharedfiles/filedetails/?id=1503118650)
Texel - RePower (A16) (https://steamcommunity.com/sharedfiles/filedetails/?id=865000054)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1530276152)
Dropbox (https://www.dropbox.com/s/tc87prv2xnhphts/Turn%20It%20On%20and%20Off%20v1.3%20%5B1.0%5D.zip?dl=1)
Source code & files (https://www.dropbox.com/s/ia7z9gfwt2m9oo7/TurnItOnandOff%20v1.3%20Source%20code.zip?dl=0)
Older versions and all my other Rimworld mods on Dropbox (https://www.dropbox.com/sh/2q3l72kn13k3clf/AADVkwWo75a_j7_-p2SKvKVEa?dl=0)
There was another mod similar (but added extra consumption when turned on).
Is it expandable to more stations from mods?
Quote from: ultra4 on September 22, 2018, 06:39:15 AM
There was another mod similar (but added extra consumption when turned on).
Yes, it's called RePower. This mod is only a minor tweaking of it, specifically NubsPixel's version of Texel's RePower A16 mod. I added links to those mods in the description for this mod.
QuoteIs it expandable to more stations from mods?
It is possible. The RePower mods did have support options for other mods. However, since I know nothing about how to program in C#, I had to rely on Xen to make a version that implements my ideas for power usage. If Xen gets inspired to work on the coding more, I'm sure it's possible.
Updated so that any electrical machines from other mods will automatically only use power when in use.
taking it for a spin right now
update: yep working with VGP mod, glass mod, dubs hygiene, Rah, dog said, all stations
Some "stations" won't turn off like "android printer" and droid fabricator" (android mod) and "organ vat" (from questionable ethics), but those are not real stations. So Great work
Just thought multi-analyzer and research bench would turn off but they don't
Quote from: ultra4 on September 22, 2018, 07:30:08 PM
Just thought multi-analyzer and research bench would turn off but they don't
Actually, I just updated this to version 1.1 which has bug fixes for:
- high tech research bench
- multi analyzer
- vitals monitor
- TVs
- deep drill
These should all work correctly now.
Updated to version 1.2
Reason: Bug Fix
Changed the minimum watts needed for machines from zero watts to 1 watt. 
The reason not to use zero as the minimum power usage for when a machine is not being used is because then, when a generator runs out of fuel, there is zero power available to machines. So, if we have set zero watts as the minimum requirement for a machine to run, then pawns will keep trying to use the machine again and again the entire time the generator is empty providing zero power. So, we set the minimum watts to use the machines at 1 watt. That way, when there is no fuel in a generator, pawns will not try to use the machines.
Updated for Rimworld 1.0
Hi there
The long-range mineral scanner still drains 500W when nobody uses it
Thanks for your work !
Another great mod what should be in main game by default. Save a ton of micromanagement for me, thanks a lot!
+1 for long-range mineral scanner issue, still asking for full power when idle.
can we set the passive power requirement ourselves? id like something in between 1w and vanilla
I'd love to do that, I just don't know how.