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Messages - Arcalane

#1
Mods / Re: Quick open/close doors mod?
July 08, 2021, 03:16:26 PM
Quote from: Halgrath on July 06, 2021, 03:35:35 PM
Doors often need to be held opened/closed immediately for the purpose of redirecting enemies. I'm aware that there is no "toggle door" task that works like "flick switch" in vanilla. I wondered if there was a mod that adds such a task, but it sounds like there isn't.

You could try Doors Expanded (Dev) - it allows you to link most powered doors to switches, at which point the door cannot be opened manually and must instead be toggled by using a button or lever (included in the mod) which is an interaction task like regular switches.
#2
Hey, just trying to find a decent compromise. :P

The light status simply wasn't clearing after some of the walls were deconstructed, leading to phantom illumination without power.

Seemingly solved by saving and reloading, at least. Not sure what the problem was and it doesn't seem to be occurring again now I've cut down on the number of lightwalls.
#3
Understandable. It's neat, and all, but it's murderous for performance.

Perhaps there could be two versions? One which generates a less light and lacks the emergency function, and one that generates a very decent amount of light and has the emergency light? That way, you could put down the latter in key/high-traffic areas (so you can make use of the high light generation and notice power output drops at a glance) without the added weight from the entire wall-light system demanding updates from the power net.
#4
Quote from: Architect on June 24, 2014, 12:59:25 PM
The wall lights have always been a sticking point for me, as RimWorld does not support changing light colour dynamically. Subsequently, there're a bit of trickery and general bludegoning of common sense to get it to work, and with every update I've done it has broken in some way. If you could give me more detail, such as how many lights you have, what the circumstances were, etc, etc, I'd be happy to work on the fix instantly.

"A lot" is the easiest way to put it; I only used regular lamps for coloured effects where possible, since wall lights don't take up any space. They were placed pretty... freely? I wanted places to be well-lit and the light positions to make sense and aesthetic decisions like that.

At a guess, for a reasonably-sized colony, that's in the region of a few dozen, possibly closer to 100? Since I've torn most of them down (though I do have an older save with several intact) and you can't mass-select them like normal lights, it's hard to say without going through and carefully counting every single one of the bloody things.

I'd ditch the 'emergency lighting' feature, personally - if I had to guess, its interactions with the power networks are what's causing the slowdown.
#5
Wall lighting turning red when consumption exceeds production but you still have a sizeable energy reserve is a bit... obnoxious?

Also, they cast enough light to obsolete sun lamps in growing rooms.

Also also, I've been running some minor testing, and they appear to be rather broken? They have a pretty serious negative impact on performance, and removing several wall lights did not reduce the light level of the area until the map was reloaded.