Motion Activated Lights

Started by Breadwinner, January 05, 2016, 04:42:17 AM

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Breadwinner

I found it strange that colonists just left lights on indefinitely, unnecessarily consuming their precious power. Thus I had the idea of motion activated lights; they could be a research objective which could enable lights to be set to a mode where they activate when a colonist enters a room, or within the radius of the motion sensor, deactivating again after a period of time that no colonist/entity resides in its radius.

This would be useful for reducing the amount of power wasted from lighting, without having to manually assign someone to turn the lights on/off every time. It would also add another research objective to flesh out the researching skill.

I imagine a similar system could be employed for turrets too, perhaps you could set up a motion sensor across a region within range of your turrets running on the same circuit, where tripping the sensor powers up the turrets? They would then power down again once there are no more targets. This would be useful in saving the need for a switch, system where a colonist has to drop everything and sprint to power up the turrets.

skullywag

This interests me.

You may be seeing this in my additional lighting mod.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

JimmyAgnt007

Might I also suggest that sleeping colonists do not set off the motion sensors and thus the lights go out while they sleep. 

skullywag

That, I can accommodate....I think
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

TLHeart


skullywag

Quote from: TLHeart on January 05, 2016, 11:33:48 AM
already have a motion, timer, enemy detect for the switch...

https://ludeon.com/forums/index.php?topic=2890.0

Yes but its a custom building, im going to write it as a comp so it can used by anything, probably even get it added into CCL.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

TLHeart

Quote from: skullywag on January 05, 2016, 11:40:08 AM
Quote from: TLHeart on January 05, 2016, 11:33:48 AM
already have a motion, timer, enemy detect for the switch...

https://ludeon.com/forums/index.php?topic=2890.0

Yes but its a custom building, im going to write it as a comp so it can used by anything, probably even get it added into CCL.

no it is not a custom building, just adds options to the vanilla switch.

skullywag

#7
It IS a custom building class. Jeez. Point is it isnt a comp when it would be reeeeally handy for it to be.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

TLHeart

Quote from: skullywag on January 06, 2016, 04:27:54 AM
It IS a custom building class. Jeez. Point is it isnt a comp when it would be reeeeally handy for it to be.

jeez, say what you mean, mean what you say....
there is a difference between a custom building, and a custom building class....

So as a comp, what else would it be added to?

mrofa

Quote from: TLHeart on January 06, 2016, 11:57:07 AM
Quote from: skullywag on January 06, 2016, 04:27:54 AM
It IS a custom building class. Jeez. Point is it isnt a comp when it would be reeeeally handy for it to be.

jeez, say what you mean, mean what you say....
there is a difference between a custom building, and a custom building class....

So as a comp, what else would it be added to?

as a comp to any custom or normal class objects
All i do is clutter all around.

Fluffy (l2032)

anything that requires power?

and not to fuel the fire, but a custom class rather makes it a custom building in my book.

Limdood

this thread just gave me another idea....would be along the same lines...

camo turrets?  they're hidden from sight until motion-triggered by enemies, then pop up and shoot like normal turrets (maybe less range?).  they'd be a welcome change to killboxes....not a perfect solution, since raiders tend to trickle in, but it would be a very nasty surprise, and fit the feel and challenge style of rimworld (use a tactic to work very well, but with a cost...that turret is getting killed by the raider's friends).


Toggle

Quote from: Limdood on January 08, 2016, 06:14:05 PM
camo turrets?  they're hidden from sight until motion-triggered by enemies, then pop up and shoot like normal turrets (maybe less range?).  they'd be a welcome change to killboxes....not a perfect solution, since raiders tend to trickle in, but it would be a very nasty surprise, and fit the feel and challenge style of rimworld (use a tactic to work very well, but with a cost...that turret is getting killed by the raider's friends).

Interesting, but how much use would it have? The only situation is having it wait until an enemy is able to shoot them from beyond the range, so a sniper, but then a few walls would fix that.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.