RimWorld

RimWorld

Time-of-Day Switches
115 kommentarer
Scionin 23. juli kl. 12:55 
Much appreciated :)
Merthykins  [ophavsmand] 23. juli kl. 12:36 
(So if there's an error when loading an old save game about that research, just ignore it)
Merthykins  [ophavsmand] 23. juli kl. 12:35 
Updated to 1.6. Removed research requirement--I don't like it anymore.
Merthykins  [ophavsmand] 17. juli kl. 11:31 
1.6 is planned (check back sunday)
Scionin 16. juli kl. 12:46 
1.6?
Blackout 11. juli kl. 7:48 
Is this mod compatible with 1.6?
man_of_belief 18. sep. 2024 kl. 1:25 
same problem like kiwa, but changing time did not helped for me.


Two power nets on the same cell (52, 104). First transmitters: Time of day switch and Hidden conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
tzverg 9. sep. 2024 kl. 12:11 
Kiwa 6. aug. 2024 kl. 4:15 
The issue also only occurs if both switches are set to turn on at the same time, but does not appear to happen when I offset them by one hour.
Kiwa 6. aug. 2024 kl. 3:10 
Two power nets on the same cell (20, 128). First transmitters: Time of day switch and Power conduit.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.PowerNetGrid:Notify_PowerNetCreated (RimWorld.PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet (RimWorld.PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt (Verse.IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Kiwa 6. aug. 2024 kl. 3:10 
Hmm, so... in 1.5, everything was fine as long as I only had one time-of-day switch on the map, but after adding a second one, I keep getting errors, and have to quicksave/reload each morning to get power back to one of the switched networks. I already completely deconstructed and rebuild both switches and power lines connecting them, to no success.

The power architecture is generators -> global power net, with two separate rooms each having a switch and a single power conduit behind the switch, with the devices (biofuel refinery, electric smelter) connected to that conduit. After the error messages, one of the rooms is powered, the other one is not (technically the conduit shows power, but the biofuel refinery keeps blinking the no-power-icon and is not operable until save/reload).

(posting the log next, message too long)
Venezz 18. apr. 2024 kl. 8:22 
i also have the flickering issue
Merthykins  [ophavsmand] 8. apr. 2024 kl. 13:08 
I'll check it out. If you could let me know what other mods you have that could help, but I can't say for sure yet it isn't something wrong out of the box. Thanks for th report!
Echo 8. apr. 2024 kl. 10:11 
Ran into a weird issue where any machinery hooked up to a grid restricted by one of these will enter an infinite cycle of rapidly flicking on and off if the switch has any times set to Off. Setting all the times back to On and then reloading the save fixes the problem, but as soon as even a single Off hour passes, the infinite cycle begins again. Not sure if conflict with another mod, or issue with this one, but very frustrating - I count this as one of the absolute must have mods.
Merthykins  [ophavsmand] 27. mar. 2024 kl. 17:22 
Also adjusted the research requirement to jsut electricity
Merthykins  [ophavsmand] 27. mar. 2024 kl. 17:21 
Updated to 1.5, improved performance, verified it works in 1.4 and 1.5
skilfuleric 24. feb. 2024 kl. 9:12 
Doesn't work
TheDankoCZ 3. aug. 2023 kl. 14:32 
Thank you again for a quick response. I really appreciate it and will look into it.
Merthykins  [ophavsmand] 3. aug. 2023 kl. 12:34 
@TheDankoCZ - I have enabled the in-code strings to be translatable. On/Off will use the default rimworld translations, but the button text has been added.

If you do a pull request on the github, I will add your translation to the official release. If you want to have a separate mod uploaded as well that's fine too.
TheDankoCZ 3. aug. 2023 kl. 8:27 
The mod is working great, thank you. But I was wondering, wanted to translate your mod, but some text seems to be not accessible, like the Set Times label and description on the button to set the times and On Off selectors. Is there a way to translate this text?
fra_dippi 3. nov. 2022 kl. 5:45 
That's a great mod! I was wondering if there was a way to automatically time doors opening or areas. It would be extremely useful to micromanage a prison, for example.
VelxraTV 31. okt. 2022 kl. 20:27 
Thank you!
Merthykins  [ophavsmand] 31. okt. 2022 kl. 16:21 
Updated to v1.4
VelxraTV 21. okt. 2022 kl. 13:56 
Please update to 1.4
man_of_belief 16. aug. 2022 kl. 1:53 
my best mod ever. Thanks.
Tim 2. apr. 2022 kl. 21:30 
@dgloveruk76 you could just edit the xml in the mod folder:

Steam/steamapps/workshop/294100/776113312/1.3/Defs/ResearchProjectDefs/..TimeOfDatSwitch.xml


in there just edit:
<prerequisites>
<li>MicroelectronicsBasics</li>
</prerequisites>

To:
<prerequisites>
<li>Electricity</li>
</prerequisites>
Grow Insane 7. jan. 2022 kl. 15:18 
I like this although I find it has most potential utility before Microelectronics which it requires.
Once at the Microelectronics stage I am usually less concerned with power management. Also for for best utility it requires a degree of power grid thought/design, again this is less appealing in the later game, particularly as changing electricity grids in amongst a lot of other stuff can be a lot of fiddling. I think this timer should rely upon electricity not microelectronics even though I understand that from a scientific point of view it is more electronic in nature than simply electric. That said, when you look at what vanilla does, putting air con, hydroponics and autodoor etc all dependant only on electricity, you can see that the game designer saw the same thing. Let's not forget that the first power timers were less electronic and more mechanical anyway :)
Reianor 7. aug. 2021 kl. 6:17 
If you need help setting that up - It's (probably, I'm not a native English speaker) called parallel and sequential connection of switches. The rest is up to you and your internet search engine of choice.
Reianor 7. aug. 2021 kl. 6:03 
@Ascythian
And how exactly do you envision applying setting from one switch to another?
First there's the code side. You'd need a new switch essentially. One of them would need to implement the other mod's feature in their switches.

Then there's the actual work.
For example switch a is on when the time is right, and off when wrong.
The other is on when power is high and off when low.

How do you combine them? Do you want the result to be on when both the time is right and power is hight or when either?

You know how this is handled IRL? People connect those switches in different ways, and depending on how they are connected you get different results.

Nothing is stopping you from doing the same in RW if you have both mods.
Reianor 7. aug. 2021 kl. 6:02 
@Aval
"I wasn't aware that rimworld's mod menu synchronized with the information provided on the steam workshop page, and just assumed that it was something defined within the mod's code."

I was under impression that it's the other way around, that steam workshop was reading mod's own tags. You'll notice some people "pre-tag" their mods for 1.4 and 1.5 but steam shows those tags separately.
Also there's the whole local mods thing. Where'd you think would tags come from for those?

What most likely happened is the workshop's usual shenanigans where it didn't actualy update mod files on your side. It does that (and more) a lot.
Merthykins  [ophavsmand] 6. juli 2021 kl. 16:52 
Updated to 1.3
Merthykins  [ophavsmand] 28. feb. 2021 kl. 20:52 
Thanks for verifying!
rat 28. feb. 2021 kl. 20:00 
Unsub & resub fixed the problem, thanks! I wasn't aware that rimworld's mod menu synchronized with the information provided on the steam workshop page, and just assumed that it was something defined within the mod's code. Thanks again!
Merthykins  [ophavsmand] 28. feb. 2021 kl. 19:20 
It shows 1.2 for me. It seems steam is having some strange version caching issues today. Would you mind trying unsubscribing and resubscribing and letting me know if it shows 1.2 compatibility?
rat 28. feb. 2021 kl. 18:23 
I just tried to run it in 1.2 and discovered that it works as you said, however it claims it's only for v1.0/1.1 in the actual game (steam page has correct info) - may confuse some users despite the fact that it works just fine
Merthykins  [ophavsmand] 28. feb. 2021 kl. 17:52 
Yeah it's 1.2
rat 28. feb. 2021 kl. 17:08 
Any chance of a 1.2 update? :)
Merthykins  [ophavsmand] 28. feb. 2021 kl. 12:22 
This can now be built over walls beacuse I like that better and it was a good suggestion.

Also I removed the log spam
Charlotte 4. juni 2020 kl. 0:50 
You have an extra logging line that spams logs at TimerSwitches.TimeOfDaySwitch:ExposeData()

https://bitbucket.org/merthsoft/timeofdayswitch/src/7a766b82520df52be85d78564ef8363f7da614f9/Source/TimeOfDaySwitch.cs#lines-78
Merthykins  [ophavsmand] 24. feb. 2020 kl. 20:20 
This has been updated to 1.1

On-wall version is a good idea
StemderS 24. feb. 2020 kl. 6:04 
Hey there bud, are you going to update this one for 1.1? :)
JangoD'soul 1. sep. 2019 kl. 12:40 
Is it possible to make a different version that build on the wall like the Thermostat in "Dubs bad Hygiene" ?
Merthykins  [ophavsmand] 15. juli 2019 kl. 13:51 
Thanks :)
Torbaz 14. juli 2019 kl. 18:00 
Good mod
Merthykins  [ophavsmand] 13. juni 2019 kl. 19:46 
Alright added copy and paste
Merthykins  [ophavsmand] 13. juni 2019 kl. 8:04 
Yeah that's a good idea
Vas 12. juni 2019 kl. 22:24 
Any chance you can add a copy/paste function so they can be copied to other switches?
Merthykins  [ophavsmand] 4. jan. 2019 kl. 19:40 
Sounds the same to me!
AmbiguousMonk 21. dec. 2018 kl. 12:17 
Is this mod made redundant by using "PowerSwitch", which adds a time-of-day function to the power switch, or does this mod do it differently?