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Power Patches
Patched Type | Patched Method | Call Frequency |
---|---|---|
CompPower | CompInspectStringExtra | Every tick that you have the inspect panel open |
This patch simply replaces the power drawing message in the inspect panel with "On Standby" when the building is on standby.
Patched Type | Patched Method | Call Frequency |
---|---|---|
CompPowerTrader | PowerOutput | Tick |
This patch modifies the power output of a building based on whether or not it's enabled. If it's enabled, it pulls the active power draw rate, and if it's inactive it pulls the standby power draw rate (or 0 for lights). The active/standby rates are configured in the mod settings.
Patched Type | Patched Method | Call Frequency |
---|---|---|
Building | SpawnSetup | Once any time a building spawns |
Disables all tables when they spawn into the map for any reason. If the building is a light, it performs a check to see if they should be on or off, and enables/disables itself appropriately. Additionally, if the building is not a light, it also removes the KeepOnComp
so that you don't see the "Keep On" gizmo on anything except lights.
Patched Type | Patched Method | Call Frequency |
---|---|---|
RegionAndRoomUpdater | FloodAndSetRooms | Once when a map loads |
It's possible that lights misbehave due to inconsistent load ordering and sometimes enable/disable incorrectly when loading from a save. To combat this, this patch performs a final check to a room once loaded and enables or disables all lights in the room as appropriate to make sure that lights are well-behaved on loading.
Patched Type | Patched Method | Call Frequency |
---|---|---|
CompRechargeable | CompTick | Tick |
This patch handles rechargeable buildings (such as the neural supercharger) and allows them to pull power at their active rate until charged, then pull power at their standby rate.