SUGGESTION : AUTOMATIC LIGHTs ON DAY/NIGHTS

Meriadeg shared this feedback 20 days ago
Not Enough Votes

Some request seems to demand this feature. there is two ways to permit this without denaturate all the game.

in fact for an electronic item, knowing if we are in day is simple. receive light for stars.

I see the obstruction feature for solar panel is fully functional. So in fact , just create an event on solar panel with an ajustable % variable. This variable adjust the % of max production to reach for the event function returning true or false:

like in concept => Function SolarPanel.GetIfElecProduction(ItemSolarPanelConsidered.%amoutOfProductionToConsiderItIsTrue):BOOLEAN

Usable in event bloc or detector, as dev choose.

So when the event detect a false, it turn on some lights... "easy and rapid to do" with existing..

Replies (2)

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Could this be accomplished by using an event controller and an exterior mounted camera to "check" for a certain amount of environmental light?

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Yeah I could see this as an event controller function, SE1 has sun tracking as part of the custom turret controllers linked to a camera. Something like 'ambient light level %' tied to a camera would allow you to activate other behaviors beyond turning lights on. Maybe you want to turn the lights on and turn off a number of high battery drain blocks since your grid runs on solar. I know you can do that with battery levels, but this could be another useful trigger to proactively shut systems down when the sun goes down.

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Consider that "daytime running lights" are a thing in real life, and likewise automatic (usually solar powered) lights.


There are some lights that I'd still consider "glow" lights, that are like, Tritium powered or something, where you can always see them day or night, but they could also have "shutters" that turn them off, they would not be bright and only work for the smallest lights..

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