Lights Controlled by Smart Sims
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Author jonasn
Uploaded: 17th Jan 2023 at 6:43 PM
Updated: 12th Feb 2024 at 5:14 AM
Updated: 12th Feb 2024 at 5:14 AM
Increases the intelligence of standard lights in auto mode to illuminate only dark rooms occupied by people. Adds new modes that make lights fully automatic or react to daylight only, when the default is too restrictive. Lamps respond to configuration changes immediately.
The default light mode follows the following logic:
• Outdoor lights are on the whole night on all but residential and fraternity lots, where they are switched off at 2 AM, and then turned on only if there is an awake family member or a greeted visitor outside.
• Street and park lamps, which are defined as "misc" in the catalog, are on the whole night, except for the City Dweller 'Dims'.
• Outdoor lights are never on during the day.
• Indoor lights are turned on during nighttime only if there is an awake sim in the room. If a light is placed far from any windows or glass doors facing outside, it will turn on even during daytime as soon as a sim enters. Windows are counted on lot load, on entering live mode and upon moving the lamp to another room.
• On community lots indoor lights are on the whole time, while on FreeTime secret hobby lots and communal parts of hotels and apartments they're on during nighttime regardless of the presence of sims. Traditional community lots downtown depend on bright lights. The new automatic modes can be used to turn some lights off in rooms that are too bright.
• In build mode lamps will automatically turn on if the room is determined as unlit, so that lighting can be immediately previewed without switching to live mode or repurchasing all the lights of interest.
• Day is defined as time in range from 7:10 till 18:29. The rest of time it is night. There is an overlap with daylight to eliminate moments of darkness.
• People passing through smaller rooms will not trigger lights there. Choosing automatic mode makes them react anyway.
• Detects whether the lamp is in a hotel suite and treats the common area of hotels and apartments as a commlot.
Other improvements:
• The Auto option toggles between 4 modes: Default, Automatic, On All Night and Window Coverage.
In automatic mode lights respond to the presence of people, pets and darkness regardless of other factors on all lot zones. This can be used for private or overlit rooms on community lots. On All Night only respects the time of day, disabling automatic decisions. Window Coverage marks the lamp as being near a window, preventing it from turning on during daytime. Certain unusual windows aren't detected.
• In the default mode pets, human babies and toddlers without the walk skill can't turn on lights. Switch to Automatic if this is undesired.
• Light modes can be toggled in Build mode by placing the lamp on a pedestrian portal with moveobjects or appropriate flags.
• There is a short delay before lights turn off to reduce flicker.
• Lights respond immediately to a trigger of people entering the room, which is sent by doors too early and does not work without a mod.
• Restocked lamps on business lots turn back on.
• Lights in a pool and the pool room react to people inside the pool taking into account the pool ladder.
• Lights on a raised or sunken foundation connected by modular stairs react to people in the other part of the room that is not on the foundation.
EarlyEvening: Option turns on lights earlier for use with a mod that includes a period of dusk.
Game version: Open for Business through Mansion, including Castaways.
The default light mode follows the following logic:
• Outdoor lights are on the whole night on all but residential and fraternity lots, where they are switched off at 2 AM, and then turned on only if there is an awake family member or a greeted visitor outside.
• Street and park lamps, which are defined as "misc" in the catalog, are on the whole night, except for the City Dweller 'Dims'.
• Outdoor lights are never on during the day.
• Indoor lights are turned on during nighttime only if there is an awake sim in the room. If a light is placed far from any windows or glass doors facing outside, it will turn on even during daytime as soon as a sim enters. Windows are counted on lot load, on entering live mode and upon moving the lamp to another room.
• On community lots indoor lights are on the whole time, while on FreeTime secret hobby lots and communal parts of hotels and apartments they're on during nighttime regardless of the presence of sims. Traditional community lots downtown depend on bright lights. The new automatic modes can be used to turn some lights off in rooms that are too bright.
• In build mode lamps will automatically turn on if the room is determined as unlit, so that lighting can be immediately previewed without switching to live mode or repurchasing all the lights of interest.
• Day is defined as time in range from 7:10 till 18:29. The rest of time it is night. There is an overlap with daylight to eliminate moments of darkness.
• People passing through smaller rooms will not trigger lights there. Choosing automatic mode makes them react anyway.
• Detects whether the lamp is in a hotel suite and treats the common area of hotels and apartments as a commlot.
Other improvements:
• The Auto option toggles between 4 modes: Default, Automatic, On All Night and Window Coverage.
In automatic mode lights respond to the presence of people, pets and darkness regardless of other factors on all lot zones. This can be used for private or overlit rooms on community lots. On All Night only respects the time of day, disabling automatic decisions. Window Coverage marks the lamp as being near a window, preventing it from turning on during daytime. Certain unusual windows aren't detected.
• In the default mode pets, human babies and toddlers without the walk skill can't turn on lights. Switch to Automatic if this is undesired.
• Light modes can be toggled in Build mode by placing the lamp on a pedestrian portal with moveobjects or appropriate flags.
• There is a short delay before lights turn off to reduce flicker.
• Lights respond immediately to a trigger of people entering the room, which is sent by doors too early and does not work without a mod.
• Restocked lamps on business lots turn back on.
• Lights in a pool and the pool room react to people inside the pool taking into account the pool ladder.
• Lights on a raised or sunken foundation connected by modular stairs react to people in the other part of the room that is not on the foundation.
EarlyEvening: Option turns on lights earlier for use with a mod that includes a period of dusk.
Game version: Open for Business through Mansion, including Castaways.
Filename | Type | Size |
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Lights_Controlled_by_Smart_Sims.zip | zip | |
Lights_Controlled_by_Smart_Sims.package | package | 18830 |
Lights_Controlled_by_Smart_Sims.txt | txt | 3492 |
Lights_Controlled_by_Smart_Sims_EarlyEvening.package | package | 780 |
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Lights_Controlled_by_Smart_Sims.zip
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Uploaded: 12th Feb 2024, 9.3 KB.
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Open for Business |
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