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RimWorld => Releases => Mods => Outdated => Topic started by: Viceroy on February 11, 2015, 12:54:42 PM

Title: [A11] Darkness
Post by: Viceroy on February 11, 2015, 12:54:42 PM
Darkness
Ambience Mod

(http://i.imgur.com/tjXnQAO.png)

(http://i.imgur.com/zyFKkSC.png)

Description:
This is a simple mod that changes the light levels during the nights. It makes nights much darker, sometimes completely dark (in storms) and is done mostly for aesthetic reasons. It helps create spooky atmospheres for more horror themed mods.

Author/Mod Team
Viceroy

Download
DropBox: Darkness Alpha 11 (https://www.dropbox.com/s/bck00kaajl9pmbt/A11Darkness.zip?dl=0)
DropBox: Darkness Alpha 11 (Slightly Brighter Overcast) (https://www.dropbox.com/s/189xwl4j81v89w0/A11Darkness%20%28SBO%29.zip?dl=0)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Notes:
Currently it does not affect weapon accuracies beyond what is normal, if anyone can point me towards changing those values I would be very appreciative.

Also any help regarding changing eclipse light levels would also be awesome.

Oh and doesn't require a new colony. Should be safe to add/remove any time.

Working on getting caves permadark.

Changelog:
Code: [Select]
Alpha 11 (06/23/2015)
* Fixed for Alpha 11
* Tweaked saturation a little during fog

Update 2 for Alpha 9 (03/03/2015)
* Adjusted Dawn and Dusk colours.
* Added version with 0.05 night illumination in overcast weather instead of 0.01 (half the clear night darkness instead of one tenth)

Update 1 for Alpha 9 (20/02/2015)
* Eclipses are currently disabled by default, inside incidentdefs there are instructions to reactivate them if you so choose.
* Alpha 9 compatibility ensured.
* Added a banner to the mod menu for it.
Title: Re: [MOD](Alpha8) Darkness
Post by: Epyk on February 11, 2015, 01:13:57 PM
Now this adds immersion! I love it.
Title: Re: [MOD](Alpha8) Darkness
Post by: skullywag on February 11, 2015, 01:58:00 PM
This makes me want to speed up dev on my spotlight mod.....
Title: Re: [MOD](Alpha8) Darkness
Post by: Shinzy on February 11, 2015, 03:22:34 PM
oh my god this one I have to try!
Eppy stole the words straight out of my mouth
Title: Re: [MOD](Alpha8) Darkness
Post by: ItchyFlea on February 11, 2015, 03:44:24 PM
Damn. ;D
This is going to be fun.
Title: Re: [MOD](Alpha8) Darkness
Post by: dareddevil7 on February 11, 2015, 03:45:30 PM
i've got to try this with kenny's spotlight in turret collection
Title: Re: [MOD](Alpha8) Darkness
Post by: ManWithNoName on February 11, 2015, 03:51:55 PM
Nice going to try this out myself, i was actually thinking today why there wasn't an all night mod so their would be no sun. Then again im not sure if that would actually be possible.
Title: Re: [MOD](Alpha8) Darkness
Post by: Igabod on February 11, 2015, 04:09:16 PM
I love it. I just played about an hour with this mod. It really made me rush my research toward outdoor lighting (from my Advanced Lamps mod) a lot sooner than I usually would. And let me just say that with Rikiki's Caveworld Flora (glowing shrooms) mod activated along with this it just looks awesome. Sometimes it's just a small bit too dark for my personal tastes, but it sure makes things scarier. Especially with my Biodiversity mod that has aggressive critters running around. I almost lost a colonist to a Rimwolf that I couldn't see because of the darkness. This whole concept just adds a whole new layer of danger and realism to the game. Now if only you figure out how to make the eclipse darker too this would be just about perfect. It is a bit strange when an eclipse ends in the middle of the night and all of a sudden it's even darker than it was during the eclipse. I'm definitely going to be keeping this one on my active mods list.

[edit to add] Oh yeah, and the greatest part was on the very first night. It was dark when they landed so they set up a ring of 3 camp fires. Had to stand watch until the sun came up to be sure none of the aforementioned aggressive critters snuck up and bit someone in the butt.
Title: Re: [MOD](Alpha8) Darkness
Post by: skullywag on February 11, 2015, 04:13:48 PM
now we need torches....
Title: Re: [MOD](Alpha8) Darkness
Post by: Igabod on February 11, 2015, 04:15:54 PM
now we need torches....

No problem, some crazy dude with a weird name already did them Simple Torches (https://ludeon.com/forums/index.php?topic=7139). :-p
Title: Re: [MOD](Alpha8) Darkness
Post by: skullywag on February 11, 2015, 04:16:45 PM
i meant the handheld kind....-.-
Title: Re: [MOD](Alpha8) Darkness
Post by: dareddevil7 on February 11, 2015, 04:18:03 PM
i meant the handheld kind....-.-
British torch or U.S. Flashlight
Title: Re: [MOD](Alpha8) Darkness
Post by: Igabod on February 11, 2015, 04:22:28 PM
i meant the handheld kind....-.-

Ah, well Rikiki already did the base work to make one with the Mining Helmet (https://ludeon.com/forums/index.php?topic=9568) mod. I was already playing around the idea of making a flashlight/torch object before this mod came along. It might be a good idea to pursue that idea now. Just gotta find the spare time to do it. Lots of preparations for an upcoming move to Atlanta, Georgia this summer which is keeping me from doing any modding.

[edit to add] If some other modder were to go ahead and make that flashlight/torch mod that would be totally cool. I'm probably not going to get to it till after alpha 9.
Title: Re: [MOD](Alpha8) Darkness
Post by: Viceroy on February 11, 2015, 05:12:12 PM
Thanks so much guys for all the positive feedback. I'm looking into the eclipses but they aren't handled by the weather defs. To be honest I am a bit stumped at the moment.

Regarding darkness I have been thinking about making clear nights a tad brighter and shifting overcast nights into about the level of darkness clear nights are at present in the mod.

I must say it takes a little getting used to (even for me) but after a while I found it difficult to return to the vanilla light levels.

Again thank you all for the constructive feedback it means a lot to me. :)
Title: Re: [MOD](Alpha 8) Darkness
Post by: monksu on February 11, 2015, 06:04:02 PM
I haven't tried this (yet) but seems to be creepy/fun.

Just a thought: Is walking affected in the dark? Or maybe they'd trip on a random tree root sticking on the ground? ;)
Title: Re: [MOD](Alpha 8) Darkness
Post by: HBKRKO619 on February 11, 2015, 06:07:22 PM
Great immersion mod, I take it without a doubt :)
Title: Re: [MOD](Alpha 8) Darkness
Post by: elStrages on February 11, 2015, 06:10:12 PM
nice mod, I see my defence mod in the top left of the first picture lol, hope your enjoying it.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 11, 2015, 06:11:08 PM
Regarding walking speed and stumbling, not at the moment, I fear I may need to do a .dll mod to achieve that. I'd like to decrease accuracy into darkness further and make it slow colonists down quite a bit. The logic being they are walking carefully and feeling the way.

If anyone can give me a pointer into the right direction I'd be eternally grateful.

And once again thank you all for the feedback!

And to elStrages, I love it. :)
Title: Re: [MOD](Alpha8) Darkness
Post by: numen0r on February 11, 2015, 06:37:37 PM
This makes me want to speed up dev on my spotlight mod.....

maybe release your health pods that some people (me) have been impatiently waiting for.  :'(
Title: Re: [MOD](Alpha 8) Darkness
Post by: skullywag on February 12, 2015, 02:49:12 AM
haha no worries numen0r i have a version incoming, I think i finally have a use for all that herbal medicine ;)
Title: Re: [MOD](Alpha 8) Darkness
Post by: fuman200 on February 12, 2015, 03:21:40 AM
I was just thinking about this the other night. There should be a mod to make the night more dark.  This will go great once the zombie mod is updated and with the spotlight turret mod will make this all a complete experience.

@Viceroy should go talk with the zombie mod creator and see if you guys can get it working together =)
Title: Re: [MOD](Alpha 8) Darkness
Post by: Ribas on February 12, 2015, 05:58:42 AM
Great mod.
I was looking fot that.  8)
Title: Re: [MOD](Alpha 8) Darkness
Post by: Zandor on February 12, 2015, 07:08:54 AM
Is it possible to make your two mods work in tandem so that the horrors attack a night time?
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 12, 2015, 08:27:49 AM
I'll definitely take a look at the zombie mod to see what tricks it has. If it wasn't for all the mods readily available as-is, then I would certainly not have been able to start modding Rimworld.

As for Zandor, I replied to that question in the Horrors thred, the gist of it though is that I am not sure how I'd go about that, but if I can figure it out or stumble on it then I will do so.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Redshadow on February 12, 2015, 02:43:33 PM
Great mod, now adds something for lights to actually light up(excluding colonist moods)
One minor issue that'd possibly not really an issue I thought I'd report though; The eclipse event returns the darkness back to vanilla for the duration of the event. This might not be an issue because it might be able to be explained by sunlight still partially managing to get past the moon(around the corners, actual eclipses tend to have a ring of light around them, thus making the area experiencing the eclipse not completely dark.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 12, 2015, 03:03:42 PM
Yeah that is a known bug, I haven't figured out from where the game gets those light levels as of yet. Hopefully I'll happen upon it smartly.
Title: Re: [MOD](Alpha 8) Darkness
Post by: MrWashingToad on February 13, 2015, 08:55:36 AM
"Johns: How's it look?
Riddick: Looks clear.
[Johns steps forward, and a creature flies out towards them. They duck and it flies into the night]
Johns: You said it was clear!
Riddick: I said it *looked* clear.
Johns: Well, how does it look now?
Riddick: Looks clear."
 - Pitch Black

Oooooh I see many fun things with this...
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 13, 2015, 10:34:32 AM
Awesome quote dude, I love Riddick.

Throw it on the motivation pile! :D
Title: Re: [MOD](Alpha 8) Darkness
Post by: MrWashingToad on February 13, 2015, 11:57:29 AM
It was the first thing I thought of when I saw your mods come out - OMG we're getting a 'Riddick' mod and we've landed on M6-117.

Think you could make the darkness mod trigger every 22 game years, starting from a random number generated on landing? Say one time you land, it is, call it, 7 years till event, while another new colony would give you a different time to event?

That event would call on your other mod to unleash the critters, which would then wreak havoc for a while?
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 13, 2015, 12:10:01 PM
That's a bit beyond the scope of this particular mod (As it currently stands.) it is however an interesting idea. One that I'll certainly take note of.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Justin C on February 14, 2015, 07:01:45 AM
I was just thinking about this the other night. There should be a mod to make the night more dark.  This will go great once the zombie mod is updated and with the spotlight turret mod will make this all a complete experience.

@Viceroy should go talk with the zombie mod creator and see if you guys can get it working together =)
This mod works fine with it without any modifications.

I was just testing this with Zombie Apocalypse and my colony started out at night, in the dark. The first thing I did was build a campfire and I was immediately reminded of Don't Starve. This mod definitely has a lot of potential to be something bigger.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 14, 2015, 07:40:59 AM
Thanks guys, I DEFINITELY will give this mod some more love. For the time being though I am a little tied up with the Horrors I am afraid.

Title: Re: [MOD](Alpha 8) Darkness
Post by: Dragoon on February 14, 2015, 08:06:52 AM
This works great during fog If I was a colonist I would noy leave the base ahah!

[attachment deleted due to age]
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 14, 2015, 08:15:55 AM
Makes me want to send monster in the night :D

Okay I am not finding the Eclipse light levels anywhere. For the time being I am thinking about simply disabling eclipses when this mod is active until I can figure it out.

From where I am sitting though, eclipses play a very small role in difficulty and they are not exactly challenging compared to what is out there. So in this case I am giving priority to the immersion. Having common eclipses as they are in vanilla is kinda odd in and of itself.

What are your thoughts?
Title: Re: [MOD](Alpha 8) Darkness
Post by: popster99 on February 14, 2015, 09:18:30 AM
this looks a bit like the darkness event in ttm events or whatever its called
Title: Re: [MOD](Alpha 8) Darkness
Post by: Dibblah on February 14, 2015, 09:48:29 AM
Could just leave the eclipse in and just treat it as a full moon / planetary allignment thing instead, where the nights are brighter for a while
Title: Re: [MOD](Alpha 8) Darkness
Post by: skullywag on February 14, 2015, 11:28:39 AM
if you overwrite the incident def and write a new incident worker you could do it.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Killaim on February 14, 2015, 01:25:21 PM
now we just need that people coming and going on the map are undetected (unless technology (devices) help finding them

just picture it...darkness...suddenly..raiders :D
Title: Re: [MOD](Alpha 8) Darkness
Post by: Dragoon on February 14, 2015, 04:04:05 PM
Makes me want to send monster in the night :D

Okay I am not finding the Eclipse light levels anywhere. For the time being I am thinking about simply disabling eclipses when this mod is active until I can figure it out.

From where I am sitting though, eclipses play a very small role in difficulty and they are not exactly challenging compared to what is out there. So in this case I am giving priority to the immersion. Having common eclipses as they are in vanilla is kinda odd in and of itself.

What are your thoughts?

I agree they aren't really important and only last about a day (it even says it will pass in a day lol) food don't go bad unless you don't refrigerate it so it just annoying. (Unless you have power coming only from solar power with little to batteries, but then that is just asking for it really)
Title: Re: [MOD](Alpha 8) Darkness
Post by: thefinn on February 14, 2015, 05:22:14 PM
Would love to see an alternate pitch black darkness ;)

Minami did it with his "the darkness" event.. in TTM Events.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 14, 2015, 06:34:35 PM
I can do a constant darkness release certainly. Not sure how that would affect plants and solars though.
Title: Re: [MOD](Alpha 8) Darkness
Post by: InfinityKage on February 14, 2015, 06:46:19 PM
If I could mod. https://ludeon.com/forums/index.php?topic=10395.0
Title: Re: [MOD](Alpha 8) Darkness
Post by: Dragoon on February 14, 2015, 07:24:41 PM
If I could mod. https://ludeon.com/forums/index.php?topic=10395.0

If you add in the slower movement speed and worse aim then  shine eyes trait would be awesome (If you have trouble making it only work at night just take a look at wolf lovers mod https://ludeon.com/forums/index.php?topic=7199.0 )
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 14, 2015, 07:34:23 PM
Hmmm well Ptichblack is awesome, and Riddick is awesome, and that suggestion is pretty awesome. So I will take a look at it after I finish up some more of the systems used in the Horrors mod. Stuff that could be applied to Bioraptors I am sure.

I am not promising anything though. But what I do manage to get working for Horrors will certainly at the very least be open for all to look at/use.
Title: Re: [MOD](Alpha 8) Darkness
Post by: MostlyMortal on February 14, 2015, 08:03:17 PM
First off, let me just say that I love this mod. Love everything about it.

The only thing that bothers me is the lack of true dynamic lighting with the darkness. For instance, I am currently running a fallout like vault colony deep within the mountain, and it is epic at night! With cafe flora added, it turns it into an amazingly beautiful and immersive experience. Deep in the caves, there is no natural light and it makes it an added challenge to the game to try navigate around it. But as the game stands, it goes from pitch black at night to mildly dim during the day, which totally kills my immersion. is there some way to fix this?
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 15, 2015, 06:34:13 AM
Hmmm how do you mean though? The day light levels are that of vanilla.

Also not really sure I understand, do you mean making it so that it will remain perfectly dark inside the caves whereas it will go through night and day out side like expected?

I am not really sure if I could make that work. I'll do some tweaks where I can though and see if I can remedy the situation somehow.
Title: Re: [MOD](Alpha 8) Darkness
Post by: ManWithNoName on February 16, 2015, 08:30:58 AM
Yeh he means pitch black in the mountains unless you have a light source from what im getting.

Really enjoying this mod thanks for making it, does make night time a little more challenging specially when you drop in and go "wth are the guns!!?!" lol would be awesome if darkness made them slower and aimed less accurate but i understand this would be a major challenge at the moment.
Title: Re: [MOD](Alpha 8) Darkness
Post by: spatula on February 16, 2015, 11:23:53 PM
one of my favourite mods, really adds an atmosphere to the game- like how temperatures added the need for a whole cool-room storage and heaters for winter, making the game all about preparing for the winter... this one makes each day something you have to prepare towards because you can't see. Love it.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Rock5 on February 17, 2015, 09:19:46 AM
People keep saying it would be good if the darkness reduces accuracy but doesn't the vanilla game do that already? I usually put my turrets and defenders in darkness for just that reason.

As for moving slower, I think, with it being pitch black, it's already going to make players move their colonists more carefully and maybe missing their target and have to backtrack. Having a percentage slow down would be a good idea in the vanilla game because the player can see perfectly well but with this mod the player can't see so simulated slow down is not necessary. Well that's what I think anyway.

As to it being dark in caves during the day, maybe you can base the darkness on the game light levels instead of time of day. So where it's "Dark" you make it dark. Might even work in an eclipse as the light levels do change. Maybe you can also adjust the light levels of "Lit" and "Brightly Lit" so the later is brighter than the former. The problem with this is it will go dark suddenly . How does it work now? I assume it darkens gradually. When does it become totally dark?
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 17, 2015, 11:01:03 AM
I am planning to make darkness have a greater effect on Pawns, making them slower (simulating feeling your way carefully/stumbling around) and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.

Down the line I might add things like NVG's that can eliminate or reduce the penalties of night fighting further. At the moment though I am a little busy with Horrors. After a stint of development on that I'll pay this mod love again.

Thank you all for your great ideas and input. I appreciate all of it greatly. Modding would not be the same without the people who enjoy the fruits of our labour. So thank you all yet again.
Title: Re: [MOD](Alpha 8) Darkness
Post by: MrWashingToad on February 17, 2015, 11:17:34 AM
I am planning to make darkness have a greater effect on Pawns, making them slower (simulating feeling your way carefully/stumbling around) and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.

Down the line I might add things like NVG's that can eliminate or reduce the penalties of night fighting further. At the moment though I am a little busy with Horrors. After a stint of development on that I'll pay this mod love again.

Thank you all for your great ideas and input. I appreciate all of it greatly. Modding would not be the same without the people who enjoy the fruits of our labour. So thank you all yet again.

For the NVG's - check the aparello mod stuff - you could make it craftable like that where you can "invent" stuff like the science goggles with plans and such and a base "sunglasses" or something like that.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Rock5 on February 17, 2015, 12:03:19 PM
and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.
I can just see it. Raiders and defenders firing blindly into the dark never hitting anything. After a few hours of this your colonist quietly sneak off and catch some z's. Maybe leaving a couple of defenders to keep firing so the raiders don't realize most of the colonists have gone to sleep. Then, in the morning, when the raider are exhausted but can finally see where they are shooting, the rested colonists come charging out, guns blazing, and make short work of the sleep deprived raiders.  ;D
Title: Re: [MOD](Alpha 8) Darkness
Post by: XxMSWShadowxX on February 17, 2015, 12:09:12 PM
I love the idea of this mod, but when playing it during night time my frames drop insanely with this mod activated i have no idea why, my system can handle RimWorld with ease but this mod literally shoots it down into 5/10FPS.
Title: Re: [MOD](Alpha 8) Darkness
Post by: MrWashingToad on February 17, 2015, 01:30:20 PM
and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.
I can just see it. Raiders and defenders firing blindly into the dark never hitting anything. After a few hours of this your colonist quietly sneak off and catch some z's. Maybe leaving a couple of defenders to keep firing so the raiders don't realize most of the colonists have gone to sleep. Then, in the morning, when the raider are exhausted but can finally see where they are shooting, the rested colonists come charging out, guns blazing, and make short work of the sleep deprived raiders.  ;D

Or couple this with the alert mod - the one w/ loudspeakers for colonists - change the alert type to enemy and use psych-warfare so they can't sleep outside.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 17, 2015, 01:59:56 PM
I love the idea of this mod, but when playing it during night time my frames drop insanely with this mod activated i have no idea why, my system can handle RimWorld with ease but this mod literally shoots it down into 5/10FPS.

That is something new. Haven't had any slowdowns whatsoever myself. Also the mod is incredibly minimalistic, it is literally just overwriting the weather defs to have different light levest than vanilla. Absolutely nothing besides that.

Are you running any other mods? Did you restart Rimworld after activating the mod?
Title: Re: [MOD](Alpha 8) Darkness
Post by: DnoDaBeast on February 17, 2015, 03:14:36 PM
This just made my day love it !!!!!!!!!!!!!
Title: Re: [MOD](Alpha 8) Darkness
Post by: litenthadark on February 19, 2015, 04:04:45 AM
Are you updating the mod for Alpha 9? :D
Title: Re: [MOD](Alpha 8) Darkness
Post by: akiceabear on February 19, 2015, 05:01:21 AM
I'm a big fan of the spirit of this mod, although I feel it probably still needs some balancing.






Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 20, 2015, 09:20:16 AM
@akiceabear:
Darkness is based off of the vanilla day-night cycle, it uses those times and I can not add more to the mod without some *.dll work that I am not sure I could do. So nope I can't adjust the phases of the day beyond those that exist already.

24/7 darkness in mountains I'll look into achieving.

Daylight hours are not changed by location as far as I know (in vanilla) and the mid certainly does not do that at the moment either. If tynan does adjust the day-night cycle according to your coordinates in the world, then I would hazard a guess that this mod would apply to those times without editing. Since the mod adjusts the light levels and not the triggering mechanism for what lights activate when, so as long as any future change remains true to the light levels from the weather defs, we should be good.

Also having day/night adjust due to coordinate would be awesome, someone should suggest that on the suggestions alcove.
Title: Re: [MOD](Alpha 8) Darkness
Post by: Viceroy on February 20, 2015, 09:23:42 AM
Darkness is coming!
Update 1 for Alpha 9!

Changes:
* Eclipses are currently disabled by default, inside incidentdefs there are instructions to reactivate them if you so choose.
* Alpha 9 compatibility ensured.
* Added a banner to the mod menu for it.

Find the download on the first page!
Title: Re: [MOD](Alpha 8) Darkness
Post by: Der Failer on February 20, 2015, 09:47:33 AM
* Alpha 9 compatibility ensured.
Well the game is complaining to me that:
"XML error: <windIntensity>0.5</windIntensity> doesn't correspond to any field in type WeatherDef."
it now seems to be <windSpeedFactor>
also:
"Could not find a type named WeatherEvent_Lightning"
which is now "WeatherEvent_LightningFlash"
and:
"Could not find a type named WeatherEvent_LightningFlashStrike"
which is now "WeatherEvent_LightningStrike"
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 20, 2015, 09:50:54 AM
Fixed that, sorry about it. Just redownload. Was a blunder on my side, I accidentally uploaded the wrong one lol.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Der Failer on February 20, 2015, 09:55:37 AM
Fixed that, sorry about it. Just redownload.
Nice man, I really enjoy play with this mod. :)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 20, 2015, 10:04:14 AM
Thanks dude! :)
Title: Re: [MOD](Alpha 9) Darkness
Post by: WarlordToby on February 20, 2015, 12:39:30 PM
What if you would make it more realistic?
For example, during night time, players get no warnings of raiders. But there is a message that says something like "Your colonists saw lights on the sky land.", making players think if it is some pods crashlanding with equipment, a survivor or the raiders. And enemies coming on land wouldn't alert.
Title: Re: [MOD](Alpha 8) Darkness
Post by: SC_Reaper on February 20, 2015, 05:13:35 PM
I am planning to make darkness have a greater effect on Pawns, making them slower (simulating feeling your way carefully/stumbling around) and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.

Down the line I might add things like NVG's that can eliminate or reduce the penalties of night fighting further. At the moment though I am a little busy with Horrors. After a stint of development on that I'll pay this mod love again.

Thank you all for your great ideas and input. I appreciate all of it greatly. Modding would not be the same without the people who enjoy the fruits of our labour. So thank you all yet again.
Eh, made some changes that'll do what ya want. https://www.dropbox.com/s/ws7ggsao27a3hr9/Weathers.xml?dl=0 If some of the values are to high or low, you just go to " <accuracyMultiplier>YourNumber</accuracyMultiplier>   <moveSpeedMultiplier>YourNumber</moveSpeedMultiplier>" and change the numbers.
Title: Re: [MOD](Alpha 9) Darkness
Post by: SC_Reaper on February 20, 2015, 05:22:08 PM
Hey, what would you say if i made a version of my mod that is the "Darkness Version". I would do so that it works with your mod. It would be a lot darker. :D (And of course provide a link so people know that it's meant to be played together with your mod.;))

The point is that we both use the same method to change these things, so for the mods to make sense together - have the same amount of light - i would need to make another version.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 20, 2015, 06:06:07 PM
Sure dude, I don't mind collaborating on it, I wouldn't even be against merging into a weather immersion mod.

Now if only we can discover where the accuracy multiplier for darkness alone is. As for the levels of accuracy, those are affected by weather, and you are the weatherman here :p

And thanks so much for the offer too, this community rocks, you rock dude! I'll be tweaking this mod some over the weekend, to make twilight times more reddish/purplish.

Also I was reading through your mod earlier (also thinking of collaborating somehow) and saw you were in need of a sandstorm texture. So I created a basic draft for one. I'm not sure what dimensions it should be or what direction exactly it would pan into, so take it for what it is (a rough draft) and maybe we/you can work with it from there. At the very least it ought to tile without seams. *ought to*

Also, the transparency is not really visible here.

(http://i.imgur.com/TOM7GdF.png)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Dragoon on February 20, 2015, 06:12:09 PM
What if you would make it more realistic?
For example, during night time, players get no warnings of raiders. But there is a message that says something like "Your colonists saw lights on the sky land.", making players think if it is some pods crashlanding with equipment, a survivor or the raiders. And enemies coming on land wouldn't alert.

Why would that only happen at night!?  When they come in randomly people are not usually near the spot where they come in?
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 20, 2015, 06:22:50 PM
I'm not sure about suppressing alerts like that. It might make for some bad surprises. Since there aren't any proximity sensor alarms or stuff you can use to detect intruders like a proper bond villai... I mean mayor.

It could be a good premise on its own for a mod, to make alerts and detection something that you actually have to manage yourself. I personally just have a bit much on my hands at the mo' so I can't dive into that.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Dragoon on February 20, 2015, 06:25:06 PM
I'm not sure about suppressing alerts like that. It might make for some bad surprises. Since there aren't any proximity sensor alarms or stuff you can use to detect intruders like a proper bond villai... I mean mayor.

It could be a good premise on its own for a mod, to make alerts and detection something that you actually have to manage yourself. I personally just have a bit much on my hands at the mo' so I can't dive into that.

If you do at any point make something like that what would you call the mod?
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 20, 2015, 06:28:57 PM
Off-Green Alert. Muhahahahaha!
Title: Re: [MOD](Alpha 9) Darkness
Post by: SC_Reaper on February 21, 2015, 11:53:51 AM
Sure dude, I don't mind collaborating on it, I wouldn't even be against merging into a weather immersion mod.

Now if only we can discover where the accuracy multiplier for darkness alone is. As for the levels of accuracy, those are affected by weather, and you are the weatherman here :p

And thanks so much for the offer too, this community rocks, you rock dude! I'll be tweaking this mod some over the weekend, to make twilight times more reddish/purplish.

Also I was reading through your mod earlier (also thinking of collaborating somehow) and saw you were in need of a sandstorm texture. So I created a basic draft for one. I'm not sure what dimensions it should be or what direction exactly it would pan into, so take it for what it is (a rough draft) and maybe we/you can work with it from there. At the very least it ought to tile without seams. *ought to*
A weather immersion mod... now that sounds awesome!  :D

And um.. i don't really know if there's an accuracy multiplier for darkness alone. But we could try making something that would either check the light levels and then use another set of "Weathers" to the different levels of darkness; or it would simply add to multiplier in the different levels of darkness. But for me to do any of that, i need a lot more knowledge about c++. ???

About the overlay. I haven't been able to find out how the game uses the overlay yet, or where it needs to be saved to. At the moment i'm trying to learn a bit more about c++.

And yeah, it would probaly look quite interesting if the the twillight times were more reddish/purple. (Or maybe a bit orange?)


Btw the overlay you made there looks nice.  :)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 21, 2015, 03:18:12 PM
Cool, so how are we gonna do the compatibility fix, should I download your mod and tweak the light levels? Or are you gonna copy them from here?

And yeah I also gotta get up to scratch on my C# editing. We may yet make some pretty awesome stuff. So if you wanna roll our mods into one just let me know how we're gonna go about it.

Busy tweaking the colour values atm. Kinda takes a while to test every small tweak since I gotta let a whole day pass so that I can see the whole cycle. Been putting it off for a while, but no time like the present.
Title: Re: [MOD](Alpha 9) Darkness
Post by: SC_Reaper on February 21, 2015, 04:04:04 PM
Cool, so how are we gonna do the compatibility fix, should I download your mod and tweak the light levels? Or are you gonna copy them from here?

And yeah I also gotta get up to scratch on my C# editing. We may yet make some pretty awesome stuff. So if you wanna roll our mods into one just let me know how we're gonna go about it.

Busy tweaking the colour values atm. Kinda takes a while to test every small tweak since I gotta let a whole day pass so that I can see the whole cycle. Been putting it off for a while, but no time like the present.
Yeah, i'll just copy them now and then put them up on my page. I guess you have been getting a pm too from the guy that wants to make the rim+ modpack? I told him that i'll put up a version of my mod that is "compatible" with your darkness, because he wanted both in it.

And yeah, rolling them together would be kinda cool. I'm just planning on making a weather which i've been having laying around, before i'm going to do much else. I've been "Off duty" in the last few weeks, but i guess i'm back now. But it would be quite interesting if we at some point end up in a collaborating.

And btw, just waiting to see what results you end up with those colours. :D
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on February 21, 2015, 07:30:29 PM
It's getting there, just not quite right yet.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Pathing on February 22, 2015, 06:11:43 AM
This mod is so simple! but it adds so much intense so much feels.
I admire you for such a brilliant mod!  :)
Title: Re: [MOD](Alpha 9) Darkness
Post by: MrWashingToad on February 27, 2015, 09:14:38 AM
So hyped to see what you guys working together can come up with on weather immersion and darkness mods. Will really open up the way for some great play.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Dr. Z on February 27, 2015, 05:18:23 PM
I really like this mod but I recognized that in rainy nights you literally can't see anything which is both unpleasant when you want to organize things at night and obstructive if you have to fight. Please alter this a bit so it's getting less extreme.

Added a few screenshots.

(http://i58.tinypic.com/16c6v75.png)

(http://i58.tinypic.com/2eocgw3.png)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Kolljak on February 27, 2015, 08:05:42 PM
Small problem with lighting while a person holds "wood log" as melee item. the log will glow at its MAX darkness level which is well above the NEW darkness level.


PS eclipses are weird.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on February 27, 2015, 11:15:49 PM
Quote
I really like this mod but I recognized that in rainy nights you literally can't see anything which is both unpleasant when you want to organize things at night and obstructive if you have to fight. Please alter this a bit so it's getting less extreme.

I believe this is as intended, and like it that way. I suggest adding a mod with improved lighting options (indoor and outdoor) to address your two concerns.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Rock5 on February 28, 2015, 02:00:48 AM
Maybe Viceroy could ad a few basic extra lights so users don't have to download an extra mod.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on February 28, 2015, 02:13:32 AM
Maybe Viceroy could ad a few basic extra lights so users don't have to download an extra mod.

I agree, as the ones available aren't really balanced for use with this mod. Specifically, it would be great to have a starting outdoor lamp with low radius, and in addition to the advanced ones offered in other mods.

My personal favorites are:
Floor Lights (https://ludeon.com/forums/index.php?topic=9103)
Advanced Lamps (https://ludeon.com/forums/index.php?topic=6813.0)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on February 28, 2015, 02:36:29 AM
Maybe Viceroy could ad a few basic extra lights so users don't have to download an extra mod.

I agree, as the ones available aren't really balanced for use with this mod. Specifically, it would be great to have a starting outdoor lamp with low radius, and in addition to the advanced ones offered in other mods.

My personal favorites are:
Floor Lights (https://ludeon.com/forums/index.php?topic=9103)
Advanced Lamps (https://ludeon.com/forums/index.php?topic=6813.0)

I wasn't aware there was any need for starting level outdoor lighting in alpha 9 since the camp fire fits that description. But I can always add that in easily enough. The reason I didn't have low level outdoor lighting in previous alphas is because they were already covered in a couple other mods and nobody requested them. Give me a day or so and I'll come up with something. I can make a lamp that requires no research and lights up 1 tile less than a vanilla lamp and uses slightly more electricity than the advanced lamps but slightly less than the vanilla lamps. And it will be place-able outside. If you have any other suggestions for lamps please let me know.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on February 28, 2015, 02:39:32 AM
Thanks Igabod!

I use the campfire normally right when landing, but tend to skip it once I have a bigger base. Often there is a gap between when that happens and when I get outdoor lighting researched, so it'll be great to have a balanced stopgap in the interim!

Also, does your mod currently use the "Lamps" menu like floor lighting? I can't remember as I haven't played on it since A9 (but will in my next game). Would be great if the two were consistent at least in that respect.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on February 28, 2015, 03:08:12 AM
Separately: any chance (for any mod makers) to make a hand-held torch? Would require little wood, be equipped and generate light, but degrade very quickly - within a day or so.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on February 28, 2015, 03:36:18 AM
Thanks Igabod!

I use the campfire normally right when landing, but tend to skip it once I have a bigger base. Often there is a gap between when that happens and when I get outdoor lighting researched, so it'll be great to have a balanced stopgap in the interim!

Also, does your mod currently use the "Lamps" menu like floor lighting? I can't remember as I haven't played on it since A9 (but will in my next game). Would be great if the two were consistent at least in that respect.

Just finished it. The texture isn't anything fancy. But I made it a porch light that looks better when placed against a wall. I went with a yellow-ish light color because my porch light happens to be a bug light which is yellow. As for the lamps tab in the architect menu, I did not go that route. I went the same route as the vanilla lamps and put them under furniture. I'd rather be compatible with vanilla than create a whole new tab. If vanilla lamps are in furniture then my modded lamps should be too is the way I look at it. Anyway, here is a preview pic of it to look at while I upload the mod and update the thread.

(http://i.imgur.com/cEKAwng.png)
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on February 28, 2015, 04:02:53 AM
Thanks again Igabod! Totally understand your desire to stay vanilla friendly - in general I vastly prefer such mods, too.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Rock5 on February 28, 2015, 06:03:52 AM
The out door light should have the benefit of not shorting but a have a disadvantage that balances that, such as less range or more power. That way users will only use it outside and not everywhere. If I read your post correctly you intend to have less range and less power. That makes it similar to vanilla. I suggest less range and same power or same range and more power. Or maybe make it the same as vanilla but cost more to make.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on March 02, 2015, 07:15:21 PM
Thanks for all the input and discussion guys! You're the best!
Sorry I have been a little distant lately. I am immersed in the code.

I will make a version that does not have completely black nights. I'll see if I can get around to it later today and also push the dawn/dusk colour changes in.

As for the outdoor lights. I'd love to but that's Igabod's realm. He is the warrior of light. I am but the servant of darkness. :p
in other news:
Working off-of the darkness as my realm I am really tinkering away at the Horrors mod. To make it work better in conjunction with the added ambience. Progress is plentiful. So hopefully soonish I'll have something awesome for you dudes and dudettes.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on March 02, 2015, 08:15:40 PM
As for the outdoor lights. I'd love to but that's Igabod's realm. He is the warrior of light. I am but the servant of darkness. :p

Lol, that's the first time I've ever been called a "warrior of light" (I've been called the spawn of Satan a few times though). But just because I've released a lighting based mod doesn't mean someone else can't make lights.
Title: Re: [MOD](Alpha 9) Darkness
Post by: StorymasterQ on March 02, 2015, 09:05:47 PM
As for the outdoor lights. I'd love to but that's Igabod's realm. He is the warrior of light. I am but the servant of darkness. :p

Lol, that's the first time I've ever been called a "warrior of light" (I've been called the spawn of Satan a few times though). But just because I've released a lighting based mod doesn't mean someone else can't make lights.

And Igabod said, "Let there be light," and there was light.

Don't make light of your accomplishments!
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on March 03, 2015, 04:58:32 AM
Lol, that's the first time I've ever been called a "warrior of light" (I've been called the spawn of Satan a few times though). But just because I've released a lighting based mod doesn't mean someone else can't make lights.

Lol who hasn't amirite?

I /would/ add more lights, but I think it's better to just direct them to yours, so I'll add a link to your lighting mod as a recommended go-together. I myself use it constantly. It really is a bit hard in the darkness otherwise.

But yeah you should take a look at the mining co helmet mod to see how they did a moving light. Maybe you can do some similar stuff, like making a top-layer clothing item that emits light. Like one one of those shoulder lamps they use in Aliens.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Batpeter on March 03, 2015, 07:06:19 AM
Quote
I really like this mod but I recognized that in rainy nights you literally can't see anything which is both unpleasant when you want to organize things at night and obstructive if you have to fight. Please alter this a bit so it's getting less extreme.

I believe this is as intended, and like it that way. I suggest adding a mod with improved lighting options (indoor and outdoor) to address your two concerns.

I agree with the OP, those super dark nights are a great idea, but as of now they are too dark (100% black). I even thought it was a bug at first. It's a little silly that everything still works as normal but you can't see anything anymore. Also it interferes with many of the games effects such as rain and the numbers underneath resources and names of colonists.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on March 03, 2015, 07:08:22 AM
But yeah you should take a look at the mining co helmet mod to see how they did a moving light. Maybe you can do some similar stuff, like making a top-layer clothing item that emits light. Like one one of those shoulder lamps they use in Aliens.

I've been toying around with the idea of doing a flashlight object or something that is worn on the top layer of hand. But I've been too busy to really delve into any .dll work (which is required for the lights like the mining helmet). I've got that on my to-do list for the Advanced Lamps mod or maybe as a standalone mod though.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on March 03, 2015, 08:06:34 AM
But yeah you should take a look at the mining co helmet mod to see how they did a moving light. Maybe you can do some similar stuff, like making a top-layer clothing item that emits light. Like one one of those shoulder lamps they use in Aliens.

I've been toying around with the idea of doing a flashlight object or something that is worn on the top layer of hand. But I've been too busy to really delve into any .dll work (which is required for the lights like the mining helmet). I've got that on my to-do list for the Advanced Lamps mod or maybe as a standalone mod though.

Would love to see this, especially with the pitch black version of this mod!
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on March 03, 2015, 01:14:16 PM
You should dive into .dll's sooner rather than later imo. It is really easy to assemble and run. And using ILSpy you can peek at all the game's code. Tynan writes very understandable code.

Also: UPDATE.

It is nothing major since the mod is tiny. But it adds some colour to transitions. And also added a slightly brighter version. I haven't done much testing of it. So let me know if it sucks butthole and I'll tweak it some moar.

Ciao dudes! You all rock!
Title: Re: [MOD](Alpha 9) Darkness
Post by: daft73 on March 03, 2015, 02:13:11 PM
This looks nice, ambiance is always great. Will report if needed. Thanks or your work.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Shraniken on March 03, 2015, 02:18:12 PM
One of my favorite mods. Now just need a flash light with a long cone of light.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on March 03, 2015, 04:03:56 PM
Ah man if only coned light was possible for my skillset. I'm not even sure it is at all possible in the game.

And thanks for the compliments :)
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on March 03, 2015, 04:17:31 PM
You should dive into .dll's sooner rather than later imo. It is really easy to assemble and run. And using ILSpy you can peek at all the game's code. Tynan writes very understandable code.

Also: UPDATE.

It is nothing major since the mod is tiny. But it adds some colour to transitions. And also added a slightly brighter version. I haven't done much testing of it. So let me know if it sucks butthole and I'll tweak it some moar.

Ciao dudes! You all rock!

I already have a couple mods with .dll's. I was just saying I don't have time for anything other than quick simple XML things at this time. I'm busy getting my house ready to be rented by a friend and packing all my stuff and basically preparing to move across the country this summer.

Also, coned light flashlights would be cool. But like Viceroy already said, I don't know if it's even possible. I assume it is since nearly anything is possible for the right C# guru, but I'm not that C# guru.
Title: Re: [MOD](Alpha 9) Darkness
Post by: MarvinKosh on March 03, 2015, 05:53:35 PM
I imagine it's quite possible, but updating a bunch of cells with new lighting data while a pawn is moving might be fairly intensive.

As for how to do it, I think the first trick is figuring out how to make a matrix of values from an angle (the direction a pawn is facing in) and the distance which the flashlight can illuminate. This is something which can be pre-calculated once and turned into a lighting offset array - basically, only the tiles which you want to light, relative to the pawn's position.

You can make further optimisations by looking at the existing lighting code to see if there's a cheap way of lighting multiple tiles e.g. whether you can specify a rectangular area - if so, you can find the biggest rectangle in the offset array and save yourself having to go through all of those individually. Then, having done all of this, you need not re-calculate all of these, just stash them in memory to retrieve later.

I know that Mining&Co collection of mods has a mining helmet which gives off light, so having an equipped flashlight is certainly possible.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Rock5 on March 03, 2015, 06:54:32 PM
Then the question becomes, "Why do you need a cone shaped light?" What purpose does it serve? If I'm not mistaken the only thing the colonist care about is if they are standing in light, not whether there is light ahead of them. Unless this is just a case of "lets see what we  are capable of doing", which is good enough reason to do it I suppose.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Igabod on March 03, 2015, 06:59:57 PM
Then the question becomes, "Why do you need a cone shaped light?" What purpose does it serve? If I'm not mistaken the only thing the colonist care about is if they are standing in light, not whether there is light ahead of them. Unless this is just a case of "lets see what we  are capable of doing", which is good enough reason to do it I suppose.

It's mainly for aesthetics. A flashlight would project light forward in a cone. With the light code provided in the mining helmet it would look weird for an object called a flashlight. A lantern would be a better term for the type of light we are capable of producing now. Also, it is a neat experiment to see what is possible. Also, there are probably a million different ways to achieve that effect, so it could be very interesting to see how different people do it. I'd personally be interested in seeing the results of 50 different people trying to make a cone of light just for the various tricks they might come up with, which could actually help other modders with different projects.
Title: Re: [MOD](Alpha 9) Darkness
Post by: akiceabear on March 04, 2015, 01:14:04 AM
Play prison architect - light and visibility cones definitely can matter beyond aesthetics. helps a lot with tension!
Title: Re: [MOD](Alpha 9) Darkness
Post by: Famous Shoes on March 08, 2015, 03:02:23 PM
I've noticed that solar generators are pulling over 500-600 watts when Darkness has the player's view essentially pitch black (in clear conditions,) i.e., the game's idea of when it's dark and what Darkness is establishing appear slightly offset. Since there doesn't seem to any time variables or code in Darkness, I'm guessing the only hope for improving that state would be a tweaking of the NightEdge and/or Dusk values?
Title: Re: [MOD](Alpha 9) Darkness
Post by: Viceroy on March 12, 2015, 03:53:32 PM
Yeah the solars don't really use 'light' as much as they use an estimated value of light based on the time of the day/night cycle. I'd have to program like a custom solar generator class and have the mod overwrite the vanilla solars that way in order to tweak it in any way.

I might do it if I get the time. Just can't believe how busy I am lately. See you around dude/ette/s. And thanks Famous Shoes for pointing that out. I didn't really notice that; but it'll probably drive me nuts going forward :p
Title: Re: [MOD](Alpha 9) Darkness
Post by: Dr. Z on March 19, 2015, 05:09:53 AM
Like the SBO version, didn't have a rainy night yet but it looks good. The only thing that's bothering me is that unlit rooms are brighter at day then at night because the mod alters the overall light level instead of the actuall light and darkness calcuation in the game. I can imagine that that would be a hell of a job but if you could do that it would be much more intense.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Remorium on April 23, 2015, 01:52:21 AM
Sorry to be the person asking this, but do you have an estimated time of when this mod will be updated to Alpha 10? Because this is one of my favorite ambient mods I've seen yet.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ninefinger on April 23, 2015, 03:18:39 AM
Sorry to be the person asking this, but do you have an estimated time of when this mod will be updated to Alpha 10? Because this is one of my favorite ambient mods I've seen yet.

it already works for alpha 10! :D
Title: Re: [MOD](Alpha 9) Darkness
Post by: rexx1888 on April 23, 2015, 04:19:54 AM
yeah this mod just changes a bunch of defs, even if by some chance it stops working, itll take you two seconds to fix it :D
Title: Re: [MOD](Alpha 9) Darkness
Post by: Kolljak on April 25, 2015, 10:13:11 AM
Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Latta on April 25, 2015, 10:45:33 AM
Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.

Eclipse brightness is hardcoded. To make it worse it's not in incident but in mapcondition.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ninefinger on April 25, 2015, 12:25:48 PM
Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.

Eclipse brightness is hardcoded. To make it worse it's not in incident but in mapcondition.

on alpha 9 i simply made it so that the eclipse was turned off and added a new incident called eclipse and made it be all dark during day and night but the problem is that solar panels still work during the day even if its dark and there is was no pop up message saying "eclipse".
Title: Re: [MOD](Alpha 9) Darkness
Post by: Latta on April 25, 2015, 12:52:03 PM
Please ignore my last comment; brightness is hardcoded in MapConditionManager, not MapCondition itself, which is even worse.

Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.

Eclipse brightness is hardcoded. To make it worse it's not in incident but in mapcondition.

on alpha 9 i simply made it so that the eclipse was turned off and added a new incident called eclipse and made it be all dark during day and night but the problem is that solar panels still work during the day even if its dark and there is was no pop up message saying "eclipse".

You should follow vanilla eclipse style. Not just a Incident but a MapCondition, and register the condition in TryExecute of the IncidentWorker for eclipse. Pop-up message belongs to MapCondition.

Maybe overriding entire eclipse will work, even with solar power? But I'm not sure whether MapConditionManager will choose overriden MapCondition instead of vanilla one.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ninefinger on April 25, 2015, 12:57:39 PM
Please ignore my last comment; brightness is hardcoded in MapConditionManager, not MapCondition itself, which is even worse.

Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.

Eclipse brightness is hardcoded. To make it worse it's not in incident but in mapcondition.

on alpha 9 i simply made it so that the eclipse was turned off and added a new incident called eclipse and made it be all dark during day and night but the problem is that solar panels still work during the day even if its dark and there is was no pop up message saying "eclipse".

You should follow vanilla eclipse style. Not just a Incident but a MapCondition, and register the condition in TryExecute of the IncidentWorker for eclipse. Pop-up message belongs to MapCondition.

Maybe overriding entire eclipse will work, even with solar power? But I'm not sure whether MapConditionManager will choose overriden MapCondition instead of vanilla one.
i have a feeling this might get into dll territory lol the extent of my modding capabilities is xml loool :D but i will look into what you suggested as purely xml. thanks.
Title: Re: [MOD](Alpha 9) Darkness
Post by: Kolljak on April 25, 2015, 01:08:44 PM
Same here. Q.Q and im only just learning it by doing self made compatability stuff. i might start posting Compatability versions of peoples favorite mods to lighten the load on other modders but most of it is learning for Project Eons when the game is out of Alpha.
Title: Re: [MOD](Alpha 9) Darkness
Post by: LittleGreenStone on April 29, 2015, 01:02:37 AM
Any words on an A10 update? Will it bend? ^^
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ninefinger on April 29, 2015, 01:14:28 AM
Any words on an A10 update? Will it bend? ^^

i have modified darkness to work with alpha 10 in my ultimate overhaul modpack.
Title: Re: [MOD](Alpha 9) Darkness
Post by: kaptain_kavern on May 02, 2015, 06:37:14 PM
i have modified darkness to work with alpha 10 in my ultimate overhaul modpack.

If it is not too much of a burden for you, can you share how you've done it plz?

EDIT   :
P.S. 2 : After thinking a bit (like 3 secondes later ...  :-X ) i guess i can dl your pack and only take the "Darkness" directory ...

Thx anyway. And that goes to all the modding community   o7
Title: Re: [MOD](Alpha 9) Darkness
Post by: nmid on May 23, 2015, 02:50:33 PM
Just FYI (https://ludeon.com/forums/index.php?topic=11934.msg134662#msg134662)

Darkness SBO (from the Modpack - Ultimate Overhaul)
This is missing a move speed multiplier.

<WeatherDef>
    <defName>SnowGentle</defName>
    <label>gentle snow</label>
    <description>Snow reduces the accuracy of ranged weapons by 20%, extinguishes fire, and slows people down.</description>

No  <moveSpeedMultiplier>0.9</moveSpeedMultiplier>
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ninefinger on May 23, 2015, 05:11:55 PM
Just FYI (https://ludeon.com/forums/index.php?topic=11934.msg134662#msg134662)

Darkness SBO (from the Modpack - Ultimate Overhaul)
This is missing a move speed multiplier.

<WeatherDef>
    <defName>SnowGentle</defName>
    <label>gentle snow</label>
    <description>Snow reduces the accuracy of ranged weapons by 20%, extinguishes fire, and slows people down.</description>

No  <moveSpeedMultiplier>0.9</moveSpeedMultiplier>

lol its not missing a movement speed modifier lol
Title: Re: [MOD](Alpha 9) Darkness
Post by: Beathrus on June 15, 2015, 09:24:23 PM
This mod ever going to be updated? :/ I sorta like using it.
Title: Re: [MOD](Alpha 9) Darkness
Post by: nmid on June 16, 2015, 02:32:44 AM
Yes please.. after using it and then not using it and then using it again, I have a strange love-hate relationship with the darkness mod :D
Title: Re: [MOD](Alpha 9) Darkness
Post by: Ribas on June 18, 2015, 02:16:39 AM
No A11 update will be released?
Title: Re: [MOD](Alpha 9) Darkness
Post by: Beathrus on June 22, 2015, 04:17:49 PM
Mr. Viceroy, My collecting is almost finished now I just await this mod, and one other. So...

Gimme?
Title: Re: [MOD](Alpha 9) Darkness
Post by: thefinn on June 22, 2015, 06:46:23 PM
Mr. Viceroy, My collecting is almost finished now I just await this mod, and one other. So...

Gimme?

Likewise.
Title: Re: [MOD](Alpha 9) Darkness
Post by: nmid on June 22, 2015, 06:59:18 PM
get a copy from the Overhaul mod pack for the time being, till Mr. Viceroy gets around to releasing his version.
Title: Re: [MOD](Alpha 9) Darkness
Post by: thefinn on June 22, 2015, 07:14:31 PM
get a copy from the Overhaul mod pack for the time being, till Mr. Viceroy gets around to releasing his version.

Thanks for the tip!
Title: Re: [MOD](Alpha 9) Darkness
Post by: Beathrus on June 22, 2015, 07:17:18 PM
get a copy from the Overhaul mod pack for the time being, till Mr. Viceroy gets around to releasing his version.

Thanks for the tip!

Ditto!
Title: Re: [A9] Darkness
Post by: Viceroy on June 23, 2015, 01:17:33 PM
Righto guys, sorry for the absence. Been a mad time.

Got a job, place went under, got retrenched, place got saved, got rehired after exactly one day of unemployment, etc. etc.

Needless to say I have been slightly busy.

But no more! Friends! Countrymen! Join me for some renewed activity! Huzzah!
Title: Re: [A9] Darkness
Post by: Beathrus on June 23, 2015, 01:20:19 PM
Righto guys, sorry for the absence. Been a mad time.

Got a job, place went under, got retrenched, place got saved, got rehired after exactly one day of unemployment, etc. etc.

Needless to say I have been slightly busy.

But no more! Friends! Countrymen! Join me for some renewed activity! Huzzah!

Huzzah!  ;D
Title: Re: [A11] Darkness
Post by: Viceroy on June 23, 2015, 01:30:52 PM
Huzzah!

UPDATED TO ALPHA 11!

Please give 'em a whirl and let me know if it is working proper-like. I'll be spending some more time on the forum again so yay for that, hopefully I can get some cool shit posted.

You guys rule! No better reason to mod than cool people enjoying it.
Title: Re: [A11] Darkness
Post by: Devon_v on June 23, 2015, 04:55:56 PM
Do like!
Title: Re: [A11] Darkness
Post by: Beathrus on June 26, 2015, 08:38:15 PM
Huzzah!

UPDATED TO ALPHA 11!

Please give 'em a whirl and let me know if it is working proper-like. I'll be spending some more time on the forum again so yay for that, hopefully I can get some cool shit posted.

You guys rule! No better reason to mod than cool people enjoying it.

I think I found a bug, during an Eclipse, the light levels return to normal; Until the eclipse is over as well as during 'Toxic Fallout'.
Title: Re: [A11] Darkness
Post by: nmid on June 26, 2015, 08:47:13 PM
Huzzah!

UPDATED TO ALPHA 11!

Please give 'em a whirl and let me know if it is working proper-like. I'll be spending some more time on the forum again so yay for that, hopefully I can get some cool shit posted.

You guys rule! No better reason to mod than cool people enjoying it.
sorry forgot to say, this mod rocks.
Hated it at the start... now can't play without it :D

I'm sure there are plenty of others who are using your mod, but are too lazy or have forgotten to post here after you released your update.

Ty.
Title: Re: [A11] Darkness
Post by: akiceabear on June 29, 2015, 07:18:54 AM
Love this mod, it really adds to the atmosphere/intensity of the game.

Suggestion/question: is it possible for raids names (in red) not to appear past a certain level of darkness? That would really intensify raids at night!
Title: Re: [A11] Darkness
Post by: iame6162013 on July 02, 2015, 01:19:01 PM
Oh, boy... I think I didn't build lights since alpha 3.
Thank you very much.
Title: Re: [A11] Darkness
Post by: Vas on July 02, 2015, 02:54:04 PM
I thought this might be that mod that had that darkness event with the void creatures.  xP
Title: Re: [A11] Darkness
Post by: kaptain_kavern on July 02, 2015, 03:03:37 PM
I have a problem using this mod : Everyday, during transition between night/day and day/night the luminosity suddenly go brighter (a lot) during transition, after it's OK, Night are dark and day are bright. Any help please?
Title: Re: [A11] Darkness
Post by: falcongrey on July 05, 2015, 01:29:06 PM
I have a problem using this mod : Everyday, during transition between night/day and day/night the luminosity suddenly go brighter (a lot) during transition, after it's OK, Night are dark and day are bright. Any help please?

I started noticing this after the 11b patch.
Title: Re: [A11] Darkness
Post by: kaptain_kavern on July 05, 2015, 02:06:42 PM
Thx for feedback. In my case it's prior to 11b (happened as well in 11a)
Title: Re: [A11] Darkness
Post by: JesterBlue on July 14, 2015, 03:51:45 AM
The Eclipse! It's so bright! And it happened at night!!!
Title: Re: [A11] Darkness
Post by: Ninefinger on July 15, 2015, 12:13:10 PM
The Eclipse! It's so bright! And it happened at night!!!
The eclipse has hard coded lighting to simulate vanilla night time during the day, that is why it has to be disabled to not break the immersion of the darkness mod
Title: Re: [A11] Darkness
Post by: kaptain_kavern on July 15, 2015, 01:50:14 PM
Thx for pointing that out Ninefinger.

Is there a way to only disable the eclipse event in a Defs file please?
Title: Re: [A11] Darkness
Post by: Ninefinger on July 15, 2015, 01:55:04 PM
Incidents_Bad_Misc.xml

This is my modified version that changes a few incidents days between happening and days before they can fire for the first time and a touch of chance adjustment for Toxic fallout and Volcanic winter.

If you want a stock version copy and paste the same file from your core game into its proper folder destination (Defs/IncidentDefs) into any mod preferably darkness and change the chance for eclipse to 0. Make sure no other mods you are using have this same file and are loaded after it.

[attachment deleted due to age]
Title: Re: [A11] Darkness
Post by: kaptain_kavern on July 15, 2015, 02:05:37 PM
Thx a lot.
I will check how your file is done and make modification in mine.

Another piece of the "how the game work" puzzle i'm on ;)
Title: Re: [A11] Darkness
Post by: 1000101 on July 16, 2015, 02:41:19 AM
Quote from: Ninefinger
Incidents_Bad_Misc.xml

...

Make sure no other mods you are using have this same file and are loaded after it.

It's not the file name that matters but the defNames within the files that matter.
Title: Re: [A11] Darkness
Post by: mokonasakura on July 20, 2015, 08:30:12 PM
I have found a way to fix the bad transitions, or at least a way to fix them for myself. In the file darkness, defs, weather defs, weathers you have the color set to 0.0, this is the cause. To fix it simply turn every 0.0 to 0.01. In the skycolordusk and skycolornightedge area. You have to do this for each weather effect not just clear. Currently this is what it looks like.

 <skyColorsDusk>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

It needs to look like this

 <skyColorsDusk>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

For those of you who have no idea what I'm saying here is a replacement file until the mod owner fixes the problem. I am sorry if you get upset at me for posting a changed copy of your work but I like this mod but cant stand the transition which I'm sure others can't as well.

To install this go into your rimworld mod folder, darkness, defs, weatherdefs, and replace the file in there with the file you download of the same name.

https://www.dropbox.com/s/fs1csv5q3l6em5y/Darknessfix.zip?dl=0
Title: Re: [A11] Darkness
Post by: kaptain_kavern on July 20, 2015, 09:38:40 PM
Thank you very much. Will try to play with the value ASAP 8l)
Title: Re: [A11] Darkness
Post by: InfiniteRemnant on July 22, 2015, 09:00:41 PM
does this work correctly with A11B/C or is it just for A11?
Title: Re: [A11] Darkness
Post by: Raufgar on July 22, 2015, 10:34:21 PM
does this work correctly with A11B/C or is it just for A11?

It works for 11B, aside from the aforementioned odd transitions. Will test it out on 11C once I have the time and post back here.
Title: Re: [A11] Darkness
Post by: JesterBlue on July 23, 2015, 12:48:07 AM
Could someone pick up on the miner hat by the Mining Co. people? I hasn't been updated since A8 and with this mod, that will really be useful.
Title: Re: [A11] Darkness
Post by: dareddevil7 on July 31, 2015, 07:39:32 PM
Not sure if it's working for 11c and onwards
Title: Re: [A11] Darkness
Post by: FridayBiology on September 07, 2015, 09:36:39 PM
is this mod still being worked on for Alpha 12c?
Title: Re: [A11] Darkness
Post by: Beathrus on September 14, 2015, 10:53:44 AM
Any news if this will be updated? o.o Its a really nice mod that adds wonderful atmosphere!

Edit: Anyone going to update this? Or have an updated version of it, for 12d?
Title: Re: [A11] Darkness
Post by: Beathrus on September 18, 2015, 07:25:08 PM
Any news if this will be updated? o.o Its a really nice mod that adds wonderful atmosphere!

Edit: Anyone going to update this? Or have an updated version of it, for 12d?

Pretty please with a stack of Thrumbo fur on top?
Title: Re: [A11] Darkness
Post by: Latta on September 18, 2015, 11:18:38 PM
Just found out that it works well as-is with A12.
Title: Re: [A11] Darkness
Post by: Beathrus on September 19, 2015, 08:01:49 AM
Just found out that it works well as-is with A12.

Woo! I'll test it out, I'm mainly worried about the weather events; Flashstorms, eclipses, things that like; Because when those happen, the 'light' level is changed, so if the mod isn't updated, those light levels will return to normal during the events.

Which means, during an 'Eclipse' with no light, there will be regular light levels and that is just bleh. And I know Flash Storms were made shorter, and I am wondering if the mod even has flash storms coded to work properly with light levels.
Title: Re: [A11] Darkness
Post by: Latta on September 19, 2015, 08:19:04 AM
Looks like Tynan changed eclipse code. I know what is the source of problem, so I'll update with new code for eclipse.
Title: Re: [A11] Darkness
Post by: Beathrus on September 19, 2015, 08:31:00 AM
Looks like Tynan changed eclipse code. I know what is the source of problem, so I'll update with new code for eclipse.

Thanks! I demand full darkness of eclipse! If my colonist aren't stumbling about because the lights gone, something is wrong! :3 (Plus Manhunter pack is terrifying at night, if you can't actually see where they spawn at, or coming from)
Title: Re: [A11] Darkness
Post by: Latta on September 19, 2015, 08:39:27 AM
But I always use SBO :-\ I guess if I upload source someone might change to non-SBO?
Title: Re: [A11] Darkness
Post by: Beathrus on September 19, 2015, 08:42:54 AM
But I always use SBO :-\ I guess if I upload source someone might change to non-SBO?

I have no idea what SBO or non-SBO is. o.o
Title: Re: [A11] Darkness
Post by: Latta on September 19, 2015, 08:50:26 AM
But I always use SBO :-\ I guess if I upload source someone might change to non-SBO?

I have no idea what SBO or non-SBO is. o.o

Second download, "Slightly Bright Overcast".
It might not be different within map conditions however.

And here goes the Darkness for A12, with darker eclipse, toxic fallout and volcanic winter:
https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar (https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar)
To use with non-SBO, simply copy-paste WeatherDefs directory from your Darkness to A12-ed Darkness.
Title: Re: [A11] Darkness
Post by: Beathrus on September 19, 2015, 09:50:00 AM
But I always use SBO :-\ I guess if I upload source someone might change to non-SBO?

I have no idea what SBO or non-SBO is. o.o

Second download, "Slightly Bright Overcast".
It might not be different within map conditions however.

And here goes the Darkness for A12, with darker eclipse, toxic fallout and volcanic winter:
https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar (https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar)
To use with non-SBO, simply copy-paste WeatherDefs directory from your Darkness to A12-ed Darkness.

Thank you, So very much Latta!
Title: Re: [A11] Darkness
Post by: LittleGreenStone on December 07, 2015, 08:44:03 PM
But I always use SBO :-\ I guess if I upload source someone might change to non-SBO?

I have no idea what SBO or non-SBO is. o.o

Second download, "Slightly Bright Overcast".
It might not be different within map conditions however.

And here goes the Darkness for A12, with darker eclipse, toxic fallout and volcanic winter:
https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar (https://dl.orangedox.com/AnOb3KiiIsYcfp2aTj/DarknessA12.rar)
To use with non-SBO, simply copy-paste WeatherDefs directory from your Darkness to A12-ed Darkness.

This is the tits!
Thank you!
Title: Re: [A11] Darkness
Post by: Beathrus on February 24, 2016, 11:50:15 AM
-Lurks about in Darkness, just because-
Title: Re: [A11] Darkness
Post by: passi965 on April 16, 2016, 09:40:40 PM
Will this be updated to Alpha 13? or does the Alpha 12 version from Latta work on Alpha 13 too?
Title: Re: [A11] Darkness
Post by: nAKIR on April 17, 2016, 12:01:18 AM
I've been using this in A13 without any issues
Title: Re: [A11] Darkness
Post by: gehennianviceroy on April 17, 2016, 01:25:35 AM
Just to clarify, nAKIR, are you using Jatta's?
Title: Re: [A11] Darkness
Post by: Jakub k. on April 17, 2016, 11:58:02 AM
i've looked through the files in this mod and it seems its fine for a13.gonna use it because it's cool
Title: Re: [A11] Darkness
Post by: VoidDestroyer on April 17, 2016, 12:12:31 PM
i've looked through the files in this mod and it seems its fine for a13.gonna use it because it's cool
Did it work or ?
Title: Re: [A11] Darkness
Post by: Jakub k. on April 17, 2016, 04:36:59 PM
yes it worked. working fine actually! it's really cool to play with it.
Title: Re: [A11] Darkness
Post by: passi965 on April 18, 2016, 11:34:31 AM
yes it worked. working fine actually! it's really cool to play with it.
Wich version did you use? Alpha 11 or Alpha 12?
Title: Re: [A11] Darkness
Post by: Jakub k. on April 18, 2016, 12:49:58 PM
a13.....
Title: Re: [A11] Darkness
Post by: gehennianviceroy on April 18, 2016, 02:49:12 PM
He means which version of the mod. There are only a11 and a12 versions available now. I've used a11 and got a crash and I used a12 and got an extremely bright night instead of a dark one. So which version did you use?
Title: Re: [A11] Darkness
Post by: Lumaan on April 18, 2016, 03:13:59 PM
He means which version of the mod. There are only a11 and a12 versions available now. I've used a11 and got a crash and I used a12 and got an extremely bright night instead of a dark one. So which version did you use?
I'm using A12 of this mod on A13 Rimworld, and I need lights outside at nights, cant see a thing  ;D
Title: Re: [A11] Darkness
Post by: Khall on April 18, 2016, 03:38:36 PM
I used the A12 version as well and it seemed to work fine, until a toxic fallout happened and I got a error where the event didn't work (toxic particles effects didn't move and there was no increase in toxic buildup). Can anyone else confirm this?
Title: Re: [A11] Darkness
Post by: Jakub k. on April 18, 2016, 04:05:20 PM
oh sorry! a12
Title: Re: [A11] Darkness
Post by: WHiZ on April 19, 2016, 04:20:43 PM
i've been using not the mod but the weather.xml file copied to the core defs/weather folder from the a12 release without issue, other than it getting brighter during eclipses. But that i can live with for this awesome darkness. also make sure you download the additional lighting mod from https://ludeon.com/forums/index.php?topic=14177.0 to light things up inside and out.
Title: Re: [A11] Darkness
Post by: cram on April 28, 2016, 02:20:36 PM
I am about to update the mod and put it again in the A13 version, So far so good, everything is working, i need to do some minor fixes due to the changes in the <Defs>.
I'm just asking the OG modder before publishing it, since theres no licenses or anything, just because.

Will keep you updated ;).
Title: Re: [A11] Darkness
Post by: Luroshard on April 29, 2016, 02:30:21 AM
I am about to update the mod and put it again in the A13 version
Will keep you updated ;).
(http://i.imgur.com/MQtfPy9.jpg)
Title: Re: [A11] Darkness
Post by: cram on April 29, 2016, 01:56:30 PM
There is one more bug i need to fix which is the event: Eclipse, who changes the night's settings back to normal nights.
Should be good by tomorrow.
Title: Re: [A11] Darkness
Post by: something776 on April 29, 2016, 02:37:17 PM
Rad, I always loved this mod, makes nights feel more like night time.

I look forward to your completion of it!
Title: Re: [A11] Darkness
Post by: Minnigin on May 03, 2016, 09:15:01 PM
I totally forgot about this mod, I use to use it with that terror monster mod, good times *looks off into the starry night*

this will be the final piece to my mods, I have like 60 mods running perfectly so I hope this will run with them when its updated to 13
Title: Re: [A11] Darkness
Post by: cram on May 05, 2016, 09:57:31 AM
Alright guys i've updated the mod and fixed a couple bugs that was present in this release, plus added many other statistics things, and planning to add others light-related things to the mod.

I will post a new thread with everything explained, If Viceroy sees this message or replies to my PM , if you want to, i will hand you back the mod and everything related to it.
Title: Re: [A11] Darkness
Post by: Kyos on July 01, 2016, 11:14:11 PM
Tiny issue, - Toxic Fallout events are pretty bright. :D