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RimWorld => Releases => Mods => Outdated => Topic started by: notfood on August 15, 2016, 07:32:13 PM

Title: [B18] Enlighten
Post by: notfood on August 15, 2016, 07:32:13 PM

Enlighten

(https://i.imgur.com/Dif7yW9.png)


Why not build some lamps?
You are encouraged to build those, because darkness will make your pawns slower.


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

Light does matter

You must walk carefully in a place full of darkness. So do your pawns. They move slower in darkness.
In contrast, bright places provide nice working environment. Manipulation will go 20% in brightly lit areas. You must use sunlamps instead of standing lamps to achieve this.


(http://i.imgur.com/RpnPFFp.png)
(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=754773948) B18 (https://github.com/notfood/RimWorld-Enlighten/releases/download/0.18.1.0/Enlighten_0.18.1.0.zip)
Older Releases (https://github.com/notfood/RimWorld-Enlighten/releases)


(http://i.imgur.com/0OTbohs.png)
Title: Re: [A14] Enlighten
Post by: SmartererThanYou on August 15, 2016, 07:36:17 PM
Nice to see this updated. Thank you.
Title: Re: [A14] Enlighten
Post by: Elysium on August 15, 2016, 07:38:30 PM
Interesting, adds a new dynamic to lights.  Thanks for the update.
Title: Re: [A14] Enlighten
Post by: Zakhad on August 15, 2016, 08:24:51 PM
I actually thought it was native to Rimworld lol.
Title: Re: [A14] Enlighten
Post by: SmartererThanYou on August 15, 2016, 09:15:22 PM
Quote from: Zakhad on August 15, 2016, 08:24:51 PM
I actually thought it was native to Rimworld lol.

I did as well after playing hardcore-sk a few months back :p
Title: Re: [A14] Enlighten
Post by: skyarkhangel on August 15, 2016, 09:33:53 PM
Quote from: SmartererThanYou on August 15, 2016, 09:15:22 PM
Quote from: Zakhad on August 15, 2016, 08:24:51 PM
I actually thought it was native to Rimworld lol.

I did as well after playing hardcore-sk a few months back :p

So, we with notfood back it again ::)
Title: Re: [A14] Enlighten
Post by: Etherdreamer on August 16, 2016, 06:47:04 PM
Wait, Sunlamps it´s not too much? You can´t put them in ceilings :c
Title: Re: [A14] Enlighten
Post by: notfood on August 16, 2016, 07:27:42 PM
Can't put them in the ceiling? Time to mod some sunlamps then!
Title: Re: [A14] Enlighten
Post by: 123nick on August 17, 2016, 01:12:32 AM
i think you should get a slight bonus for being in a slightly lit area, like if it were lit by normal standing lamps, but sun lamps give an even greater boost.
Title: Re: [A14] Enlighten
Post by: JT on August 17, 2016, 02:23:01 AM
Hey, forgot about this mod!  I loved this mod back in A12. =)
Title: Re: [A14] Enlighten
Post by: notfood on August 21, 2016, 10:31:36 PM
Enlighten 0.14.0.3 (https://ludeon.com/forums/index.php?action=dlattach;topic=24427.0;attach=15281)

- Fixes dirty hediffs causing index out of bounds errors.

[attachment deleted by admin - too old]
Title: Re: [A14] Enlighten
Post by: notfood on August 26, 2016, 09:26:05 PM
Enlighten 0.14.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24427.0;attach=15280)

- Changes everything about the mod
- No longer a ThoughtWorker, it's a HediffGiver. More accurate, less buggy... maybe.
- Introduces the EnlightenDef, that allows you to put any Hediff on the pawn given a range of glow defined by the inclusive range between glowMin and glowMax. These are the default definitions but you can change anything about them    <Enlighten.Def>
        <defName>Bright</defName>
        <hediff>Enlighten_Bright</hediff>
        <glowMin>0.9</glowMin>
        <glowMax>1.0</glowMax>
    </Enlighten.Def>
   
    <Enlighten.Def>
        <defName>Dark</defName>
        <hediff>Enlighten_Dark</hediff>
        <glowMin>0.0</glowMin>
        <glowMax>0.3</glowMax>
    </Enlighten.Def>


[attachment deleted by admin - too old]
Title: Re: [A15] Enlighten
Post by: notfood on August 30, 2016, 12:33:04 AM
Enlighten 0.15.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24427.0;attach=15373)

accidentally forgot to edit About.xml

Uploaded to steam too.

[attachment deleted by admin - too old]
Title: Re: [A15] Enlighten
Post by: EldVarg on September 28, 2016, 09:05:37 PM
Love this mod :).
Title: Re: [A15] Enlighten
Post by: Jdalt40 on September 29, 2016, 11:42:58 PM
Hey notfood, since I am thinking of reviving my Vampire mod I was also thinking of adding in a light weakness system by using your Enlighten code to make it work, am I allowed to do that? I will give full credit to you as you are the original author of the code I would be using if you allow me to do this :) .
Title: Re: [A15] Enlighten
Post by: notfood on September 30, 2016, 04:27:06 AM
I uploaded it on git.

https://github.com/notfood/RimWorld-Enlighten

You are free to do whatever. Code is derivate from Ludeon so...

About your idea, it's easy to make a Hediff that only affects vampires and just use Enlighten to put it.
Title: Re: [A15] Enlighten
Post by: Jdalt40 on September 30, 2016, 08:19:29 AM
Alright cool! You're already a mile ahead with this idea! :D

Just a tiny question though considering I just learnt how dlls work, do you reckon it would be possible to add a severity def tag so the effects get worse after a while?
Title: Re: [A15] Enlighten
Post by: notfood on September 30, 2016, 02:34:54 PM
That's part of the Heddiff. Enlighten is a Hediffgiver.

You can use the ticks since you have gotten the heddiff to increase the severity over time (inside the Hediff).
Title: Re: [A15] Enlighten
Post by: Jdalt40 on November 27, 2016, 09:36:35 AM
Hey notfood, I'm just about to release my Vampire mod, so I'm just wondering if you are still okay for me to use your Enlighten assembly to allow the day/night weaknesses/boosts to happen, again I will gladly give full credit to you if you allow me to use this :)
Title: Re: [A15] Enlighten
Post by: notfood on November 27, 2016, 10:31:02 PM
Yes go ahead.

By the way, if you keep the class names the same it may conflict. So change the package name if you are going to add the whole thing to your dll. If it's going to be the same dll just have Enlighten as a hard dependency.
Title: [A16] Enlighten
Post by: notfood on December 13, 2016, 12:50:15 AM
A16 Release Enlighten 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24427.0;attach=17242)

Quite simple to update. I see a lot of things were added to Hediffs for A16, mainly comps, a lot of posibilities opened.

[attachment deleted by admin due to age]
Title: Re: [A16] Enlighten
Post by: Hayden on December 27, 2016, 05:35:00 PM
Quote from: notfood on December 13, 2016, 12:50:15 AM
A16 Release Enlighten 0.16.1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=24427.0;attach=17242)

Quite simple to update. I see a lot of things were added to Hediffs for A16, mainly comps, a lot of posibilities opened.

Been using it on my latest game. Works well and it makes sense.

One thing I don't like is that if colonists are sleeping and I turn the lights off, they still get the negative effects to mood. It should be that when they are sleeping they should want the lights off not on.
Title: Re: [A16] Enlighten
Post by: Beathrus on December 27, 2016, 09:32:37 PM
I used to use Enlighten with Darkness and Darkness Revamp, but I guess those went out? And I can't find realistic darkness. So do you know of any other mod that changes light levels to an appropriate level? For Atmosphere?
Title: Re: [A16] Enlighten
Post by: 4rfv2wsx on December 27, 2016, 10:55:56 PM
Hey, is there any chance I could get another link to the A15 version? The forums keep throwing me to an error page. Only seems to happen for that specific link, A16 downloads fine. Thanks! :-D
Title: Re: [A16] Enlighten
Post by: notfood on December 27, 2016, 11:14:40 PM
It's here. Attached.

Quote from: Beathrus on December 27, 2016, 09:32:37 PM
I used to use Enlighten with Darkness and Darkness Revamp, but I guess those went out? And I can't find realistic darkness. So do you know of any other mod that changes light levels to an appropriate level? For Atmosphere?

I don't know where it went. I liked that one too, it's in the HardcoreSK for A16, release soon[ŧm].

[attachment deleted by admin due to age]
Title: Re: [A16] Enlighten
Post by: Beathrus on December 27, 2016, 11:54:45 PM
Quote from: notfood on December 27, 2016, 11:14:40 PM
It's here. Attached.

Quote from: Beathrus on December 27, 2016, 09:32:37 PM
I used to use Enlighten with Darkness and Darkness Revamp, but I guess those went out? And I can't find realistic darkness. So do you know of any other mod that changes light levels to an appropriate level? For Atmosphere?

I don't know where it went. I liked that one too, it's in the HardcoreSK for A16, release soon[ŧm].

True.. But If its in HardcoreSK that means its mixed with a bunch of other mods and such, doesn't it?
Title: Re: [A16] Enlighten
Post by: 4rfv2wsx on December 31, 2016, 03:39:04 PM
Quote from: notfood on December 27, 2016, 11:14:40 PM
It's here. Attached.

Haha, thanks! This mod interacts in some interesting ways. I have a pawn with a peg leg and a taste for smokeleaf. Normally that isn't an issue, just makes her super slow, but now... When she lights up and steps into a dark hallway, she can't help but fall on her ass and requires rescue (drops her moving to 15%). I laugh every time I see the rescue alert. :-D
Title: Re: [A17] Enlighten
Post by: notfood on May 24, 2017, 08:26:56 PM
A17 Release Enlighten 0.17.1.0 (https://github.com/notfood/RimWorld-Enlighten/releases/download/0.17.1.0/Enlighten_0.17.1.0.zip)

Nothing new. Just recompiled for new version.
Title: Re: [A17] Enlighten
Post by: zarathustra_bezbozhnik on June 15, 2017, 06:02:25 AM
Hi, notfood!
First of all, this is a great mod and I'm sure it MUST be implemented in the core game. Thank you so much!

But?)) ..would you care to revisit these two issues mentioned in the thread:
1. Why sunlamps? People don't do photosynthesis. For us, reaction to light is about visibility and psychology, so any source of light bright enough will do, don't you think?
2. Darkness should not affect sleeping people. It's a minor thing though.

Thanks again, and good luck!
Title: Re: [A17] Enlighten
Post by: Tanelorn on June 16, 2017, 05:40:36 PM
I love the IDEA of your mod but it REALLY needs to affect manipulation in darkeness too. It seems so obvious that darkness should affect work ability just like brightness enhances it. It means we need to illuminate work areas at night which is something this mod really should bring to the game.
Title: Re: [A17] Enlighten
Post by: JT on June 25, 2017, 11:35:52 AM
IIRC much older versions (A12? A14?) used to affect manipulation, but because manipulation limits stack sizes during hauling, it can sometimes be annoying. =)
Title: Re: [A17] Enlighten
Post by: 123nick on July 03, 2017, 08:28:27 PM
bug- caravans will still have dark environment debuff, even if the caravan is in daytime. i think it wil lstick with the caravan if the caravn leaves from a dark spot on the map or durign nighttime. http://i.imgur.com/fkMeQ8M.jpg