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RimWorld => Releases => Mods => Outdated => Topic started by: cucumpear on January 18, 2017, 08:06:48 AM

Title: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: cucumpear on January 18, 2017, 08:06:48 AM
LED Lights (Redux)

Description
This mod is a full rewrite of Loki88's LED Lights Mod, with his permission of course. There are some re-balances and additions, the textures are either brought over from the original mod or adapted from them. LED Lights adds a range of rope and ceiling lights, as well as growing lights and a medical light.
There are three research projects: LED Lights requires Electricity, after that and Colored Lights you can research LED Growing Lights, followed by LED Medical Lights.

I do not recommend adding this to an existing save as there have been issues with lights replacing ore. If you do want to try, back up your save first! As far as I can tell, there is nothing in the code that could cause that and nothing I can do to fix this. But if anyone has more information, please do let me know.


(http://i.imgur.com/JVwfjOB.jpg)

(http://i.imgur.com/Dec6tni.jpg)

All of the Lamps

- LED Rope Lights: A tiny lamp that is draggable like a power conduit. They consume 1W per segment, can be placed on walls and must be directly connected to power. Rope lights will transmit power like a conduit. After researching Colored Lights, seven more colours will be available. Each segment can light up a 3x3 area.
- LED Rope Growing Lights: They work exactly as normal rope lights, but will light the area of effect brightly to allow full-speed plant growth. Each segment uses 5W.
- LED Lights: Perfect for lighting up small areas and only uses 7W. The radius will be visible before you place the blueprint and when selecting the constructed lamp. The same seven colours are avaiable after researching Colored Lights.
- Wide Range LED Lights: A somewhat more powerful version of the LED Light, consumes 15W.
- HID LED Lights: A more powerful version of the LED Lights, the features are the same, but it has a larger radius and consumes 25W. In addition to the coloured variants I have included a square version that is centered on a 2x2 area (this one will not show its radius as that just turned out derpy).
- Wide Range HID LED Lights: If you really need some silly lighting. Uses 40W. Slightly OP and the game doesn't like lighting up areas that big. Don't like it: don't use it. ;)
- LED Growing Lights: This power-saving sunlamp alternative comes in three sizes (150, 96 and 69W). They're expensive to build, though! The lights will also display their radii and allow for one-click creation of growing zones. Will now turn off automatically at night.
- LED Medical Lights: A light specifically created for hospital rooms, providing a 5x5 brightly lit area. When placed near medical beds it will function like a weaker vitals monitor. Consumes 69W.

All of the Pictures

(http://i.imgur.com/mKBd8DF.jpg)

(http://i.imgur.com/Mox4omc.jpg)

(http://i.imgur.com/noMs93Q.jpg)

(http://i.imgur.com/DlAWez4.jpg)

(http://i.imgur.com/19nCx48.jpg)

(http://i.imgur.com/EyjePTD.jpg)

Author/Mod Team
cucumpear - Modder
Loki88 - original mod creator, textures

Known Conflicts
Due to xpath patching there should not be any conflicts.

Downloads
My Steam Workshop (http://steamcommunity.com/id/cucumpear/myworkshopfiles/?appid=294100)
LED Lights for A17 (https://github.com/cucumpear/LED-Lights-Extended/releases/tag/v1.1)

LED Lights for A16 (https://www.dropbox.com/s/emf86bzr04d7mvh/LED%20Lights%20Redux.zip?dl=0)
LED Lights More Furniture Patch for A16 (https://www.dropbox.com/s/vryy5hezvq51hgp/LED%20Lights%20More%20Furniture%20Patch.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.
- If necessary, add More Furniture Patch and activate it.


License
- This mod may be added to modpacks as long as credit is given to me and Loki88.
- Derivative mods may be created after securing Loki88's permission.
- Please do not upload to steam without permission.

Feedback is, as always, very much welcome.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: VoidDestroyer on January 18, 2017, 08:16:54 AM
oh wow this is actually really cool and well done
good job!
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: Senio on January 18, 2017, 08:35:21 AM
Thanks
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: V3cta on January 18, 2017, 10:18:48 AM
Hey there, added the mod mid-game and now all the steel ores on the map are LED lights. Would be great if you can help out because I don't want to create a new colony. :D Except that, I love this mod! LEDs ftw!
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 18, 2017, 11:42:06 AM
I'm glad y'all like the LEDs. :D

Quote from: V3cta on January 18, 2017, 10:18:48 AM
Hey there, added the mod mid-game and now all the steel ores on the map are LED lights. Would be great if you can help out because I don't want to create a new colony. :D Except that, I love this mod! LEDs ftw!
Yeah, generally I wouldn't recommend adding things without starting a new colony. That kind of issue happens a lot, like terrain turning into sand when adding new floors. It doesn't make sense, because there's nothing in the code that should cause that. I suspect it's a matter of the game going "there's a new thing that wasn't there before. I'll just put it there and hope that's right."
I'm afraid there are no changes I could make to fix that, this is simply not on my end. :(
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: lode on January 18, 2017, 01:05:42 PM
Can confirm wonky behavior with unstocked (read: not in stockpile) steel:
http://i.imgur.com/Q0X9tBy.png

Would be good to include notes that the mod is only compatible with new colonies.

Nice mod but a little OP with having power lines integrated and costing silver only.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 18, 2017, 01:29:05 PM
Quote from: lode on January 18, 2017, 01:05:42 PM
Can confirm wonky behavior with unstocked (read: not in stockpile) steel:
http://i.imgur.com/Q0X9tBy.png

Would be good to include notes that the mod is only compatible with new colonies.

Nice mod but a little OP with having power lines integrated and costing silver only.

I had added a note earlier, but have now moved it to make it more obvious. Wish I knew for sure what caused that issue.
Balancing is an ongoing process for most mods and I definitely will do some math to figure out costs/savings. Mostly the aim is to increase building costs to balance the power savings, but making rope lights too expensive makes them kind of useless, too.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: Jackaldude2 on January 18, 2017, 02:23:57 PM
Thanks man, I have been wanting this mod for a while since I had it in a13. I love that the led lights use less electricity, which makes the graph in colony manage look prettier, as well as my colony. Can the rope lights be placed on walls like they used to originally?
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 18, 2017, 02:37:14 PM
Quote from: Jackaldude2 on January 18, 2017, 02:23:57 PM
Thanks man, I have been wanting this mod for a while since I had it in a13. I love that the led lights use less electricity, which makes the graph in colony manage look prettier, as well as my colony. Can the rope lights be placed on walls like they used to originally?
Yep, they go on walls just like they used to. :D
(Also I'm gonna read "man" as a generic term for "person." ;) )
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 21, 2017, 08:46:23 AM
Made some minor changes for balancing.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: lode on January 22, 2017, 01:55:41 AM
Quote from: cucumpear on January 18, 2017, 01:29:05 PM
Quote from: lode on January 18, 2017, 01:05:42 PM
Can confirm wonky behavior with unstocked (read: not in stockpile) steel:
http://i.imgur.com/Q0X9tBy.png

Would be good to include notes that the mod is only compatible with new colonies.

Nice mod but a little OP with having power lines integrated and costing silver only.

I had added a note earlier, but have now moved it to make it more obvious. Wish I knew for sure what caused that issue.
Balancing is an ongoing process for most mods and I definitely will do some math to figure out costs/savings. Mostly the aim is to increase building costs to balance the power savings, but making rope lights too expensive makes them kind of useless, too.

good points. thanks for the reply, im going to give this mod another shot
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: SuedKAT on January 25, 2017, 10:49:49 AM
Hello,

I've also been waiting for this mod to come back so I'm very glad to see it. I have however one issue, the More Furniture patch, More Furniture comes with an .xml to make it compatible with [SD] medicaddons: https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

You'll find that and the instructions on how to do this in the Alternatives folder in MF:
workshop\content\294100\739089840\Alternatives

Loading the LED More Furniture patch kills the linking between MF beds and SD medic equipment, how do I fix that? I've tried playing around some with  <linkableFacilities> coding, but I just can't seem to get it to work.

// SuedKAT
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 25, 2017, 05:39:04 PM
Quote from: SuedKAT on January 25, 2017, 10:49:49 AM
Hello,

I've also been waiting for this mod to come back so I'm very glad to see it. I have however one issue, the More Furniture patch, More Furniture comes with an .xml to make it compatible with [SD] medicaddons: https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

You'll find that and the instructions on how to do this in the Alternatives folder in MF:
workshop\content\294100\739089840\Alternatives

Loading the LED More Furniture patch kills the linking between MF beds and SD medic equipment, how do I fix that? I've tried playing around some with  <linkableFacilities> coding, but I just can't seem to get it to work.

// SuedKAT

You used the file found in MF and not the one provided by SD, right? Because that changes how I would fix that.
I won't have time to really look into it until tomorrow but I should be able to make you a fix (I hope, because I haven't actually used SD medic so far). The only reason you're not getting one right now is that it's the middle of the night and I'm too sleepy to make much sense of anything.  ;)
If you want to play around with it yourself: MF adds the facilities to each bed individually, so you should be able to build a patch by stealing mine and just adding all of the facilities to each bed. Then load the new patch last.
SD's compatibility version is a bit different, as it adds a kind of base bed, which links to all facilities.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: SuedKAT on January 25, 2017, 06:23:48 PM
Quote from: cucumpear on January 25, 2017, 05:39:04 PM
Quote from: SuedKAT on January 25, 2017, 10:49:49 AM
Hello,

I've also been waiting for this mod to come back so I'm very glad to see it. I have however one issue, the More Furniture patch, More Furniture comes with an .xml to make it compatible with [SD] medicaddons: https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

You'll find that and the instructions on how to do this in the Alternatives folder in MF:
workshop\content\294100\739089840\Alternatives

Loading the LED More Furniture patch kills the linking between MF beds and SD medic equipment, how do I fix that? I've tried playing around some with  <linkableFacilities> coding, but I just can't seem to get it to work.

// SuedKAT

You used the file found in MF and not the one provided by SD, right? Because that changes how I would fix that.
I won't have time to really look into it until tomorrow but I should be able to make you a fix (I hope, because I haven't actually used SD medic so far). The only reason you're not getting one right now is that it's the middle of the night and I'm too sleepy to make much sense of anything.  ;)
If you want to play around with it yourself: MF adds the facilities to each bed individually, so you should be able to build a patch by stealing mine and just adding all of the facilities to each bed. Then load the new patch last.
SD's compatibility version is a bit different, as it adds a kind of base bed, which links to all facilities.

Yes, I used the file provided in the alternative folder that comes with MF, main reason for that is since MF updated recently and changed a bit which made that the easier approach, you had to replace/rebuild all the end tables to not run into bugs etc. Loading LED Lights alone or combined with the MF patch breaks the linking between those two mods. I've tried making my own patch but so far I must admit it haven't really worked out so any help would be appreciated :)

Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 26, 2017, 03:26:42 AM
Quote from: SuedKAT on January 25, 2017, 06:23:48 PM
Yes, I used the file provided in the alternative folder that comes with MF, main reason for that is since MF updated recently and changed a bit which made that the easier approach, you had to replace/rebuild all the end tables to not run into bugs etc. Loading LED Lights alone or combined with the MF patch breaks the linking between those two mods. I've tried making my own patch but so far I must admit it haven't really worked out so any help would be appreciated :)

Give this (https://www.dropbox.com/s/n587wq3p8b7tyd2/LED%20Lights%20MF%20%5Bsd%5D%20medicaddons%20Patch.zip?dl=0) a try, worked for me so far. I'll add it to the download list and Steam after some more testing. Hope this fixes it for you! :D
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: EldVarg on January 26, 2017, 08:50:05 AM
Cool mod. Could you make a version of LEDs that you could hang on the wall (rotatatable).
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 26, 2017, 09:17:14 AM
Quote from: EldVarg on January 26, 2017, 08:50:05 AM
Cool mod. Could you make a version of LEDs that you could hang on the wall (rotatatable).

Probably, I'll have to see if I can figure out a texture that works. I'll add it to my list of ideas to work on next.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: SuedKAT on January 26, 2017, 09:23:59 AM
Quote from: cucumpear on January 26, 2017, 03:26:42 AM
Quote from: SuedKAT on January 25, 2017, 06:23:48 PM
Yes, I used the file provided in the alternative folder that comes with MF, main reason for that is since MF updated recently and changed a bit which made that the easier approach, you had to replace/rebuild all the end tables to not run into bugs etc. Loading LED Lights alone or combined with the MF patch breaks the linking between those two mods. I've tried making my own patch but so far I must admit it haven't really worked out so any help would be appreciated :)

Give this (https://www.dropbox.com/s/n587wq3p8b7tyd2/LED%20Lights%20MF%20%5Bsd%5D%20medicaddons%20Patch.zip?dl=0) a try, worked for me so far. I'll add it to the download list and Steam after some more testing. Hope this fixes it for you! :D

Did some testing and it seems to work great, so huge thanks :)
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on January 26, 2017, 11:35:07 AM
Quote from: SuedKAT on January 26, 2017, 09:23:59 AM
Did some testing and it seems to work great, so huge thanks :)

No prob, have fun. :D
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: Ruisuki on March 08, 2017, 07:17:56 AM
Playing the game without mods taught me so many things, but not being able to use interesting mods without a new save really hits you after you finally have a decent base.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: cucumpear on March 08, 2017, 06:35:22 PM
Quote from: Ruisuki on March 08, 2017, 07:17:56 AM
Playing the game without mods taught me so many things, but not being able to use interesting mods without a new save really hits you after you finally have a decent base.

I understand the frustration, but I'm afraid that's just a reality of modded games. Even a minor mod update can break saves, much less adding mods. Personally I make it a habit to download or subscribe to all interesting mods as I continue my current game and just review the mod list every time I start a new game.
I really wish I could make LED Lights save game friendly, but so far I have not been able to find out what exactly causes the problem.
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: Ruisuki on March 08, 2017, 08:18:54 PM
Oh well, it looks like a nice mod man. I'll get to it one day
Title: Re: [A16] LED Lights (Redux) v. 1.0 - 2017-01-18
Post by: ambivalence on March 10, 2017, 05:11:46 AM
Looks totally awesome.
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Fregrant on June 14, 2017, 10:24:50 AM
Interesting.
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: asquirrel on June 21, 2017, 10:11:52 PM
Thanks!
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: SpaceDorf on June 22, 2017, 04:57:43 AM
Light Radius Display :)

Thank you :)
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: PreDiabetic on October 24, 2017, 08:15:04 AM
is there a reason that game can't handle square or rectangular lights? Because I like to make my growing zones that shaped generally 5x15 size, I will tyran add another option beside "specialDisplayRadius" such as x-y width so we can make more square things.
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: cucumpear on October 24, 2017, 10:43:24 AM
It just uses radii, so it will always be circular in the end, the 3x3 5x5 was the biggest I could actually do and have the light actually cover the desired area. But I agree, I like making nice rectangular fields, so I usually end up doing two strips of 3x3 5x5 fields with a path between. If you have enough power, the string lights might work best for you, since you can make those fields as big as you want.
(edited because my brain clearly derped)
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Canute on October 24, 2017, 11:00:51 AM
Whats about cheap ceiling lights panel that only give bright light to the same tile .
Since it is ceiling you should be able to grow/build below it.

Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: cucumpear on October 25, 2017, 03:47:54 AM
Um, all of mine should be buildable under them and the rope lights have a radius of 1 tile around them so they cover 9 tiles.
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Topper on November 21, 2017, 03:27:10 AM
any update for 18B in the works ?
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: cucumpear on November 21, 2017, 09:15:51 AM
Definitely, but I found that some of the LEDs throw exceptions when trying to adjust colours using the Adjustable Colored Lights mod, so I'm trying to figure that out before I officially release the B18 version.
You can grab and use the initial release from github (https://github.com/cucumpear/LED-Lights-Extended/releases) though. It works fine otherwise.
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Topper on November 21, 2017, 06:22:21 PM
Thanks!
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Maxsar on September 04, 2018, 06:08:23 PM
any update for B19 in the works ? xD
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: cucumpear on September 04, 2018, 06:50:32 PM
Absolutely! I'm mostly finished. ^^
Title: Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
Post by: Maxsar on September 05, 2018, 04:53:40 PM
Thx <3 !