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RimWorld => Releases => Mods => Outdated => Topic started by: Igabod on October 12, 2014, 05:16:22 AM

Title: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on October 12, 2014, 05:16:22 AM
(http://i.imgur.com/0ZHWXe8.png)

This mod adds several new lamps and research to the game.


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

Stats of the lamps may need some tweaking, I need user feedback to get them just right though. They are as follows:

Advanced Lamp:
Cost (steel): 50
Work to make: 150
Beauty: 35
MaxHealth: 75
Illumination distance: 6 (or 12 total radius)
Energy: 50

Wall Lamp:
Cost (steel): 20
Work to make: 100
Beauty: None
MaxHealth: 225
Illumination distance: 7(14)
Energy: 50

Colored Lamps (all of them):
Cost (steel): 50
Work to make: 150
Beauty: 55
MaxHealth: 50
Illumination: 6(12)
Energy: 50

Outdoor Lamp:
Cost (steel): 100
Work to make: 250
Beauty: 60
MaxHealth: 150
Illumination: 12(24)
Energy: 100

Advanced Outdoor Lamp:
Cost (steel): 150
Work to make: 300
Beauty: 70
MaxHealth: 200
Illumination: 20(40)
Energy: 150

Advanced Sunlamp:
Cost (steel): 50
Work to make: 500
Beauty: None
MaxHealth: 100
Illumination: It's complicated, but it lights up 8 squares from the lamp with brightly lit and significantly further for just lit.
Energy: 750 (it's a huge High Pressure Sodium light so it's going to use a lot of energy.)

UV Heat Lamp:
Cost (steel): 75
Work to make: 500
Beauty: 25
MaxHealth: 80
Illumination: Same as standard sunlamp for brightly lit, slightly lower for just lit.
Energy: 500

(http://i.imgur.com/NjiNs6X.png)

As for the licensing. This is free for anybody to use for any purposes with absolutely no
restrictions. Throw it in your mods, change it, lie and say you made it, I don't need credit or
notification at all if you don't feel like giving it to me. I'm just putting it out there for fun.


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

Loki88 For helping me squash a bug and for updating to alpha 11 while I was busy with real life.


(http://i.imgur.com/oz5e8oN.png)

V1.0 - V3.0: Added in advanced lamps and research for them. Changed the textures for colored lamps. Added beauty to the colored lamps. Added outdoor lighting in two tiers of research.

V4.0: Added in advanced sunlamps with a new research topic for it.

V4.1: Updated for Alpha 8

V4.2: Added in wall lamps.

V5.0: Added in UV Heat Lamps. Edited Advanced Sunlamp so that it can be used outside for whatever reason you might want it outdoors. Added research requirement (Advanced Lighting) to wall lamps. Made some small tweaks here and there that most people won't notice.

V5.1: Nothing new added, just updated for Alpha 9.

V6.0: Added a low tier outdoor porch lamp. Looks best when placed against a wall.

V6.1: Updated for Alpha 10.

V6.2: Updated for Alpha 11 by Loki88.

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

Always be sure to delete any old versions before you install a new update


V6.2 Download Link: Not Available For Alpha 13 Yet (https://ludeon.com/forums/index.php?topic=6813.0)


(http://i.imgur.com/aQrCtX8.png)

(http://i.imgur.com/cEKAwng.png)
(http://i.imgur.com/yKNcoEO.jpg)



[attachment deleted due to age]
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: richeygator on October 12, 2014, 09:22:03 AM
hmmm ???,nice job :D
always hated the default texture for the lamp-no reason in particular,just looks......unappealing to me
my only "problem" with it is it seems the lines are just 1 pixel off
(cant comment on balance since i didn't use the mod directly,
just took the texture and replaced the default with it)
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: Igabod on October 12, 2014, 09:27:28 AM
Quote from: richeygator on October 12, 2014, 09:22:03 AM
hmmm ???,nice job :D
always hated the default texture for the lamp-no reason in particular,just looks......unappealing to me
my only "problem" with it is it seems the lines are just 1 pixel off
(cant comment on balance since i didn't use the mod directly,
just took the texture and replaced the default with it)

which lines are 1 pixel off? You mean the space between the lamp shade and the wooden base for the lamp? I did that so you could see the ground under the lamp but it seems it's not a wide enough gap to see the floor well enough to know that. I will work on improving that in my next version of the texture. I'm still learning how to use the software for making the textures so it should look better and better as I go. Thanks for the feedback.
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: richeygator on October 12, 2014, 09:34:30 AM
Quote from: Igabod on October 12, 2014, 09:27:28 AM
which lines are 1 pixel off?

i had meant the yellow line going through it-never mind
just checked and its only cause there's 2 "center" pixels because of rimworlds tilesize :(
( :-[ :'( my ocd is a jerk)

edit:also(hate being nitpicky here) but the lamp is a bit too bright- doesn't  fit in with the gloomy colors
;D come join us on the gloomy side-we have cookies :P
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: Peal on October 12, 2014, 09:34:52 AM
I think your lamp is too bright, not the light on the surface, but the lamp itself looks not immersed into the environment.
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: Igabod on October 12, 2014, 09:37:54 AM
Quote from: richeygator on October 12, 2014, 09:34:30 AM
Quote from: Igabod on October 12, 2014, 09:27:28 AM
which lines are 1 pixel off?

i had meant the yellow line going through it-never mind
just checked and its only cause there's 2 "center" pixels because of rimworlds tilesize :(
( :-[ :'( my ocd is a jerk)

Ah, yeah that annoyed me when I was making it too. But the pictures are 64x64 pixels so it's unavoidable.

Quote from: Peal on October 12, 2014, 09:34:52 AM
I think your lamp is too bright, not the light on the surface, but the lamp itself looks not immersed into the environment.

I think I understand you here. I need more shading on it. I'll put that on the list of things to learn how to do and then I'll make that change. Thanks for the feedback.

[edit to add] it seems shading is a lot more complicated than I was expecting. I'm going to have to learn more than just which tools to use in the editor. I'm going to have to learn the appropriate places that should be highlighted and which ones should be shaded. This won't be in my next version, but I'll work on making it fit in to the world a little better using other methods and see where it gets me.
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: Igabod on October 12, 2014, 10:52:11 AM
I just finished my 2nd version of the lamp. I'm still not quite happy with the shade, but the base looks better in my opinion. The new version is just attached to the original post and you can just replace the one in the mod folder with it. Don't forget to change the file name to LampStanding.png if you do choose to use this one. For the time being I'll just attach the new textures to the original post until I make a version that is improved enough to warrant a new version for the mod. If the first two lamps don't impress you then just keep checking back. I'll be working on this till I get it right.
Title: Re: [Mod] (Alpha 7) Alternative Lamp (My first attempt)
Post by: richeygator on October 12, 2014, 01:08:26 PM
YAY-my ocd can rest easy now
also i didnt mean shaders(trust me i know,that %#^@ is complex)
i just meant take the colors down a shade,as they really contrast to everything else(see attachment)
blends in alot beter with the general "rustic" feel of rimworld

[attachment deleted by admin: too old]
Title: Re: [Mod] (Alpha 7) Alternative Lamp V2 Updated Oct. 13, 2014
Post by: Igabod on October 13, 2014, 04:27:20 AM
Just updated to V2. Now includes colored lamps. Each lamp adds beauty now and costs slightly more than in vanilla. The colored lamps add even more beauty than the white lamps so now it's actually worth researching that. I may add more colors later if I get around to it. If there is enough demand for it I will make another mod that doesn't replace the vanilla lamps but adds these in to the list.
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: Igabod on October 13, 2014, 05:33:41 PM
And yet another update today. Went ahead and added research topics and more lights. Leaving the vanilla lamps in. Now you have to do some research to get the prettier lamps. The original post has been updated with the new details.
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: richeygator on October 13, 2014, 05:45:12 PM
Quote from: Igabod on October 13, 2014, 05:33:41 PM
And yet another update today.
dang,you work fast-already updated 3 times and it's only been 1 day
loooove the new art
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: Igabod on October 13, 2014, 06:35:14 PM
Quote from: richeygator on October 13, 2014, 05:45:12 PM
Quote from: Igabod on October 13, 2014, 05:33:41 PM
And yet another update today.
dang,you work fast-already updated 3 times and it's only been 1 day
loooove the new art

Thanks. Yeah, I just learned how to use GIMP photo editing software yesterday and I'm finding it is a load of fun to play around with. I have more projects in mind already that will probably be worked on soon. I think I'm done adding to this mod for the time being and will only be updating to tweak the stats of the objects once I start getting feedback on that aspect. I do have further plans to add onto this mod in the future but for now I'm going to focus on making new melee weapons maybe and possibly some medieval armor things. If the armor textures are good enough, I hope to send them to Shinzy to be included in apparello. I still haven't discussed this with him of course, I'm just thinking as I type. I'm open to suggestions for texture changes on anything else that might bug you if you have any. I thought about doing more floor types as well but that's already been taken care of by someone else.
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: thrakkemarn on October 14, 2014, 07:04:48 PM
GIMP is the best! Much like this mod!
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: richeygator on October 14, 2014, 07:34:37 PM
Quote from: Igabod on October 13, 2014, 06:35:14 PM
I'm going to focus on making new melee weapons maybe and possibly some medieval armor things.
yes....dear god,so much yes ;D
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: ousire on October 14, 2014, 08:01:38 PM
I'm really glad to see something that adds in outdoor lights! It's annoying that even the growing lamps have issues in the rain, so my colonies always end up so gloomy looking at night.

Could we please get a list or table of the different lights and their construction/power cost?
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: Igabod on October 14, 2014, 08:17:35 PM
Quote from: thrakkemarn on October 14, 2014, 07:04:48 PM
GIMP is the best! Much like this mod!

Thanks, I'm glad you like it. :)

Quote from: richeygator on October 14, 2014, 07:34:37 PM
Quote from: Igabod on October 13, 2014, 06:35:14 PM
I'm going to focus on making new melee weapons maybe and possibly some medieval armor things.
yes....dear god,so much yes ;D

I already got a handaxe and a pointy stick done. The pointy stick will be just a step above thrown rocks in damage and stuff. Haven't done anything except those two textures so far. I'll work on the def files for them once I get a lot of textures done.

Quote from: ousire on October 14, 2014, 08:01:38 PM
I'm really glad to see something that adds in outdoor lights! It's annoying that even the growing lamps have issues in the rain, so my colonies always end up so gloomy looking at night.

Could we please get a list or table of the different lights and their construction/power cost?

You ask and you shall receive. The original post has been updated to include the necessary information. If you have suggestions on how to better improve the stats for balance then please share. And if I left any info out that you want please let me know.
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: ousire on October 17, 2014, 01:34:19 AM
Thanks for the table! It's great getting to get some actual stats to compare against each other for the lamps. I love the sound of the outdoor lamps covering so much space. You'd just need one or two to light up your whole outer area!

You appear to be missing a few energy stats for some of the lamps though :p
Title: Re: [Mod] (Alpha 7) Advanced Lamps V3 Updated Oct. 13, 2014
Post by: Igabod on October 17, 2014, 01:37:47 AM
Quote from: ousire on October 17, 2014, 01:34:19 AM
You appear to be missing a few energy stats for some of the lamps though :p

heh, woops. I usually proof-read everything carefully but I guess I failed this time. The OP has been updated. Those are 50 energy use.
Title: Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
Post by: Igabod on October 23, 2014, 12:19:18 PM
Yep, another update folks! This version includes an advanced sunlamp which lights up even more area with the "brightly lit" so you can grow even more hydroponics stations. The numbers may need some tweaking and the texture will most likely be replaced with a custom one in the future. For now it just uses the standard sunlamp texture though. Let me know what you think. I am very open to feedback.
Title: Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
Post by: Montanio on October 24, 2014, 12:29:47 PM
Great work, really helps with lighting up large patches of area without spending wayyyy too much on energy costs. I'm guessing perhaps there could be further research that can be done (that costs alot of time) that further reduces energy usage? Maybe LED researching? Could perhaps make them a further unlock with even higher costs?
Title: Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
Post by: Igabod on October 24, 2014, 12:36:36 PM
Quote from: Montanio on October 24, 2014, 12:29:47 PM
Great work, really helps with lighting up large patches of area without spending wayyyy too much on energy costs. I'm guessing perhaps there could be further research that can be done (that costs alot of time) that further reduces energy usage? Maybe LED researching? Could perhaps make them a further unlock with even higher costs?

I thought of doing that but didn't want to add too many research topics. I'll consider it again though. I don't think I would reduce the energy costs a whole lot more though. At least not for the indoor lights. The outdoor lights do have a bit of wiggle room though so that's likely the only area I'd expand upon with further research. What were you thinking would be an appropriate research time? 2000 is the highest I have encountered so far but that seems a bit extreme considering 600 is the highest on this mod. Thanks for the feedback.
Title: Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
Post by: Montanio on October 26, 2014, 12:33:41 PM
My guess is that research time isn't really a persistent cost as it is static. You really only need to invest some time on it. Therefore advanced lightning (more so than the ones in the mod) should just have higher costs as those scale linearly. This should be desirable due to the fact that they use less energy, which is hard resource to increase upon later in the game without mods.
Title: Re: [Mod](A8) Advanced Lamps V4.1 Updated Dec. 10, 2014 A8 Update
Post by: Igabod on December 10, 2014, 06:13:52 PM
Updated for Alpha 8. I'm working on updating the rest of my mods as well and they will be out either today or tomorrow.
Title: Re: [Mod](A8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: Igabod on December 22, 2014, 07:21:30 AM
A new update folks! Now included are wall lamps. It is a wall that emits light rather than a lamp that is placed on the wall. Let me know if there are any issues with it. I haven't done any testing other than to see if it works.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: MaxtheINFINITE on January 02, 2015, 04:38:53 PM
If an advanced sunlamp uses 750 wats...
I'm not sure,BUT IT CAN use alot more than an improvised turret

Which scares me,ALOT.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: Igabod on January 02, 2015, 07:00:14 PM
Quote from: MaxtheINFINITE on January 02, 2015, 04:38:53 PM
If an advanced sunlamp uses 750 wats...
I'm not sure,BUT IT CAN use alot more than an improvised turret

Which scares me,ALOT.


yes, it does use more than a turret. But it takes a lot of energy to power a standard high pressure sodium growing light in reality too. It puts off a lot of lumens and the problem with creating light from energy is that a lot of energy is lost in the process. With an automated turret all you are powering is a small servo and a mini-computer processor. The bang of the gun gets it's energy from the gunpowder in the ammunition. So it only makes sense for an industrial sized growing lamp to eat up more energy than a crappy turret that was slapped together from random pieces of metal and wires and gears and other odds and ends.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: Loki88 on January 02, 2015, 08:37:52 PM
Would you consider giving the grow lights some heat throw like they would in real life? This is one of my "core mods" that all my colonies ( minus test colonies) have :) also is it intentional to be able to build the outdoor lights indoors? You'd need some seriously high ceilings to pull that off (that being said I'd need to redo my indoor lighting plan :P )
Last on my questions list, is there a way to stop the lit area from the advanced outdoor lamp cutting off? If I get a chance to get a screen shot later I will post it. It seems to be some kind of render issue when the lamp is built, wherever my screen edge is when the lamp is built is where the visually lit area ends (the game still counts the cut off dark area as "lit" ) it did the same thing in vanilla but the base model outdoor light doesn't do it.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: Igabod on January 02, 2015, 08:58:17 PM
Quote from: Loki88 on January 02, 2015, 08:37:52 PM
Would you consider giving the grow lights some heat throw like they would in real life? This is one of my "core mods" that all my colonies ( minus test colonies) have :)


Well that's already in the works actually, well a new UV Heat Lamp is anyway. It puts off a small amount of heat, enough to keep the plants growing at a bare minimum plus a few extra degrees for a safety buffer. It lights the same exact area as the vanilla sunlamp but it is unlocked in the Advanced Sunlamps research along with the Advanced Sunlamps. I have one issue to fix which throws off an error message but isn't a game crasher or anything, and I have to do the texture for it. I'm currently just using the vanilla sunlamp for it as well as for the advanced sunlamp. The advanced sunlamp is also being modified so that it can be used outdoors without causing fires in the rain. So basically the only things stopping me from releasing this are the lack of a suitable texture and the need to correct whatever mistake is throwing up the error message I saw in my last test.


Quote from: Loki88 on January 02, 2015, 08:37:52 PMalso is it intentional to be able to build the outdoor lights indoors? You'd need some seriously high ceilings to pull that off (that being said I'd need to redo my indoor lighting plan :P )


Originally it was done intentionally, but mostly because I didn't know how to restrict an object from being built under a roof at that time. I do know how to do that now however and I'll consider making that change in the next update but it's not high on the priority list since if it bothers you to build them indoors you can simply not build them indoors.


Quote from: Loki88 on January 02, 2015, 08:37:52 PMLast on my questions list, is there a way to stop the lit area from the advanced outdoor lamp cutting off? If I get a chance to get a screen shot later I will post it. It seems to be some kind of render issue when the lamp is built, wherever my screen edge is when the lamp is built is where the visually lit area ends (the game still counts the cut off dark area as "lit" ) it did the same thing in vanilla but the base model outdoor light doesn't do it.


No need for a screenshot, I'm well aware of this bug. Unfortunately it's not something in my mod causing it, it's a problem with the base game itself. If it irritates you as much as it does me seeing that problem then you can usually solve it by saving and loading your game again or saving quitting restarting the game and then loading that save. I've seen it happen on both of the outdoor lights. Never saw it on the vanilla lamps though but I suspect that is because they don't light up such a large area and the area they do light up is never on the edge of my map when I place them. Anyway, there is nothing I can do to fix it myself unfortunately. Sorry about that.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V4.2 Updated Dec. 22, 2014 Wall Lamps Added!
Post by: Loki88 on January 02, 2015, 09:08:09 PM
None of that makes me love this mod any less, just picking your brain since I like your mods :P
Title: Re: [Mod] (Alpha 8) Advanced Lamps V5.0 Updated Jan. 05, 2015 UV Heat Lamp added!
Post by: Igabod on January 05, 2015, 10:41:27 AM
Version 5.0 is released! I've made some changes to the Advanced Sunlamp so that it can be used outdoors and not start fires in the rain. I've also included a new UV Heat Lamp which is pretty much a sunlamp that emits a small amount of warmth to keep your plants at or near optimal growing temperatures. It provides the same amount of brightly lit area as the standard sunlamp but it provides slightly less area of "lit". It currently uses the same texture as the advanced sunlamp does (slightly different color light though) but I'm currently waiting on someone who has offered to do the texture so it will be (hopefully) included in my next update. I also made a few tweaks to numbers here and there and some other small changes that the average user won't even notice.

As per usual, remember to delete the old Advanced Lamps folder from your mods folder before installing this one.
Title: Re: [Mod] (Alpha 8) Advanced Lamps V5.0 Updated Jan. 05, 2015 UV Heat Lamp added!
Post by: Asero on January 05, 2015, 10:49:16 AM
Thanks for the update :)
Title: Re: [Mod] (Alpha 8) Advanced Lamps V5.0 Updated Jan. 05, 2015 UV Heat Lamp added!
Post by: Loki88 on January 05, 2015, 12:32:13 PM
\0/ Bug Squisher!

That wasn't me that said I would make the lamp texture is it? I just remembered I still need to make the bloody heater texture! AND more plants :P
I seriously need to stop getting distracted by new mods (DAMN YOU EdB!!!) <---Joking
Title: Re: [Mod] (Alpha 8) Advanced Lamps V5.0 Updated Jan. 05, 2015 UV Heat Lamp added!
Post by: Igabod on January 05, 2015, 02:45:15 PM
Quote from: Loki88 on January 05, 2015, 12:32:13 PM
\0/ Bug Squisher!

That wasn't me that said I would make the lamp texture is it? I just remembered I still need to make the bloody heater texture! AND more plants :P
I seriously need to stop getting distracted by new mods (DAMN YOU EdB!!!) <---Joking

No, Rilamus agreed to provide the lamp texture. I actually forgot about the heater texture. I've been focused more on this mod and the plants mod lately. EdB is the reason this didn't get released yesterday. I saw his scenarios mod and had to try it. I was only gonna play it for an hour but 6 hours later I looked up and noticed that it was midnight and went to bed. As soon as you get those extra sugar cane textures done I'll be releasing the next update of the plants mod though. I did all the testing for it last night while playing with EdB's scenarios. There were a few other mods released recently that I meant to download and try out last night, but EdB's scenarios got me too excited to remember them. I'm probably going to be doing that tonight.
Title: Re: [Mod] (A9) Advanced Lamps V5.1 Updated Feb. 18, 2015
Post by: Igabod on February 19, 2015, 12:06:08 AM
Updated for Alpha 9. Only had to change a few small things for this one. Enjoy!
Title: Re: [Mod] (A9) Advanced Lamps V6.0 Low Tier Outdoor Lamp! Updated Feb. 28, 2015
Post by: Igabod on February 28, 2015, 03:47:26 AM
Version 6.0 released! I just added one lamp. It's a low tier outdoor lamp that requires no research to build. It looks best when placed against a wall as shown in the screenshot below.

(http://i.imgur.com/cEKAwng.png)
Title: Re: [Mod] (A9) Advanced Lamps V6.0 Low Tier Outdoor Lamp! Updated Feb. 28, 2015
Post by: HBKRKO619 on February 28, 2015, 06:17:04 AM
Thank you :) Like your screen show it, it's perfect combine with the darkness mod xD
Title: Re: [Mod] (A9) Advanced Lamps V6.0 Low Tier Outdoor Lamp! Updated Feb. 28, 2015
Post by: Igabod on February 28, 2015, 11:06:27 PM
Quote from: HBKRKO619 on February 28, 2015, 06:17:04 AM
Thank you :) Like your screen show it, it's perfect combine with the darkness mod xD

You're welcome. And please don't forget to report any balance issues which might need to be corrected. User feedback is necessary for the mod to improve.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Igabod on April 15, 2015, 10:27:21 PM
This mod has now been updated for Alpha 10. I haven't had time to fully test it yet so there might be some bugs I missed. Please report them so I can get them fixed quickly.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Alexis911 on April 21, 2015, 02:06:14 PM
Well I can't seem to make it work with the Alpha 10d. No research nor lamp available.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Igabod on April 21, 2015, 04:27:35 PM
Quote from: Alexis911 on April 21, 2015, 02:06:14 PM
Well I can't seem to make it work with the Alpha 10d. No research nor lamp available.

I haven't tested with 10d yet, but I don't think the code has changed so much since 10a to make this mod not work anymore. Are you sure you unzipped the file correctly and placed the contents in the correct spot? You should have a folder called AdvancedLamps inside the mods folder. Inside that should be three folders labeled About, Defs, and Textures.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Alexis911 on April 22, 2015, 02:29:03 PM
Oh god, I feel dumb right now. I unzipped and the result was an extra folder name with AdvancedLamps and the version 6.1. The sub folder was the actual mod. Thanks for the mod by the way. A great add to the game.


Quote from: Igabod on April 21, 2015, 04:27:35 PM
Quote from: Alexis911 on April 21, 2015, 02:06:14 PM
Well I can't seem to make it work with the Alpha 10d. No research nor lamp available.

I haven't tested with 10d yet, but I don't think the code has changed so much since 10a to make this mod not work anymore. Are you sure you unzipped the file correctly and placed the contents in the correct spot? You should have a folder called AdvancedLamps inside the mods folder. Inside that should be three folders labeled About, Defs, and Textures.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Igabod on June 11, 2015, 02:19:13 PM
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Remorium on June 16, 2015, 04:15:13 PM
It pops up with errors immediately on startup due to being outdated.

[attachment deleted due to age]
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Igabod on June 16, 2015, 07:55:18 PM
Quote from: Remorium on June 16, 2015, 04:15:13 PM
It pops up with errors immediately on startup due to being outdated.

None of those errors are related to this mod. Those are errors from loading a save from alpha 10 in alpha 11. Try with a new game and see if you get a different set of errors.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Remorium on June 17, 2015, 04:37:34 AM
Oh. Also, as soon as I turn the Advanced Lamp mod on, every single button from the main menu disappears and the only way to fix it is to delete the mod from the folder. And I made sure to only have that mod in the mod folder. And if I attempt to load it without deleting the mod, it just goes to black screen. I've done this repeatedly.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Topper on June 18, 2015, 09:18:03 PM
I have this problem as well. Activating this mod seems to break the start screen. reloading the game causes blackscreen. It does not appear its going to be compatible with A11.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Loki88 on June 19, 2015, 01:08:42 AM
A11 update.
Everything seems to work but I can't get the graphic for the built in wall lights to show up properly. The light itself works but it just looks like a regular piece of wall instead of having the old graphic, it just glows in the dark ( Radioactive walls!  :o ) I've been farting around with it for about an hour now after work, and I'm tired as heck. If someone can tell me what I missed it would be greatly appreciated.

Now that I think about it more I could be thinking of the wall lights from superior crafting... Anyway, here's a zip of an A11 compatible version. Iggy will likely make a version in his beloved .7z format in the future. I just don't have 7 zip ( gets by with winrar )

Lemme know if I derped something up and missed it please

[attachment deleted due to age]
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Igabod on June 19, 2015, 11:53:23 AM
Quote from: Loki88 on June 19, 2015, 01:08:42 AM
A11 update.
Everything seems to work but I can't get the graphic for the built in wall lights to show up properly. The light itself works but it just looks like a regular piece of wall instead of having the old graphic, it just glows in the dark ( Radioactive walls!  :o ) I've been farting around with it for about an hour now after work, and I'm tired as heck. If someone can tell me what I missed it would be greatly appreciated.

Now that I think about it more I could be thinking of the wall lights from superior crafting... Anyway, here's a zip of an A11 compatible version. Iggy will likely make a version in his beloved .7z format in the future. I just don't have 7 zip ( gets by with winrar )

Lemme know if I derped something up and missed it please

Thanks for helping me out yet again Loki. I'll probably get around to putting official links to the updated mods tomorrow. Might get around to updating the others that haven't been updated by someone else yet too.

I appreciate everybody being patient with me and I really appreciate the assistance everybody has been providing in getting the updates done for me. I'm still looking for a job here in GA but everything else is finally falling into place so I should be able to get back into a normal routine soon.
Title: Re: [Mod] (A10) Advanced Lamps V6.1 A10 update Apr. 15th, 2015
Post by: Loki88 on June 19, 2015, 12:41:53 PM
Quote from: Igabod on June 19, 2015, 11:53:23 AM
Quote from: Loki88 on June 19, 2015, 01:08:42 AM
A11 update.
Everything seems to work but I can't get the graphic for the built in wall lights to show up properly. The light itself works but it just looks like a regular piece of wall instead of having the old graphic, it just glows in the dark ( Radioactive walls!  :o ) I've been farting around with it for about an hour now after work, and I'm tired as heck. If someone can tell me what I missed it would be greatly appreciated.

Now that I think about it more I could be thinking of the wall lights from superior crafting... Anyway, here's a zip of an A11 compatible version. Iggy will likely make a version in his beloved .7z format in the future. I just don't have 7 zip ( gets by with winrar )

Lemme know if I derped something up and missed it please

Thanks for helping me out yet again Loki. I'll probably get around to putting official links to the updated mods tomorrow. Might get around to updating the others that haven't been updated by someone else yet too.

I appreciate everybody being patient with me and I really appreciate the assistance everybody has been providing in getting the updates done for me. I'm still looking for a job here in GA but everything else is finally falling into place so I should be able to get back into a normal routine soon.

No worries Iggy, I'm just sharing the updates I do for myself ( I'm not the only one who loves your mods :P )

Good luck with your job search, I hate job hunting!  >:(
Title: Re: [Mod] (A11) Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on June 20, 2015, 06:36:28 PM
Alpha 11 update is officially uploaded on the main post of this thread. Big thanks to Loki88 for doing this update while I was busy with real life.
Title: Re: [Mod] (A11) Advanced Lamps V6.2 A11 update June 20, 2015
Post by: falcongrey on June 20, 2015, 08:21:24 PM
Quote from: Igabod on June 20, 2015, 06:36:28 PM
Alpha 11 update is officially uploaded on the main post of this thread. Big thanks to Loki88 for doing this update while I was busy with real life.

Silly goose you wrote: "V6.2: Updated for Alpha 10 by Loki88" in the update log! :D
Title: Re: [Mod] (A11) Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on June 20, 2015, 08:44:09 PM
Quote from: falcongrey on June 20, 2015, 08:21:24 PM
Quote from: Igabod on June 20, 2015, 06:36:28 PM
Alpha 11 update is officially uploaded on the main post of this thread. Big thanks to Loki88 for doing this update while I was busy with real life.

Silly goose you wrote: "V6.2: Updated for Alpha 10 by Loki88" in the update log! :D

lol thanks for pointing that out. My brain isn't on right today apparently. Might also have to do with the fact that the last version of Rimworld I was able to play was alpha 9.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on July 07, 2015, 12:21:56 AM
does it work with 11b ?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: falcongrey on July 07, 2015, 12:48:45 AM
Quote from: Topper on July 07, 2015, 12:21:56 AM
does it work with 11b ?

I haven't seen any issues yet
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Loki88 on July 07, 2015, 12:48:59 AM
Quote from: Topper on July 07, 2015, 12:21:56 AM
does it work with 11b ?

This is an .xml only mod so there should be no problems.

The 11b update changes how .ddls work so only mods with assemblies are affected. Even then not all of those are affected since it wasn't a complete overhaul, just certain bits and pieces.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on July 17, 2015, 12:27:24 AM
Quote from: Loki88 on July 07, 2015, 12:48:59 AM
Quote from: Topper on July 07, 2015, 12:21:56 AM
does it work with 11b ?

This is an .xml only mod so there should be no problems.

The 11b update changes how .ddls work so only mods with assemblies are affected. Even then not all of those are affected since it wasn't a complete overhaul, just certain bits and pieces.

I get two keybind conflicts (bind to L) when I load this mod up with just eds interface. It causes the right clicking menu not to work.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on July 17, 2015, 07:46:15 AM
I don't have time to upload a fix for it right now cause I'm about to take my sister to the hospital. But on line 65 of Buildings_Furniture.xml in Defs/ThingDefs you will find     <designationHotKey>L</designationHotKey> just delete that line and it should fix the problem.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: kaptain_kavern on July 17, 2015, 12:44:53 PM
They can do the same via the ingame binding menu. Even easier i guess
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Pezz on August 25, 2015, 07:01:23 PM
Just as a heads-up (from someone who can't live without this mod ;3) This does work in A12, albeit with a console error or two (none of which are fatal or even remotely harmful~) o 3o/

As for those errors, here they are:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shadowInfo><basewidth>0.3</basewidth><baseHeight>0.3</baseHeight><tallness>0.6</tallness><offset>(0,0,-0.1)</offset></shadowInfo> doesn't correspond to any field in type GraphicData.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Key binding conflict: Architect_Furniture_AdvancedLamp and Architect_Furniture_StandingLamp are both bound to L


The former is a new one to me, the latter I've been getting since A11 (but I'm aware it's trivial, and easy to fix, I'm just lazy :B)

Butyes, thanks muchly for this mod, the UV Heat Lamps and the wall lights are a godsend = u= b
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Loki88 on August 27, 2015, 11:18:00 AM
When I have a few minutes ( that I don't use to play the new A12c patch  :P ) I will update my LED rope lights mod, and this one, if Iggy hasn't already.

Would it bother you if I made a different version as well to use the lighting designation tab I made in the rope lights mod?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on August 31, 2015, 03:38:14 AM
Quote from: Pezz on August 25, 2015, 07:01:23 PM
Just as a heads-up (from someone who can't live without this mod ;3) This does work in A12, albeit with a console error or two (none of which are fatal or even remotely harmful~) o 3o/

As for those errors, here they are:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shadowInfo><basewidth>0.3</basewidth><baseHeight>0.3</baseHeight><tallness>0.6</tallness><offset>(0,0,-0.1)</offset></shadowInfo> doesn't correspond to any field in type GraphicData.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Key binding conflict: Architect_Furniture_AdvancedLamp and Architect_Furniture_StandingLamp are both bound to L


The former is a new one to me, the latter I've been getting since A11 (but I'm aware it's trivial, and easy to fix, I'm just lazy :B)

Butyes, thanks muchly for this mod, the UV Heat Lamps and the wall lights are a godsend = u= b

I get these errors too..is the original author gone :( the Mod works but could use a cleanup.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on August 31, 2015, 02:29:54 PM
Quote from: Topper on August 31, 2015, 03:38:14 AM
Quote from: Pezz on August 25, 2015, 07:01:23 PM
Just as a heads-up (from someone who can't live without this mod ;3) This does work in A12, albeit with a console error or two (none of which are fatal or even remotely harmful~) o 3o/

As for those errors, here they are:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shadowInfo><basewidth>0.3</basewidth><baseHeight>0.3</baseHeight><tallness>0.6</tallness><offset>(0,0,-0.1)</offset></shadowInfo> doesn't correspond to any field in type GraphicData.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Key binding conflict: Architect_Furniture_AdvancedLamp and Architect_Furniture_StandingLamp are both bound to L


The former is a new one to me, the latter I've been getting since A11 (but I'm aware it's trivial, and easy to fix, I'm just lazy :B)

Butyes, thanks muchly for this mod, the UV Heat Lamps and the wall lights are a godsend = u= b

I get these errors too..is the original author gone :( the Mod works but could use a cleanup.

No I'm not gone. I'm just rather busy with my new life in the Atlanta area. I have started playing the game again though and once I have played through all the new content I'll begin working on understanding the modding side again. This will probably be among the first of my mods to be updated along with Bulk Meals and Fast Floors. Just be patient and I'll get it out for all of you.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 02, 2015, 02:21:23 AM
This is a mod that really belongs in core game..or at least some sort of fleshing out of the lightning system.

I am getting crashes when I try to build the walls with lamps built into them...something about shadowinfo basewidth
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 20, 2015, 01:29:35 AM
Any news on an update to 12d ?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: jerome736 on September 25, 2015, 11:18:41 PM
I've attached an unofficial update for this mod to make it compatible for Alpha 12d. Please remove and replace with Igabod's when he updates the mod officially.

[attachment deleted due to age]
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: cucumpear on September 26, 2015, 01:45:40 AM
Quote from: jerome736 on September 25, 2015, 11:18:41 PM
I've attached an unofficial update for this mod to make it compatible for Alpha 12d. Please remove and replace with Igabod's when he updates the mod officially.
Thank you, jerome736!
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on October 04, 2015, 02:45:26 AM
Quote from: cucumpear on September 26, 2015, 01:45:40 AM
Quote from: jerome736 on September 25, 2015, 11:18:41 PM
I've attached an unofficial update for this mod to make it compatible for Alpha 12d. Please remove and replace with Igabod's when he updates the mod officially.
Thank you, jerome736!

Ditto Thanks friend!
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: jerome736 on October 05, 2015, 11:49:28 AM
No problem friends! Hopefully Igabod will be back sometime soon from RL and be able to work on the mods himself  :)
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on April 10, 2016, 12:46:07 AM
Any updates to 13 for this one? The differnt lighting options were quite useful
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: xlockeed on April 10, 2016, 11:56:23 PM
Yes please update this. Pretty please
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: silentwolf123 on April 19, 2016, 11:19:04 AM
Be a good mod to update if a update is needed :P
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on May 02, 2016, 09:00:22 PM
Quote from: Topper on April 10, 2016, 12:46:07 AM
Any updates to 13 for this one? The differnt lighting options were quite useful

Quote from: xlockeed on April 10, 2016, 11:56:23 PM
Yes please update this. Pretty please

Quote from: silentwolf123 on April 19, 2016, 11:19:04 AM
Be a good mod to update if a update is needed :P

I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Loki88 on May 02, 2016, 10:24:39 PM
Quote from: Igabod on May 02, 2016, 09:00:22 PM
Quote from: Topper on April 10, 2016, 12:46:07 AM
Any updates to 13 for this one? The differnt lighting options were quite useful

Quote from: xlockeed on April 10, 2016, 11:56:23 PM
Yes please update this. Pretty please

Quote from: silentwolf123 on April 19, 2016, 11:19:04 AM
Be a good mod to update if a update is needed :P

I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.

If no one else can post it before I get home from work in about an hour I think I have the a12 version somewhere I can send you. Updating isn't too bad, just a bit time consuming to hunt everything down.

NVM I'm full of crap, I can't find it  :(
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: cucumpear on May 05, 2016, 03:15:53 AM
Quote from: Igabod on May 02, 2016, 09:00:22 PM
I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.

Good thing I never clean up my rimworld folders, I guess. Here's jerome's A12d version. (https://www.dropbox.com/s/5cpcvsg5i37hxoq/AdvancedLamps%206.2.1.zip?dl=0)
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on May 05, 2016, 01:03:53 PM
Quote from: cucumpear on May 05, 2016, 03:15:53 AM
Quote from: Igabod on May 02, 2016, 09:00:22 PM
I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.

Good thing I never clean up my rimworld folders, I guess. Here's jerome's A12d version. (https://www.dropbox.com/s/5cpcvsg5i37hxoq/AdvancedLamps%206.2.1.zip?dl=0)

Thank you for the upload. I will check it out when I have some free time again. Monday is my next day off so I'll try to get to it by then. :)
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Korn.Mil on May 06, 2016, 04:52:22 AM
Its seems pretty good mod, i like it. But with upcoming update could you add something like far lamps? Sorry i am a bit bad at english and i dont know how to call it in english, but i mean that they doesnt make light around a lamp in square, but makes light in far, ok i will try to give you a stupid example
(http://www.part.lt/img/b8ea7e5b8691bc4c36001445f4bea8ed891.png) (http://www.part.lt/perziura/b8ea7e5b8691bc4c36001445f4bea8ed891.png)
You know what i mean???
This could be extremely useful with darkness revamp mod
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on May 06, 2016, 12:28:36 PM
as far as I know that isn't possible without a .dll and I don't do .dll mods. I'll mess around with the code and see what I can do but don't get your hope up. I think there is a mod that adds spot lights somewhere though. If I can find it I'll link it on here later.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Commander Blackwatch on May 06, 2016, 12:52:18 PM
Awesome Indoor Lamps and outdoor Lamp

Indoor Lamps = Great
Outdoor Lamps = Great
Color lamps = Great

Rate
100/100
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: bobisback on May 06, 2016, 06:35:26 PM
It says I am not allowed to download this mod?

Any idea how I can download this?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: harpo99999 on May 06, 2016, 06:52:05 PM
I also can not access the section of the ludeon forum that the mod is saved in,
could igabod please move the mod to either tha main part of the forum or to a different file hosting system
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on May 06, 2016, 07:39:04 PM
Quote from: harpo99999 on May 06, 2016, 06:52:05 PM
I also can not access the section of the ludeon forum that the mod is saved in,
could igabod please move the mod to either tha main part of the forum or to a different file hosting system

It has not been updated to alpha 13 yet. That will be done in a few days. The reason you can't access it is because the link is from a11 and has been deleted due to age. Please be patient. I'll get to it as soon as I have some free time.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: securitycop on May 06, 2016, 08:12:26 PM
DL link wont work for me
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on May 09, 2016, 08:37:38 PM
Okay I've looked at what is needed to update this mod and it's going to take a bit more work than I can do in just one day so please be patient a while longer. I'll try to get it done soon. Tynan made quite a few changes to the code since last time I looked at it and I'll have to start from scratch just to figure out what I need and don't need. I will work on it every day for at least an hour after I get off work until I get it right and hopefully it doesn't take too long. I know everybody is waiting anxiously for this update.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: emailuser on May 16, 2016, 12:27:40 AM
strange can't download the main attachment says its encountered an error
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on July 18, 2016, 11:21:38 PM
I know yer moving Igabod but I wanted to bump this for a alpha14 update...need variety in my sunlamps :)
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on July 23, 2016, 06:28:11 PM
bump for a14 update!
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on August 16, 2016, 12:50:42 AM
anyone mind updating this one to a14?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Fregrant on August 16, 2016, 08:58:00 AM
Maybe Skullywag could upgrade his AdditionalLighting mod with more lamps.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Master Bucketsmith on August 16, 2016, 10:22:31 AM
Getting the outdoor lampposts updated to A14 is on my to-do list. I had already asked Igabod if I could.

There's already an updated mod for advanced sunlamps available, I believe.

And colour switching has either become vanilla or is part of CCL.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 09, 2016, 02:22:05 AM
bump for a15 update pls
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 10, 2016, 10:01:58 PM
@Topper
Continuing a conversation from a different thread:
I'll be honest, I did the other a on whim and considering every download link for this mod has been deleted due to age...
But. He picked a really good license, and that needs to be rewarded. And. I found a link to a dropbox download for an unofficial A12 version. ;D
In short, yeah I'll update it (probably tomorrow).
I'm really tempted though to balance some of it. I know it's always controversial when someone steps in and says "I did a version bump plus all these other things nobody might have asked for."
But looking at these lights and the OP, I'm seeing 500-750 power consumption on some, beauty scores of 25-35 (by comparison the LEDs had 1-4), and at least one light costs 75 steel.
I'll probably do two versions, one faithful to the original, and another that has some balance thrown in.
As for merging with the LED mod? It'd make sense, but I'm more doing this more spur of the moment and if I did that it'd be a new mod entirely and probably need a new thread. Both mods have really good licenses, so that's a big plus. It would use the LED mod's Lighting category, and probably have a consolidated tech tree (maybe two tech max). I'll say I like and favor the idea; I'm more just concerned with stepping on toes.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 10, 2016, 10:46:05 PM
supercalifragilisticexpialidocious! Thx Deimos. And I totally agree about the license. Folks get so serious about this stuff. Some of that is understandable when it comes to original art..but a game mod? Igabod's done right by his creation going the no lawyers route heh. 

It would be nice to get all the "community" lightning options under one roof and maybe eventually get some of them added to core..the vanilla game still uses the lights from alpha 1. Skullywags got a good lighting system as well but its unfortunately chained to the CCL
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 11, 2016, 12:36:44 AM
CCL lets you do really cool things, like with the LED mod, change light colors without deconstructing them. The out of game cost of that obviously is the plugin requires more work to maintain. Luckily, both of these mods are pure XML (no plugins), because I don't know plugins. ;D

Anyway, I know I said I'd get to it tomorrow, but I lied. Sorry. I did it tonight.
===============================


Advanced Lamps v6.3.1 [A15]

This is the version that is faithful to the original. A couple of changes snuck in, but I specifically left out balancing related ones because they take longer, and to make the next version seem more substantial. ;D
Everything tested in game and working; no errors or warnings in sight.

Changes:
- Electricity tech now required (for research and building).
- Wall Lamp now works
- Lights now Flickable and Breakdownable
- Moved UV & Adv Sun Lamp to 'Furniture' from 'Misc' (to be with the stock Sun Lamp)
- Some other internal changes that have little functional importance other than convenience and clarity.
- Outdoor Lamp & Adv Outdoor Lamp no longer placeable indoors. Porch Lamp still can be.

Note on stock overrides:
- Overrides stock colored standing lamps (I made no changes here):
           - Power consumption 75 > 50
           - Cost: 15 > 50 Steel
- If you don't like this, too bad! Just kidding. Go into Defs/ThingDefs/Lights_Stock.xml and delete it to restore the vanilla values (and textures). Or wait for the balanced version.

Credits:
Igabod creator and author of original mod, all credit belongs to him.
A11 by Loki88
A12d by Jerome736 (and who wisely used Dropbox with a non-expiring link!)
A15 by Deimos Rast. All bugs and errors belong to Deimos Rast.

License:
- See OP for specifics. In short: open.

Download:
Advanced Lamps v6.3.1 [A15] (https://www.dropbox.com/s/oreysvbbou68k60/AdvancedLamps%20%5BA15%5D%20%28v6.3.1%29.zip?dl=0)

Note on balanced version and request for feedback:
- If you have an opinion (and it's a relatively coherent one) about the material costs of things in this mod, let me know for the Balanced version. Keep in mind, based on the textures, these are pretty fancy lights. I'll admit I'm not the most experienced RimWorlder and have no idea what resource pools look like end game, so chime in if you do. Otherwise, I'll just stick closer to stock values.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 11, 2016, 07:44:34 PM
working great so far..I'm worried with the a11 tag no one is going to download it heh.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 11, 2016, 10:17:47 PM
Yeah, that happens, but nothing I can do about it. I messaged both Loki88 & Igabod about the respective updates, but beyond that...*shrug*
That's why if you see a mod you like but it's outdated but it has a semi recent post, check the past page or two to see if a community update has been released.
Also, lights really only...shine....at night. Often during the day it'll be hard to tell if they're on. For testing, I put them on the Sterile flooring to make it easier to see. Something to consider if it doesn't seem like they're working.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Master Bucketsmith on September 12, 2016, 11:02:13 AM
Realistic Weather & Nights does wonders to test light related mods. :)

Btw, Deimos, does the advanced outdoor lamp still have that issue where the huge glow radius will bug out with hard lines where it'll no longer glow?
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 12, 2016, 03:21:41 PM
Quote from: Master Bucketsmith on September 12, 2016, 11:02:13 AM
Realistic Weather & Nights does wonders to test light related mods. :)

Btw, Deimos, does the advanced outdoor lamp still have that issue where the huge glow radius will bug out with hard lines where it'll no longer glow?
Yeah, but monsters and stuff live in the dark... :-[
As to the Adv. Outdoor Lamp misbehaving: I put my best colonists at work on the issue. I spawned in a lamp, let the game run in the background for a week, while occasionally dropping in "brain food" for the colonists (e.g. Luciferium and raw monkey meat), and after they all starved, went crazy and killed each other, I checked the results. It seems to work fine? It did act a bit buggy (not a fluid transition from glower to shadow) when I had multiple going (specifically when I flicked a few off, they got weird, but deconstructing the others "updated" it and fixed the issue). I'm not entirely sure what "hard lines" means, unless you mean what I just referred to.

Internally, this is the only change that happened to the glower class in the A12-A15 update, which I don't honestly think makes any difference, besides changing colors in my XML editor  ;D
Forty for a glower is rather high; the stock standing lamp has a glower of twelve by comparison. I'm pretty sure <shadowData> and stuff only relates to the shadow the graphic texture gives off, not other shadows.

      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>40</glowRadius>
        <glowColor>(217,217,208,0)</glowColor>
      </li>
      <li Class="CompProperties_Glower">
        <glowRadius>40</glowRadius>
        <glowColor>(217,217,208,0)</glowColor>
      </li>


Since I had the file open I felt obligated to make a change: the outdoor light and advanced outdoor light can no longer be placed under ceilings. Because that would be indoors. Porch lamp still can though, in case you want to have a porch with an overhang or something. If you dislike this change, look in Defs/ThingDefs/Lights_Outdoor.xml (created just for your convenience) and delete "PlaceWorker_NotUnderRoof" .

Advanced Lamps A15 v6.3.1 (https://www.dropbox.com/s/oreysvbbou68k60/AdvancedLamps%20%5BA15%5D%20%28v6.3.1%29.zip?dl=0)
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on September 12, 2016, 07:34:12 PM
I want to thank everybody for their interest in this mod and I especially want to thank those of you who have taken the time to update it while I've been busy with real life. I keep telling myself I'm going to get the time to come back to the modding community here and actively update and improve on my mods but it never works out that way. I'm not officially killing this mod off, I may eventually pick it back up in the future. But I will give my official permission for anybody to take this mod and re-upload it on their own topic if they want. I have been failing to update the original post with the updated versions done by other people so if anybody wants to create a new post for their updated version of this mod I wouldn't object and will even get around to adding a link to it on the original post of this thread.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 12, 2016, 09:25:29 PM
I have been talking to Igabod and Loki88 since I updated both of their mods. The question on the table is whether to merge or not. Igabod is fine with the idea; haven't heard from Loki88 on the matter (although he's fine with me updating).
This mainly determines the nature of the new thread I make, since I'm guessing it'll probably be me who takes up official stewardship of this mod. Note: Stewardship =/= Ownership.
I said this to Igabod, and I'll say it now publicly: assuming I take over this, if at any time Igabod wants to resume control, he's welcome to it. If I merge the mods, either Loki88 or Igabod is welcome to it (if they both do, they might have to armwrestle for it or something), at any point, or are welcome to split their mods off again, no questions asked.
And that's all the news that's fit to print. :D
Feel free to chime in if you have an opinion on the merger.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on September 12, 2016, 10:44:07 PM
Best lift the skirt and make sure the mods arnt the same sex as a merger between them would be a sin against god :) And only 2 mods at a time please..none of these polygamous merger shenanigans. Also back in Alpha 1986 Advanced Lamps and I alloped and produced a baby out of wedlock. LED should know Lamps isnt a virgin and has a bastard child named Bathroom NightLights. 
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Igabod on September 13, 2016, 04:39:35 AM
Quote from: Topper on September 12, 2016, 10:44:07 PM
Best lift the skirt and make sure the mods arnt the same sex as a merger between them would be a sin against god :) And only 2 mods at a time please..none of these polygamous merger shenanigans. Also back in Alpha 1986 Advanced Lamps and I alloped and produced a baby out of wedlock. LED should know Lamps isnt a virgin and has a bastard child named Bathroom NightLights.

It gets worse, LED is technically the child of Advanced Lamps since Loki88 was inspired to make it because of his work on updating this mod. And no, the Bathroom Night Lights mod was aborted in the first trimester due to the lack of bathrooms to put them in.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Deimos Rast on September 13, 2016, 06:35:54 AM
Quote from: Topper on September 12, 2016, 10:44:07 PM
Best lift the skirt and make sure the mods arnt the same sex as a merger between them would be a sin against god :) And only 2 mods at a time please..none of these polygamous merger shenanigans. Also back in Alpha 1986 Advanced Lamps and I alloped and produced a baby out of wedlock. LED should know Lamps isnt a virgin and has a bastard child named Bathroom NightLights.
I have no idea what you just said but I laughed. And I seemed to remember it was you who suggested the merger and you who started this whole thing off. I'm just punching keys over here. ;D
As for more than 2, I don't know of a third of hand. To be honest though, I'd rather keep it smaller - I'm not out to build an empire out of other people's work. Just doin' me civic duty and such. ;)
Still waiting on Loki88 though; no rush obviously.
Title: Re: [A11] Advanced Lamps V6.2 A11 update June 20, 2015
Post by: Topper on December 18, 2016, 05:11:19 AM
Hopefully lamps were rebalanced for a16?