Mining&Co.: Mining helmet Any miner has a solid helmet. But only Mining&Co. miners have helmets
with a light!
This mod just adds a mining helmet whith a light... which actually lights the area! ;D
(http://i.imgur.com/rRcDOl7.png)
FeaturesAdds a mining helmet which light is turned on when a colonist is in a tunnel or in the dark.
The mining helmet also provide a small bonus to mining operations and some defense against blunt (falling rocks, tribal mace, ... ::)) and sharp damages.
You can craft this helmet at the M&Co. electronic workbench once the Energy pack research is completed (M&Co. Common mod is required).
Technical supportMining&Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!
Changelog
V1.0
* Alpha 8 initial release.
V1.1
* Small improvement: lights should less flicker during movements. Really slow moving colonists may still suffer from epilepsy... :-\
V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Now that equipement can also be ticked while worn, the Map_Component has been removed. This should greatly improve performance.
V9.1
* Simplified the code thanks to Haktrum propositions. This should improve performance for people having issues with "dynamic glowers".
V10.0
* Alpha 10 update
Compatibility notesFor mods combination purpose, this mod is split in 2 parts.
You need to activate both mods in
this order:- M&Co. Common
- M&Co. Mining helmet
CreditsOriginal mining helmet texture from the nice Labourer Apparel (https://ludeon.com/forums/index.php?topic=9292.0) mod.
Code enhancements thanks to Haktrum propositions. :)
Modders noteYou may be interrested in the following features:
- Tick function on worn or dropped apparel.
LicenseYou are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
DownloadM&Co.: Common V10.0 (https://www.sendspace.com/file/z58lby)
M&Co.: Common V10.0 source (https://www.sendspace.com/file/w4vsuz) => for modders
M&Co. Mining helmet V10.0 (https://www.sendspace.com/file/myk7h4)
M&Co. Mining helmet V10.0 source (https://www.sendspace.com/file/07v2cp) => for modders
I absolutely applaud you. I remember a few alphas back when there was a discussion about how this wasn't possible.
Thank you! :)
Well, in fact this is not perfect as I had to use the glower grid but I am quite happy with the result.
Enjoy! 8)
Dude you just made my day. I've been wanting this for a while now. Miners have now moved out of the dark ages! Maybe with this technological advance you should bring back mining detonators from a few alphas back. Unless you already did and I just haven't seen it yet. Also, I suspect Shinzy is going to want to get ahold of this and make all kinds of glowing clothing and accessories for Apparello.
simple idea yet brilliant done!!! it may opens a door to all glowing stuff :o
Absolutely, totally and completely awesome! :o Do they remove the "in darkness" debuff as well?
Quote from: Igabod on January 23, 2015, 05:17:30 PM
Dude you just made my day. I've been wanting this for a while now. Miners have now moved out of the dark ages! Maybe with this technological advance you should bring back mining detonators from a few alphas back. Unless you already did and I just haven't seen it yet. Also, I suspect Shinzy is going to want to get ahold of this and make all kinds of glowing clothing and accessories for Apparello.
only glowing bit of apparel I've ever wanted to make besides mining helmet was a wearable lampshade hat
and I really don't wanna make one of those anymore =P
Glowing mushroom clothes could still be..
trippy
rikiki i applaud your work but wouldn't it just be simpler to have 1 page for your mods?
Just played a run with this. I loved it. It is absolutely great. Now we just need a disco ball that floats over the colonists head and emits random colored light that shifts with every step.
Only two criticisms and they are minor. First, there is an item that can be crafted by the same table that makes the helmet which is totally useless for this mod and should probably not be included. And second, the light flickers off and on each time you walk through a door or over an object like strawberries or any other food item. I haven't noticed the flickering at any other time though. But I think some of the flickering is because there is no light in doorways and the light goes on when the pawn is in darkness and off again once they enter the room with light. Not sure what causes it when the pawns walk through my freezer but it's a little weird.
Quote from: millenium on January 23, 2015, 08:45:17 PM
rikiki i applaud your work but wouldn't it just be simpler to have 1 page for your mods?
@millenium: I try to make my mods as much modular as possible. So someone wanting only the laser weapons is not forced to also get weird stuffs like alert speaker or glowing caveplants... ;)
As my mods list lengthens, I will consider putting a link to them in one thread. I am not sure where to put this thread though... ???
I know, I know, the wiki is also waiting for my updates. :-\
@Igabod: I suppose you are talking about the electronics board? Let's say it's a teaser of what they can get with my other mods! ;D I won't remove it as it is a part of the M&Co. common mod anyway.
I will check the "freezer disco time" and "doorway step". ;D
@BajtMe: Yes, the debuff is removed.
I always wanted to add more entertainment in Rimworld but my colonists never get free time! Disco ball has still a place in my head... ::)
i think a turret with a disco ball that fires coloured lights at people that does nothing would be cool
Quote from: Igabod on January 24, 2015, 01:09:47 AM
Just played a run with this. I loved it. It is absolutely great. Now we just need a disco ball that floats over the colonists head and emits random colored light that shifts with every step.
Quote from: Rikiki on January 24, 2015, 02:41:47 AM
I always wanted to add more entertainment in Rimworld but my colonists never get free time! Disco ball has still a place in my head... ::)
You mean
on your head, right? right?
you could build Mipens droids and plop discoball on their head and and
discobots roll out!
Quote from: Shinzy on January 24, 2015, 06:13:54 AM
Quote from: Igabod on January 24, 2015, 01:09:47 AM
Just played a run with this. I loved it. It is absolutely great. Now we just need a disco ball that floats over the colonists head and emits random colored light that shifts with every step.
Quote from: Rikiki on January 24, 2015, 02:41:47 AM
I always wanted to add more entertainment in Rimworld but my colonists never get free time! Disco ball has still a place in my head... ::)
You mean on your head, right? right?
you could build Mipens droids and plop discoball on their head and and
discobots roll out!
best idea ever make is so
Quote from: Shinzy on January 24, 2015, 06:13:54 AM
Quote from: Igabod on January 24, 2015, 01:09:47 AM
Just played a run with this. I loved it. It is absolutely great. Now we just need a disco ball that floats over the colonists head and emits random colored light that shifts with every step.
Quote from: Rikiki on January 24, 2015, 02:41:47 AM
I always wanted to add more entertainment in Rimworld but my colonists never get free time! Disco ball has still a place in my head... ::)
You mean on your head, right? right?
you could build Mipens droids and plop discoball on their head and and
discobots roll out!
I've got a texture for it ready. I haven't tested the texture out in game or anything, but my intent is that it should cover the entire head (like the powerarmor helmets) but look exactly the same from all sides because it's a disco ball. Nobody has to use them if they don't want, I just figured I'd share the textures here. I'll probably replace the mining helmet with this texture for my own amusement later.
Check the attachments for the textures.
[edit to add] Oh, another idea for glowing equipment. A flashlight which is also a low end melee weapon. I've seen some cops use their mag-lights pretty effectively as clubs.
[attachment deleted due to age]
V1.1 is released.
Light flickering has been improved.
The light is switched on if the pawn is in a tunnel, a room or in the open dark.
Would these helmets make you more visible to enemies shooting at you? That would be a downside to them. I usually have kill boxes with attackers in the light and defenders in the dark. These would defeat that. Still, could be useful if you have dedicated miners that don't contribute to defense.
Yep, this is a work apparel, not a battle equipment so the light will be a disadvantage in your case.
You would need to drop it before entering the fight. :)
Fair enough.
I was just thinking if you gave all your colonist one of these you wouldn't have to put any lighting anywhere in your base. :)
This would severly break immersion but this is your game, not mine! :D Do as please you!
Updated for Alpha 9.
CPU performance should be significantly improved.
Quotedeadmeat5150: I have a problem with the mining helmets. The light they provide seems to need to be calculated every single tick, when when night hits and my miners' lights come on, the game slows to a crawl.
Did you tested the M&Co. Alert speaker mod? Do you have lags too with it?
There seems to be huge performance issues with "dynamic" glowers rendering for some people.
Do you have a low-end PC or old video card maybe?
I don't think I can do anything about that, sorry... :( Buy a new computer? ::)
I put this computer together less than a month ago and it's a beast. I didn't try the alarm speakers until you asked and no, I don't experience any lag with it at all.
Did you tested the alert speaker during a raid with flashing lights? Are you using other mods?
This is quite strange and hard to debug as I never experienced those lags. :-\
The code is however really simple and should not take too much CPU (each tick: refresh the timer of an existing light or spawn a new one at current pawn location).
What would a "dynamic" glower be? Glowers that turn on and off unlike lamps?
Maybe you could move the building along with the pawn instead of spawning a new one whenever they move. You would have, for a pawn moving at 4c/s, 4 times less glowers created. If you do it, you should turn off and on the glower after moving the building or the glower will stay put. (If you're interested I actually did it and could give you the source)
Regarding lag, I'm on a shitty notebook right now and get a little lag with 12 helmet users on x3 but it's not that bad and I'm using GIMP and Firefox with 20+ tabs at the same time.
It may be some of the other mods I'm using interfering.
@Haktrum: I do not completely understand your solution but please send it to me so I can compare both versions. :)
@deadmeat5150: Let me know if you find a major incompatibility with another mod.
Attached. It seems to be less laggy but it might be more noticeable on lower end computers.
I'm actually new to C#, I began 6 days ago because of this modding stuff, please have mercy if something is too stupid :P
[attachment deleted due to age]
Instant must have. I was getting tired of having miners freak out on deep mining expeditions.
Any way to make this give cave-in resistance? I'd love for it to provide extra protection against falling rocks.
Updated to V9.1: code enhancements thanks to Haktrum propositions. :)
@erg: this helmet already provides a protection against blunt damage (40%).
But... my M&Co. miners are too experimented to trigger a cave-in so I did not explicitely tested it... :P
I would assume that, because "Collapsed rocks" fills the square, it will always be instant death if you are caught under it regardless of your defense. So it would seem that you can only shield yourself from collapsing "Thin roof" or "Constructed roof".
@Rock5, you're right.
@Rikiki, I'm back from the depths of the collapsing code and the damage type made by a collapsing roof is Crush.
OK, I will into it when I get some spare time. :)
This mod is just amazing. Now all we need is directional spraylights. :p
Hope you don't mid if I take a gander under the hood. It is remarkable.
Any chance of an update to alpha10c?
I am working on my mods' update.
Thank you for your patience! :)
Oh, I just asked about the update in another thread. Didn't know this one even existed. Oh well. Looking forward to the update!
Updated for Alpha 10!
You may wish to change the title to reflect the update...
Quote from: Senacharim on April 30, 2015, 09:39:09 PM
You may wish to change the title to reflect the update...
You're right, forgot this one when updating all my mods... ;) Thanks!
Any chance of an update to alpha11 ?
Quote from: Fukara on June 11, 2015, 03:40:31 AM
Any chance of an update to alpha11 ?
lol, A11 is only released for 1 day! :o Let me at least play some vanilla games! ;D
lol, this is hilariously amazing!
Waiting for an A11 update. No rush.
Quote from: Rikiki on June 11, 2015, 05:39:28 PM
Quote from: Fukara on June 11, 2015, 03:40:31 AM
Any chance of an update to alpha11 ?
lol, A11 is only released for 1 day! :o Let me at least play some vanilla games! ;D
You actually play this game? :o
lol! Enjoy though I do miss my headlamps. ::)
Alpha12d Update? :o
Quote from: MagnAxiom on September 08, 2015, 09:54:17 PM
Alpha12d Update? :o
Look here (https://ludeon.com/forums/index.php?topic=14711.0)! ;)