More Sun Lamps
Description:This mod adds 2 smaller sized Sun Lamps and 1 larger one called a Sun Pillar. The Sun Pillar can also support the roof and requires research.
Here is an example image. I created a new random colony and filled in a valley with sun lamps and roofed it. The textures have changed. I've marked out the brightly lit areas with yellow lines.
(https://ludeon.com/forums/index.php?action=dlattach;topic=9863.0;attach=6532)(https://ludeon.com/forums/index.php?action=dlattach;topic=9863.0;attach=6535)
(https://ludeon.com/forums/index.php?action=dlattach;topic=9863.0;attach=12605)
Note: This is important. The pattern shown when placing a Sun Pillar doesn't exactly match the area it lights. See the above image. The omitted squares are marked in orange. You would have to add those manually to the growing zone after you use the Create Growing Zone tool.
AuthorRock5 (https://ludeon.com/forums/index.php?action=profile;u=34633)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
License:You can freely use this mod in a mod pack, modifying it to make it compatible, if you wish.
You can update it and re-release it if I haven't been on the forum for awhile and don't respond to messages.
DownloadsMore Sun Lamps v13.1.1 for Alpha 13 (https://ludeon.com/forums/index.php?action=dlattach;topic=9863.0;attach=12604)
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I figured out why it's gray. The lamp is being shaded according to the color of the stuff it's made of. Does anyone know if there is a way to disable this or to control what part of the image is colored?
I'm think not because, of all the mods I have installed, I can't see any stuff based object that doesn't change color with the stuff chosen. Except for Vas's Modular Hydroponics. I can't see yet what makes it different. Maybe I'll ask him.
My mod is broken in that way, I can't get it to change to the color of the stuff it is made of. I don't know what I did wrong or how to fix it. My mask isn't working for my mod. If you don't want it to change color, just take away the mask file.
I don't have a mask file. How do mask files work anyway? What are they for? And why do you have 4 of each image?
I've added a sample image to the first post showing how the different size lamp can be used to cover an existing natural valley.
if you use graphic_single stuff will shade anything. You dont need a mask file or anything itll just do it, make parts of your texture white for an obvious change (see my omnipanels or any other mod in my omni thread). The core bed for example uses a shader and a different graphic class:
<graphicPath>Things/Building/Furniture/Bed/Bed</graphicPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
I would assume if you did the same but didnt add a mesh file it might just stay the right colour.
Vas see the mods i mentioned above for how to fix your issue.
I wasn't quite sure what you were saying but I did a bit more experimenting and managed to get this.
Still doesn't look like the original but it's much better. I used Graphic_Single and CutoutComplex.
This would look better if the non 'light' parts were colored. Can I still use a mask with Graphic_Single? How do I name the files to get it to use the mask?
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I'm pretty sure you need the have graphic_multi for the
shader type to work
the name of the mask would then be
same as the file name but with letter 'm' in the end
"Lampstigator3000.png" -> "Lampstigator3000m.png"
Lampstigator3000_frontm, _sidem, etc.
you may or may not actually require having the front,side and back textures for each lamp but the error log will let you know about that ;D
it's best to look some examples from other mods to see how they work (things are much more clearer when you see them yourself, atleast for me they are!)
This issue is you have quite a whitey image therefore stuff will try to "stain" it when you use graphic_single. So you need to use the mask approach as Shinzy states above to specify EXACTLY what bits you want the stuff to shade, the shader should then take care of the rest, so again as Shinzy stated make that mask image, name it right, switch to graphic_multi and keep the shader so it knows what to do with it. The glower will "light" the image up anyways, nothing fancy needed for that.
Success!
(https://ludeon.com/forums/index.php?action=dlattach;topic=9863.0;attach=6327)
<graphicPath>SunPillar</graphicPath>
<shaderType>CutoutComplex</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
With files
SunPillar_front
SunPillar_side
SunPillar_back
SunPillar_backm
Of course if it was turnable I would need sidem and frontm but it's not.
The last problem now is how to show the icon properly. I have no idea how to tackle this or if it's even possible.
Anyway, this doesn't help Vas as he is using a linked object. I don't think linked objects can be defines as Graphic_Multi. That wouldn't make sense. So maybe, like Graphic_Single, it doesn't supports masks.
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well after looking through Mrofa's Clutter mod and the vanilla things that use stuff
it looks like there might not be any sort of simple easy solution for making the menu icons appear properly stuffed =P
and I feel if it was easy enough Mrofster woulda came up with a way to do it (it did look like he'd tried when I snooped them texture files like a creep! without doubt also constructing very misinformed psychoanalysis of the person in ques- uhh) *ahem*
for linked textures! if Vas is readning! check out clutter! one of them walls use the colour mask
now give those textures some nice black lines to remove that white speckle effect.
Quote from: skullywag on February 05, 2015, 10:54:00 AM
now give those textures some nice black lines to remove that white speckle effect.
Yeah they need it. But I think I don't like them too much. I think I'll try some different perspectives. More overhead and a narrower column. I'm actually looking for a simple free 3d program to help be draw them right. We'll see how I go.
Here is the texture I'm currently going with for my Sun Pillar. In game it will be stuff colored. The small and mini Sun Lamps are just going to be resized Sun Lamp textures.
Is there a right way to transition from WIP to release mod? Or do I just create a new topic and leave this one behind?
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Pm evul he wil move the topic to realese
Version 1.0 has been released. Check out the first post.
More Sun Lamps is Alpha 9 compatible without needing to be updated.
I updated it anyway with the few tiny changes to the sun lamp. Now version 1.1.
The Sun Pillar comes in handy and it has a cool name too. Thanks for the mod.
Yay! First comment since the initial release. Here is a "Mystery Prize" for you. I don't know what this particular box has in it but I hope it's something you like. ;D
Sometimes no comments can be good. It means that it doesn't break anything. ;)
I was wondering if there are any plans for A10 or A11.
I love the mods that Rock5 has made for a9. I use most of them in a10. Here is updated code for anyone who wants to continue to enjoy Rock5 mod. I only made small changes to the Sun pillar so the shaders works in a10. The author is free to take the recode and do what he/she wants with it.
https://www.dropbox.com/s/vaepeenjeh1ikan/MoreSunLamps.zip?dl=0
This is an interesting concept. Thank you (Rock5 for the original mod) and (dismar for the updated code).
yay more sun lamps in alpha 11!
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I missed this mod, particularly the sun pillars, so I loaded it up in A13 and removed the errors that came up. I am not a modder by any stretch, and I had to remove the research portion entirely, (It was broken in A13 anyway) but the sunlamp variants themselves should work. Power drain isn't balanced compared to vanilla, but fixing that is beyond the scope of this quick patch.
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Came back to the game recently. Nice to see this still being kicking about. Thanks guys.
I went ahead and updated it properly. Version 13.1 for Alpha 13.Changes:
- Implemented new shadows and damage.
- Balanced the cost to make and power costs (what was I thinking). The Pillar also now requires a Component.
- Added the "Add growing zone" designator like the vanilla sun lamp has. Note: the created growing zone for the Sun Pillar will have 2 missing squares for each corner as depicted in the picture on the first post. You'll have to add those in manually.
- Re-added the research requirements. I didn't give it any prerequisites. I now call it Xenon tech research. You need to research the xenon lamp technology to be able to make xenon lamps that can cover the greater distance.
- I've change the texture to look slightly more bluish.
I think that's everything. Let me know what you think of the balancing. Also I'm going to use a new versioning system. This version is 13.1; the first version for A13 - well.. official version. :)
Which reminds me - Thanks to dismar (https://ludeon.com/forums/index.php?action=profile;u=42856) and Wendigo (https://ludeon.com/forums/index.php?action=profile;u=35502) for looking after this mod while I was gone.
Updated to version 13.1.1 (minor bug fix update)
- Fixed: Sun Pillars can no longer be uninstalled and moved.
- Fixed: Sun Pillar can no longer be drag built like walls.
- Changed: Removed damaged multiplier from bombs.
Weird, the new version is coming up as Malware according to my antivirus, but the older version wasn't. . .
Quote from: Hassie on April 26, 2016, 10:55:12 PM
Weird, the new version is coming up as Malware according to my antivirus, but the older version wasn't. . .
Is that even possible with just text files? It's not like there is a dll in there. You should double check exactly what it is that is being flagged or get a better scanner.
Just to be thorough, here is the VirusTotal scan of the archive. I think this link will work.
https://www.virustotal.com/en/file/8ed41e2061499810d260545dad3c3981e44c1af12b625b31182cce43fa0e977c/analysis/
which is the latest download? the one for a13 in the OP points to an error.
The screenshots don't work sadly.
I think someone made a mistake and deleted my attachments. I'll attach them again and see what happens.
A14 update?
Edit: Were changes made, or can I just make the following change to the About.xml, from:
<targetVersion>Alpha 13</targetVersion>
to
<targetVersion>0.14.1241</targetVersion>
I love the sun lamp pillar thing, anyone know if this getting updated ?