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Author Topic: [A11] Darkness  (Read 76763 times)

nmid

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Re: [A11] Darkness
« Reply #135 on: June 26, 2015, 08:47:13 PM »

Huzzah!

UPDATED TO ALPHA 11!

Please give 'em a whirl and let me know if it is working proper-like. I'll be spending some more time on the forum again so yay for that, hopefully I can get some cool shit posted.

You guys rule! No better reason to mod than cool people enjoying it.
sorry forgot to say, this mod rocks.
Hated it at the start... now can't play without it :D

I'm sure there are plenty of others who are using your mod, but are too lazy or have forgotten to post here after you released your update.

Ty.
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akiceabear

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Re: [A11] Darkness
« Reply #136 on: June 29, 2015, 07:18:54 AM »

Love this mod, it really adds to the atmosphere/intensity of the game.

Suggestion/question: is it possible for raids names (in red) not to appear past a certain level of darkness? That would really intensify raids at night!

iame6162013

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Re: [A11] Darkness
« Reply #137 on: July 02, 2015, 01:19:01 PM »

Oh, boy... I think I didn't build lights since alpha 3.
Thank you very much.
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Vas

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Re: [A11] Darkness
« Reply #138 on: July 02, 2015, 02:54:04 PM »

I thought this might be that mod that had that darkness event with the void creatures.  xP
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kaptain_kavern

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Re: [A11] Darkness
« Reply #139 on: July 02, 2015, 03:03:37 PM »

I have a problem using this mod : Everyday, during transition between night/day and day/night the luminosity suddenly go brighter (a lot) during transition, after it's OK, Night are dark and day are bright. Any help please?

falcongrey

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Re: [A11] Darkness
« Reply #140 on: July 05, 2015, 01:29:06 PM »

I have a problem using this mod : Everyday, during transition between night/day and day/night the luminosity suddenly go brighter (a lot) during transition, after it's OK, Night are dark and day are bright. Any help please?

I started noticing this after the 11b patch.
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kaptain_kavern

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Re: [A11] Darkness
« Reply #141 on: July 05, 2015, 02:06:42 PM »

Thx for feedback. In my case it's prior to 11b (happened as well in 11a)

JesterBlue

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Re: [A11] Darkness
« Reply #142 on: July 14, 2015, 03:51:45 AM »

The Eclipse! It's so bright! And it happened at night!!!
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Ninefinger

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Re: [A11] Darkness
« Reply #143 on: July 15, 2015, 12:13:10 PM »

The Eclipse! It's so bright! And it happened at night!!!
The eclipse has hard coded lighting to simulate vanilla night time during the day, that is why it has to be disabled to not break the immersion of the darkness mod
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kaptain_kavern

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Re: [A11] Darkness
« Reply #144 on: July 15, 2015, 01:50:14 PM »

Thx for pointing that out Ninefinger.

Is there a way to only disable the eclipse event in a Defs file please?

Ninefinger

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Re: [A11] Darkness
« Reply #145 on: July 15, 2015, 01:55:04 PM »

Incidents_Bad_Misc.xml

This is my modified version that changes a few incidents days between happening and days before they can fire for the first time and a touch of chance adjustment for Toxic fallout and Volcanic winter.

If you want a stock version copy and paste the same file from your core game into its proper folder destination (Defs/IncidentDefs) into any mod preferably darkness and change the chance for eclipse to 0. Make sure no other mods you are using have this same file and are loaded after it.

[attachment deleted due to age]
« Last Edit: July 15, 2015, 02:03:20 PM by Ninefinger »
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kaptain_kavern

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Re: [A11] Darkness
« Reply #146 on: July 15, 2015, 02:05:37 PM »

Thx a lot.
I will check how your file is done and make modification in mine.

Another piece of the "how the game work" puzzle i'm on ;)

1000101

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Re: [A11] Darkness
« Reply #147 on: July 16, 2015, 02:41:19 AM »

Quote from: Ninefinger
Incidents_Bad_Misc.xml

...

Make sure no other mods you are using have this same file and are loaded after it.

It's not the file name that matters but the defNames within the files that matter.
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mokonasakura

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Re: [A11] Darkness
« Reply #148 on: July 20, 2015, 08:30:12 PM »

I have found a way to fix the bad transitions, or at least a way to fix them for myself. In the file darkness, defs, weather defs, weathers you have the color set to 0.0, this is the cause. To fix it simply turn every 0.0 to 0.01. In the skycolordusk and skycolornightedge area. You have to do this for each weather effect not just clear. Currently this is what it looks like.

 <skyColorsDusk>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.0)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

It needs to look like this

 <skyColorsDusk>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(0.955,0.886,0.914)</shadow>
      <overlay>(0.8,0.8,0.8)</overlay>
     <saturation>1.25</saturation>
    </skyColorsDusk>
    <skyColorsNightEdge>
      <sky>(0.21,0.15,0.01)</sky>
      <shadow>(1,1,1)</shadow>
      <overlay>(0.6,0.6,0.6)</overlay>
     <saturation>1.25</saturation>
    </skyColorsNightEdge>

For those of you who have no idea what I'm saying here is a replacement file until the mod owner fixes the problem. I am sorry if you get upset at me for posting a changed copy of your work but I like this mod but cant stand the transition which I'm sure others can't as well.

To install this go into your rimworld mod folder, darkness, defs, weatherdefs, and replace the file in there with the file you download of the same name.

https://www.dropbox.com/s/fs1csv5q3l6em5y/Darknessfix.zip?dl=0
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kaptain_kavern

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Re: [A11] Darkness
« Reply #149 on: July 20, 2015, 09:38:40 PM »

Thank you very much. Will try to play with the value ASAP 8l)
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