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Author Topic: [B18] Enlighten  (Read 41282 times)

notfood

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[B18] Enlighten
« on: August 15, 2016, 07:32:13 PM »

Enlighten



Why not build some lamps?
You are encouraged to build those, because darkness will make your pawns slower.




Light does matter

You must walk carefully in a place full of darkness. So do your pawns. They move slower in darkness.
In contrast, bright places provide nice working environment. Manipulation will go 20% in brightly lit areas. You must use sunlamps instead of standing lamps to achieve this.



B18
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« Last Edit: November 23, 2017, 02:09:46 AM by notfood »
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SmartererThanYou

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Re: [A14] Enlighten
« Reply #1 on: August 15, 2016, 07:36:17 PM »

Nice to see this updated. Thank you.
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Elysium

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Re: [A14] Enlighten
« Reply #2 on: August 15, 2016, 07:38:30 PM »

Interesting, adds a new dynamic to lights.  Thanks for the update.
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Zakhad

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Re: [A14] Enlighten
« Reply #3 on: August 15, 2016, 08:24:51 PM »

I actually thought it was native to Rimworld lol.
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SmartererThanYou

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Re: [A14] Enlighten
« Reply #4 on: August 15, 2016, 09:15:22 PM »

I actually thought it was native to Rimworld lol.

I did as well after playing hardcore-sk a few months back :p
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skyarkhangel

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Re: [A14] Enlighten
« Reply #5 on: August 15, 2016, 09:33:53 PM »

I actually thought it was native to Rimworld lol.

I did as well after playing hardcore-sk a few months back :p

So, we with notfood back it again ::)
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Etherdreamer

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Re: [A14] Enlighten
« Reply #6 on: August 16, 2016, 06:47:04 PM »

Wait, Sunlamps it´s not too much? You can´t put them in ceilings :c
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notfood

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Re: [A14] Enlighten
« Reply #7 on: August 16, 2016, 07:27:42 PM »

Can't put them in the ceiling? Time to mod some sunlamps then!
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123nick

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Re: [A14] Enlighten
« Reply #8 on: August 17, 2016, 01:12:32 AM »

i think you should get a slight bonus for being in a slightly lit area, like if it were lit by normal standing lamps, but sun lamps give an even greater boost.
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JT

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Re: [A14] Enlighten
« Reply #9 on: August 17, 2016, 02:23:01 AM »

Hey, forgot about this mod!  I loved this mod back in A12. =)
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notfood

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Re: [A14] Enlighten
« Reply #10 on: August 21, 2016, 10:31:36 PM »

Enlighten 0.14.0.3

- Fixes dirty hediffs causing index out of bounds errors.

[attachment deleted by admin - too old]
« Last Edit: August 26, 2016, 09:39:10 PM by notfood »
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notfood

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Re: [A14] Enlighten
« Reply #11 on: August 26, 2016, 09:26:05 PM »

Enlighten 0.14.1.0

- Changes everything about the mod
- No longer a ThoughtWorker, it's a HediffGiver. More accurate, less buggy... maybe.
- Introduces the EnlightenDef, that allows you to put any Hediff on the pawn given a range of glow defined by the inclusive range between glowMin and glowMax. These are the default definitions but you can change anything about them
Code: [Select]
    <Enlighten.Def>
        <defName>Bright</defName>
        <hediff>Enlighten_Bright</hediff>
        <glowMin>0.9</glowMin>
        <glowMax>1.0</glowMax>
    </Enlighten.Def>
   
    <Enlighten.Def>
        <defName>Dark</defName>
        <hediff>Enlighten_Dark</hediff>
        <glowMin>0.0</glowMin>
        <glowMax>0.3</glowMax>
    </Enlighten.Def>

[attachment deleted by admin - too old]
« Last Edit: August 26, 2016, 09:52:35 PM by notfood »
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notfood

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Re: [A15] Enlighten
« Reply #12 on: August 30, 2016, 12:33:04 AM »

Enlighten 0.15.1.0

accidentally forgot to edit About.xml

Uploaded to steam too.

[attachment deleted by admin - too old]
« Last Edit: August 30, 2016, 12:38:15 AM by notfood »
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EldVarg

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Re: [A15] Enlighten
« Reply #13 on: September 28, 2016, 09:05:37 PM »

Love this mod :).
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Jdalt40

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Re: [A15] Enlighten
« Reply #14 on: September 29, 2016, 11:42:58 PM »

Hey notfood, since I am thinking of reviving my Vampire mod I was also thinking of adding in a light weakness system by using your Enlighten code to make it work, am I allowed to do that? I will give full credit to you as you are the original author of the code I would be using if you allow me to do this :) .
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