RimWorld
[SYR] Light Radius
45 opmerkingen
Mlie 8 okt 2024 om 4:46 
Thels 29 jul 2024 om 0:41 
@Narlindir: Not completely. Vanilla shows a light radius when placing or selecting a light source, but doesn't state what % this is. It seems to not be 50%.

This mod displays a light radius not just when placing or selecting it, but also when placing any other kind of light source, and allows picking if you want 50% light or any light, or both.

In short, this mod is a lot more convenient than the vanilla implementation, and I hope it gets revived at some point.
Narlindir 27 apr 2024 om 10:47 
isnt this vanilla now?
lol 27 apr 2024 om 0:36 
TD Enhancement Pack does something very similar
betonov 25 apr 2024 om 10:27 
15
Monkey Magic 3 mrt 2024 om 7:32 
Kinda wondering how this would work with lights that already have a radius - such as Owlchemist's Ceiling Mod. These ceiling mounted lights it adds already have a radius, but given that vanilla lighting does not, the mismatch kinda irritates me, so this mod would be a good addition.

But yeah, would there be an issue?
Jarrod 2 okt 2023 om 6:34 
Would love a third radius for 50% light. I know 30% is "good enough" but I personally hate seeing dark corners and edges even if the pawns don't mind lol
AnimateDream 17 feb 2023 om 15:53 
*irrelevant
(please let me edit comments some day steam)
AnimateDream 17 feb 2023 om 15:51 
@Draconis
I was concerned and had a look at the source. The only stuff that affects the game while running are here.
https://github.com/Syrchalis/LightRadius/blob/master/Source/SYR_LightRadius/HarmonyPatches.cs

The second harmony patch only affects when you are placing things blueprints for stuff so it should be relevant. The first runs when anything calls DrawExtraSelectionOverlays. I don't know if this always runs on any selected object, but even if so it immediately is doing some very low cost null checks then a low cost check to see if the thing has a light emitting component before it does any other work.

If you are not placing any blueprints and don't have anything selected there should be 0 performance impact, and from my reading of the code the impact otherwise should be very minor. It honestly doesn't seem like this mod would be a problem to me. Maybe you can experiment a bit more with this knowledge, see if it indeed slows down only when a bunch of things are selected?
Draconis🐊 30 jan 2022 om 11:01 
Was noticing mid to late game I was getting pretty big slowdowns especially during raids, optimized everything and shucked a bunch of mods. Removed this and my ticks per second skyrocketed, not sure what the conflict is or if it just bogs down with lots of base lights? Loved the look of this but dang I was running at like 10-17 ticks and its back to 40+ even in late game with the new runtime optimizer.
tuk0z 6 okt 2021 om 4:06 
Noice, thank you Syrchalis :)
Syrchalis  [auteur] 5 okt 2021 om 9:58 
Updated to 1.3.
Jew yb 5 okt 2021 om 9:43 
GREATTTTTTTTT
[RoG]Ghostrider 4 sep 2021 om 17:28 
update to 1,3 ?
tuk0z 14 aug 2021 om 15:10 
@Zhuria thank you for the feedback.
Sep 11 aug 2021 om 9:22 
I've been using this in 1.3 since release with no noticeable problems :)
Argon 7 aug 2021 om 10:21 
1.3?
RutraNickers 24 jul 2021 om 16:22 
1.3?
Sandy 20 mrt 2021 om 20:56 
Hi. I dont know if its asked before. but how does it work with Mining co mining helmet mod? Thanks.
velcroboy333 19 feb 2021 om 8:27 
@SkeleMAnn, are you referring to the light being given off when it is equipped? Isn't a flashlight supposed to do that?
Dr. Wicked 15 jan 2021 om 18:24 
Would you mind sharing what mod provides the colored light overlay?
DarkArtistryNKP 26 mrt 2020 om 14:18 
Ahh so it's not that it causes a conflict.
Syrchalis  [auteur] 26 mrt 2020 om 13:41 
It doesn't matter, to see a light radius for wall lights you need to go into that mod's options and turn it on there, I don't support the mod anymore.
DarkArtistryNKP 26 mrt 2020 om 12:30 
Hmmm So since your mod works with the vanilla lights and lots of other lights, should I load your mod after wall light then?
Syrchalis  [auteur] 12 mrt 2020 om 9:16 
I'm not supporting Wall Light any longer because it has a light radius option for itself now and it's quite a hassle to make my mod work for it.
Marquez 9 mrt 2020 om 0:33 
Yeah!
Gryphonheart 8 mrt 2020 om 11:28 
Awesome! thank you very much my friend ;)
Syrchalis  [auteur] 8 mrt 2020 om 10:50 
Updated to 1.1.
Gryphonheart 1 mrt 2020 om 9:22 
An update for 1.1 would be much appreciated if possible ;)
1stReaper 14 nov 2018 om 17:48 
ah i see, my bad, i thought you had to press a key to get it to appear
like the ctrl key,,, similiar to mmmm..... i think the range finder mod (shrugs) i forget
Syrchalis  [auteur] 14 nov 2018 om 16:37 
Probably need to activate the radii in the settings.
1stReaper 14 nov 2018 om 11:18 
how do i get this to work?
the only range view i get is from the sunlamps
Draconicrose 1 nov 2018 om 8:15 
Nevermind, I realized that it has to be manually enabled in the options. Might wanna add that to the mod description! Great mod otherwise.
Draconicrose 27 okt 2018 om 11:47 
Unfortunately this doesn't seem to be working on Linux. :( I even started a new game with just core, hugslib, and this mod. No radius.
Draconicrose 21 okt 2018 om 8:02 
I wished for something like this just the other day! Thank you.
spsblue 1 okt 2018 om 21:16 
Thanks for your help, Syrchalis :)
Syrchalis  [auteur] 1 okt 2018 om 16:29 
As a test I renamed the setting, so maybe it just stops trying to reference an assembly that isn't included anymore.
Syrchalis  [auteur] 1 okt 2018 om 16:23 
Alright, so the reason I couldn't fix this quickly is, the issue is actually not really related to my mod. It referenced a hugslib setting field from WallLight which it now can't get anymore because it doesn't have the reference anymore.

To fix it, all you need to do is delete the config of this mod.
\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
There should be a folder config and inside are mod configs. Find either "Mod_SYR_LightRadius_LightRadiusCore.xml" if you use the non-steam version or "Mod_1520756475_LightRadiusCore.xml" in case of steam and just delete that xml file.
spsblue 1 okt 2018 om 14:22 
Update: Removing this mod doesn't seem to have fixed things; I'm now getting a completely different error with the cooking bill. :(

Removing this HAS fixed the problem with building designations though.
spsblue 1 okt 2018 om 13:14 
This is the whole debug log, in case you need that: {LINK VERWIJDERD}

No idea why it's causing a problem with cooking; doesn't seem to make sense.
spsblue 1 okt 2018 om 13:13 
Hi. I'm having the same problem as Sny_Vs_Spyper but I've also found that for soem bizarre reason it's causing an error related to my cooks, of all things.

Exception in UIRootUpdate: System.TypeLoadException: Could not load type 'MURWallLight.UserSettings' from assembly 'Syr_LightRadius'.
at (wrapper dynamic-method) Verse.Thing.DrawExtraSelectionOverlays_Patch1 (object) <0x00271>
at Verse.ThingWithComps.DrawExtraSelectionOverlays () <0x00019>
at Verse.Pawn.DrawExtraSelectionOverlays () <0x0001c>
at RimWorld.SelectionDrawer.DrawSelectionOverlays () <0x000c4>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch2 (object) <0x0007e>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

Verse.Log:Error(String, Boolean)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Sny_Vs_Spyper 27 sep 2018 om 12:06 
For me whenever i use this mod it disables all construction previews
Syrchalis  [auteur] 26 sep 2018 om 0:37 
"This mod automatically supports basically any mod, because it dynamically generates the display radii. There is a special case for wall light which works differently, but it's also supported."

Please read the description before asking a question.
PKPenguin 25 sep 2018 om 19:01 
Is this compatible with modded light sources like the wall lights mod?
Uuugggg 23 sep 2018 om 18:41 
Hey uhhh I might just want to integrate this into my Lighting Overlay in the Enhancement Pack