RimWorld
[SYR] Light Radius
45 件のコメント
Mlie 2024年10月8日 4時46分 
Thels 2024年7月29日 0時41分 
@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 2024年4月27日 10時47分 
isnt this vanilla now?
lol 2024年4月27日 0時36分 
TD Enhancement Pack does something very similar
betonov 2024年4月25日 10時27分 
15
Monkey Magic 2024年3月3日 7時32分 
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 2023年10月2日 6時34分 
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 2023年2月17日 15時53分 
*irrelevant
(please let me edit comments some day steam)
AnimateDream 2023年2月17日 15時51分 
@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🐊 2022年1月30日 11時01分 
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 2021年10月6日 4時06分 
Noice, thank you Syrchalis :)
Syrchalis  [作成者] 2021年10月5日 9時58分 
Updated to 1.3.
Jew yb 2021年10月5日 9時43分 
GREATTTTTTTTT
[RoG]Ghostrider 2021年9月4日 17時28分 
update to 1,3 ?
tuk0z 2021年8月14日 15時10分 
@Zhuria thank you for the feedback.
Sep 2021年8月11日 9時22分 
I've been using this in 1.3 since release with no noticeable problems :)
Argon 2021年8月7日 10時21分 
1.3?
RutraNickers 2021年7月24日 16時22分 
1.3?
Sandy 2021年3月20日 20時56分 
Hi. I dont know if its asked before. but how does it work with Mining co mining helmet mod? Thanks.
velcroboy333 2021年2月19日 8時27分 
@SkeleMAnn, are you referring to the light being given off when it is equipped? Isn't a flashlight supposed to do that?
Dr. Wicked 2021年1月15日 18時24分 
Would you mind sharing what mod provides the colored light overlay?
DarkArtistryNKP 2020年3月26日 14時18分 
Ahh so it's not that it causes a conflict.
Syrchalis  [作成者] 2020年3月26日 13時41分 
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 2020年3月26日 12時30分 
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  [作成者] 2020年3月12日 9時16分 
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 2020年3月9日 0時33分 
Yeah!
Gryphonheart 2020年3月8日 11時28分 
Awesome! thank you very much my friend ;)
Syrchalis  [作成者] 2020年3月8日 10時50分 
Updated to 1.1.
Gryphonheart 2020年3月1日 9時22分 
An update for 1.1 would be much appreciated if possible ;)
1stReaper 2018年11月14日 17時48分 
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  [作成者] 2018年11月14日 16時37分 
Probably need to activate the radii in the settings.
1stReaper 2018年11月14日 11時18分 
how do i get this to work?
the only range view i get is from the sunlamps
Draconicrose 2018年11月1日 8時15分 
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 2018年10月27日 11時47分 
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 2018年10月21日 8時02分 
I wished for something like this just the other day! Thank you.
spsblue 2018年10月1日 21時16分 
Thanks for your help, Syrchalis :)
Syrchalis  [作成者] 2018年10月1日 16時29分 
As a test I renamed the setting, so maybe it just stops trying to reference an assembly that isn't included anymore.
Syrchalis  [作成者] 2018年10月1日 16時23分 
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 2018年10月1日 14時22分 
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 2018年10月1日 13時14分 
This is the whole debug log, in case you need that: {リンクが削除されました}

No idea why it's causing a problem with cooking; doesn't seem to make sense.
spsblue 2018年10月1日 13時13分 
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 2018年9月27日 12時06分 
For me whenever i use this mod it disables all construction previews
Syrchalis  [作成者] 2018年9月26日 0時37分 
"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 2018年9月25日 19時01分 
Is this compatible with modded light sources like the wall lights mod?
Uuugggg 2018年9月23日 18時41分 
Hey uhhh I might just want to integrate this into my Lighting Overlay in the Enhancement Pack