RimWorld
[SYR] Light Radius
45 commentaires
Mlie 8 oct. 2024 à 4h46 
Thels 29 juil. 2024 à 0h41 
@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 avr. 2024 à 10h47 
isnt this vanilla now?
lol 27 avr. 2024 à 0h36 
TD Enhancement Pack does something very similar
betonov 25 avr. 2024 à 10h27 
15
Monkey Magic 3 mars 2024 à 7h32 
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 oct. 2023 à 6h34 
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
76561198011476135 17 févr. 2023 à 15h53 
*irrelevant
(please let me edit comments some day steam)
76561198011476135 17 févr. 2023 à 15h51 
@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 janv. 2022 à 11h01 
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 oct. 2021 à 4h06 
Noice, thank you Syrchalis :)
Syrchalis  [créateur] 5 oct. 2021 à 9h58 
Updated to 1.3.
Jew yb 5 oct. 2021 à 9h43 
GREATTTTTTTTT
[RoG]Ghostrider 4 sept. 2021 à 17h28 
update to 1,3 ?
tuk0z 14 aout 2021 à 15h10 
@Zhuria thank you for the feedback.
Sep 11 aout 2021 à 9h22 
I've been using this in 1.3 since release with no noticeable problems :)
Argon 7 aout 2021 à 10h21 
1.3?
RutraNickers 24 juil. 2021 à 16h22 
1.3?
Sandy 20 mars 2021 à 20h56 
Hi. I dont know if its asked before. but how does it work with Mining co mining helmet mod? Thanks.
velcroboy333 19 févr. 2021 à 8h27 
@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 janv. 2021 à 18h24 
Would you mind sharing what mod provides the colored light overlay?
DarkArtistryNKP 26 mars 2020 à 14h18 
Ahh so it's not that it causes a conflict.
Syrchalis  [créateur] 26 mars 2020 à 13h41 
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 mars 2020 à 12h30 
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  [créateur] 12 mars 2020 à 9h16 
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 mars 2020 à 0h33 
Yeah!
Gryphonheart 8 mars 2020 à 11h28 
Awesome! thank you very much my friend ;)
Syrchalis  [créateur] 8 mars 2020 à 10h50 
Updated to 1.1.
Gryphonheart 1 mars 2020 à 9h22 
An update for 1.1 would be much appreciated if possible ;)
1stReaper 14 nov. 2018 à 17h48 
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  [créateur] 14 nov. 2018 à 16h37 
Probably need to activate the radii in the settings.
1stReaper 14 nov. 2018 à 11h18 
how do i get this to work?
the only range view i get is from the sunlamps
Draconicrose 1 nov. 2018 à 8h15 
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 oct. 2018 à 11h47 
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 oct. 2018 à 8h02 
I wished for something like this just the other day! Thank you.
spsblue 1 oct. 2018 à 21h16 
Thanks for your help, Syrchalis :)
Syrchalis  [créateur] 1 oct. 2018 à 16h29 
As a test I renamed the setting, so maybe it just stops trying to reference an assembly that isn't included anymore.
Syrchalis  [créateur] 1 oct. 2018 à 16h23 
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 oct. 2018 à 14h22 
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 oct. 2018 à 13h14 
This is the whole debug log, in case you need that: {LIEN SUPPRIMÉ}

No idea why it's causing a problem with cooking; doesn't seem to make sense.
spsblue 1 oct. 2018 à 13h13 
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 sept. 2018 à 12h06 
For me whenever i use this mod it disables all construction previews
Syrchalis  [créateur] 26 sept. 2018 à 0h37 
"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 sept. 2018 à 19h01 
Is this compatible with modded light sources like the wall lights mod?
Uuugggg 23 sept. 2018 à 18h41 
Hey uhhh I might just want to integrate this into my Lighting Overlay in the Enhancement Pack