RimWorld
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[SYR] Light Radius
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
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23 set 2018, ore 6:38
21 ott 2022, ore 14:17
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[SYR] Light Radius

In 1 collezione di Syrchalis
[SYR] Syrchalis' Mods
24 elementi
Descrizione
Adds dynamic light radii to light sources




When selecting lights or when placing lights Light Radius shows an indicator which area will be considered "Lit".





Settings:
Show inner light radius -> Shows a radius that roughly matches the area that is "lit", meaning over 30% light.
Show outer light radius -> Shows a radius that roughly matches the area that is being affected by the lamp at all, meaning anything above 0%.

The radii are not perfect, this is because the actual light and the display radius use different calculations, however they match relatively well.

This mod automatically supports basically any mod, because it dynamically generates the display radii. (For Wall Light use the option of that mod if you want to see light radii).

Note: The colorful light overlay is from a different mod - it only shows actual light. This mod here shows a radius when placing lights and when selecting them (even if they are off!).





Savegames:
  • Adding: Safe
  • Removing: Safe

Incompatibilities:
  • Wall Light - use the setting of the mod itself





Collection of my mods for RimWorld

If you enjoy my mods consider dropping me a dime:
[ko-fi.com][www.patreon.com]
43 commenti
Narlindir 27 apr, ore 10:47 
isnt this vanilla now?
lol 27 apr, ore 0:36 
TD Enhancement Pack does something very similar
15
Monkey Magic 3 mar, ore 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 ott 2023, ore 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, ore 15:53 
*irrelevant
(please let me edit comments some day steam)
AnimateDream 17 feb 2023, ore 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 gen 2022, ore 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 ott 2021, ore 4:06 
Noice, thank you Syrchalis :)
Syrchalis  [autore] 5 ott 2021, ore 9:58 
Updated to 1.3.