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Thanks very much for your reply and future efforts!
All the best!
Light-checks are also incredibly resource-heavy, because for some reason, checking the light level apparently forces a lighting update. (Or so I've been told, by CF)
In addition to that, perceptual lighting is apparently different from the light level the monsters check. You can have a very well-lit cave, but the monsters will be invisible. Meanwhile, on the surface of a planet at midnight is considered more-or-less the same light-level. It's... Quite strange. I tried looking into checking the R G B lighting values separately, but that also doesn't seem like a thing I can do.
(You can verify this by checking out the flashlights. Different colors will project visually further or shorter while being more-or-less the same actual level.)
Fading aura MIGHT be something I can do. I'll check it out!
(I like how the monsters were actually more difficult to fight at night on the surface)
Thank you!@
Have you also considered a "Fading Aura"?
So that the deeper into pitch darkness you go, the weaker your aura gets until it's nothing!
Thanks again for all your wonderful work!
I really appreciated this mod too, but I found it a bit much that the monsters turn invisible.
Have you considered a "lighter" version of this mod where the monsters just become more transparent, so you can still see them, but with more difficulty?
(I was attacked by invisible monsters in a cave, where the lighting seemed ample and that I should've been able to seen them. Hence the request.)
I have no idea. Honestly, I'm not actually very good at modding.
I haven't tried that, actually. I'll take a look today.