RimWorld

RimWorld

Light Map
46 Comments
Syrus  [author] Aug 23 @ 12:14pm 
Version 1.6.4
Added colour gradient settings for overlays

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@Shadow
You can now set the colour gradient to fit your visible colour range (except for full colour-blindness probably)
Syrus  [author] Aug 19 @ 3:23pm 
I'll look into adding a setting for a custom gradient
Already did so for HeatMap, might just copy that over, even though it's slightly complicated to use from what I remember
Shadow Aug 17 @ 9:58pm 
The Red-Green gradient is useless for colour-blind people. A Blue-Red gradient would be much better.
Syrus  [author] Aug 9 @ 3:32am 
Version 1.6.3
Fixed ProgressRenderer compatibiltiy

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@Protok
Weird that it did not throw an error. Didn't update the ProgressRenderer compatibility patch
Protok Aug 8 @ 9:18am 
Somehow this mod in a list, prevents Progress Renderer to work.
No error messages.
Togie_ Jul 29 @ 4:57pm 
Just heard about this from a reddit thread and have wanted it for years. Should be in base game imo <3
DesertOfAngmar Jul 28 @ 1:56pm 
this mod is sooo good :) love it
Garfield Jul 27 @ 8:05pm 
How this is not base game will always allude me.
Luneyl Jul 19 @ 6:32am 
Works nicely, thanks for update!
Syrus  [author] Jul 19 @ 5:50am 
Version 1.6.2
Fixed maps not drawing in space
Syrus  [author] Jul 18 @ 3:12pm 
Maybe there is neither light nor movement in space...!
Got Odyssey now, so I can look into several mod issues that came up
Luneyl Jul 18 @ 3:08pm 
Light Map and Movement Speed Map overlays don't work in space :(
Jul 16 @ 1:59am 
Hey dude, thanks! I love this mod. It makes building EVERYTHING so much easier!
Vertigo Jul 13 @ 10:22pm 
Thank You! This mod is/was one of the primary reasons I still had hugslib installed. Heat Map was the other one, but I had switched to a different temp mod not long ago.
Syrus  [author] Jul 13 @ 7:00am 
Version 1.6.0
Update to 1.6
Removed HugsLib dependency
Reworked settings accordingly
bashnako Jul 12 @ 1:00am 
Please , we need 1.6
Jul 5 @ 10:02pm 
I don't want to nag, but are you planning to update this to 1.6? It's really useful and I can't find another mod like it. I'd appreciate it.
Plague - No Computer Dec 1, 2024 @ 8:54am 
Beautiful mod. Helped me find 0% areas to reduce Bug spawns. Thanks!
Zombieslayer1444 Oct 27, 2024 @ 9:18am 
This mod was exactly what I was looking for. I cannot differentiate lit and dark areas at a glance to save my life. Makes quickly building very nice.
Syrus  [author] Sep 10, 2024 @ 12:54pm 
I still look after it for bugs and such, but only expand on it when I have time and feel like doing so, which sadly has been rare lately

Adding even more cells to be accounted for when drawing the averaged map would sadly make its performance even more attrocious, though I wonder if it could at least be multithreaded, been a while since I coded this mod, probably learned a thing or two since then...hopefully.

Could make the gradients customizable, bit of work though if I remember correctly
awkward.wav Sep 9, 2024 @ 7:33pm 
Unsure if this mod is still being worked on, but I would love to have some more settings for customisation!

A setting for the average beauty map so that we can change how in-depth the average results might be handy! Like for example, having a slider from 1 to (some amount) that changes how many neighbouring tiles the calculation takes into consideration for the average result. Would maybe helps a lot with the current average method being slow for some, and could be neat to even see the less/more average areas.

The ability to also change colouring or even just a simple visual that shows what colours mean would be pretty neat. Might just be a case of "get used to the mod so you know" but still, would be useful for new users.

Aside from that, thanks for making the mod! Extremely helpful in finding unlit/ugly areas around the place. :steamthumbsup:
Porknelius Jul 14, 2024 @ 12:13am 
Hows the performance on this? Like the impact?
Syrus  [author] Apr 12, 2024 @ 3:04pm 
Version 1.5.0
Small code update
Beauty map mode may need to be looked into, patch notes said something about optimizing the calcuations, but no idea in what way - might want/need to remove/change the "average" method
Syrus  [author] Jan 7, 2024 @ 2:52pm 
Version 1.4.2
Reduced mod size by removing git-, obj-, & .vs-files, etc.
Dumpster Fire Nov 5, 2022 @ 2:01pm 
Thank you for updating this! I use infestations spawn in darkness and it's no fun without this mod!
Syrus  [author] Oct 30, 2022 @ 3:35am 
Version 1.4.1
Added ProgressRenderer patch to disable overlays while it's rendering.
Syrus  [author] Oct 23, 2022 @ 6:09am 
Updated for 1.4 (no changes)
Meanie Apr 14, 2022 @ 11:41am 
I can't be the only one who ALWAYS see a dick...
Hans Aug 28, 2021 @ 12:14pm 
Thx man i will test this :D
Syrus  [author] Aug 28, 2021 @ 11:05am 
Sorry, it took me a while to get around to it.

Technically it is possible to do what I think you want.
Sadly, it goes beyond what this mod is made for or capable of, code wise, as it can only color tiles, which wouldn't quite be helpful with figuring out what's being planted where.


Maybe this mod might be interesting for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2580713054 (Comments and No Signs)
Haven't tested it myself, but it sounds quite good for planning.
Hans Aug 24, 2021 @ 3:11pm 
*plantation
Sry was in german language :D
Hans Aug 24, 2021 @ 3:07pm 
Hey there :)
I have a request. I love these Map/Overlay for information things. Like Light map, Heat Map and so on. Now i want to ask, is it possible to make an plantage map? Everytime at the Beginning i need Hours to seed my plants because i dont see the others. Its so annoying. Thx in Advance :)
And Greetings from Germany
Syrus  [author] Aug 24, 2021 @ 2:53pm 
Updated the mod.
If you are looking for the Movement Speed or Beauty map mode icon button, it can be toggled to show via the Settings. They are default off, as I assume most people use the mod for the Light Map anyway. Sorry, if that assumption is incorrect!
You can also toggle off the Light Map icon button, if you want it. It is default on.
Syrus  [author] Mar 3, 2021 @ 10:34am 
Been a while since I had time to work on this, since no obvious bugs popped up and work and other projects got in the way.

Already thought about including a beauty map overlay, if posssible.
I'll see what I can do when I have some time on my hands.


Also, once I got more map overlays in the mod, I'll probably put in mod settings that allow hiding overlay icons, so that if someone never uses one of them it doesn't clutter up the interface too much.



The bug with the overlay breaking should be fixed btw.
(I also made a pull request to Heat Map to fix the bug there as well. Hopefully it'll be added once the author has some time on their hands.)
:)
Lady Luck Mar 3, 2021 @ 12:38am 
Oh and an idea for a feature you could add in the future: beauty map. The vanilla beauty overlay leaves something to be desired.
Lady Luck Mar 3, 2021 @ 12:36am 
The bug you mentioned where it doesn't appear until you change the settings is one that I've noticed in the Heat Map mod. You said you derived code from that mod, so I'm guessing you just got that bug along with it.
log163 Feb 22, 2021 @ 3:52pm 
Thank you
fizz Feb 13, 2021 @ 3:21am 
Very nice
Un-Gamer Feb 11, 2021 @ 6:40pm 
Thank you for making this! I have wanted a way to visually represent light levels so I could optimize the lighting in my indoor growing areas for quite a while now.
Syrus  [author] Feb 10, 2021 @ 9:52am 
Ah, no, it'd be a map of the movement cost rather than the individual movement speed of a selected pawn or such.
Like, how much does any tile reduce the movement speed of any pawn affected by movement speed, pretty much.

And usually the maps should only have an impact on performance while active. I have a fairly good PC, so I have not felt any impact whatsoever yet. If someone does notice a performance drop due to the mod, I'll be interested to hear about it and see if it can be improved (though I do already try to make it have as little impact as possible, as far as I know).
Yrol Akiyama Feb 10, 2021 @ 12:58am 
Two thoughts:
Movement speed changes very often as people haul stuff around or when it rains and
cover, if i recall correctly, is a relative value, so it would be a different value (shade)
for different people based on where they stand relative to, let's say, a tree.

All in all both sound very demanding in processing power.
Not everyone owns a 3000 USD computer ;o)
Syrus  [author] Feb 9, 2021 @ 4:37pm 
Happy to hear positive feedback!

I thought of two other overlay modes that might be interesting, "movement speed" and "cover".
The former I already started working on and is looking promising. Still got some uncertainties I need to look into for it though.
The latter is only an idea for the moment.

Probably just going to extend this mod with those additional map modes.


There is one bug I'm aware of and need to look into: sometimes the overlay displays breaks. Reloading the save or going into the mod options and changing any setting should reset it.
Ryder 🗲 Feb 9, 2021 @ 1:43pm 
Thanks for this mod. Works well and very useful!
Yrol Akiyama Feb 9, 2021 @ 2:13am 
Huzzah! Another one of those "Why the HELL is this not in the vanilla game???"-Mods.

Thank you :o)
Malachit Feb 8, 2021 @ 6:22am 
I needed this. You are a true hero
Kangaroo Salesman Feb 7, 2021 @ 5:56pm 
Yes thank you!