RimWorld

RimWorld

MiningCo. Projector
136 Comments
Lord of the Hold Oct 11, 2024 @ 7:57pm 
is the spread of light adjustable?
ludi1989 Aug 5, 2024 @ 8:18am 
Fedeh Jun 22, 2024 @ 4:14pm 
Hi, would you update mining co projector to 1.5? Thanks!
lol May 12, 2024 @ 1:11am 
Does the light accuracy bonus work for Combat Extended? I assume it should
TENb Apr 27, 2024 @ 8:47am 
1.5 please
Blastmetal Oct 27, 2022 @ 1:51pm 
good to know i would love to make my base more fortressy with those sweet spotlights.
Rikiki  [author] Oct 27, 2022 @ 1:30pm 
@Blastmetal: I would say less than a week. Hold on buddy! ;-)
Blastmetal Oct 26, 2022 @ 4:16am 
any ETA for a update to 1.4, this is literally the only mod that adds the type of spot lights that i want for my bases and im missing it already :S
Rikiki  [author] Mar 8, 2022 @ 12:30pm 
@skycrossercat: the max range is defined by specialDisplayRadius value in Buildings_ProjectorTurret.xml file.

@Nix²: I could give you advice on how to proceed yourself if you know what you want.
Modifying the XML values is quite simple. More complex behavior requires C# programming knowledge however.
For now, I have put RimWorld modding on hold and have no plans to further work on my mods.
Nix² Mar 6, 2022 @ 8:27pm 
Hi.
with no disrespect,

I'd like to know if you accept any kinds of commission for very particular version of this spotlight mod.

I really enjoyed those handy projectors, and I just want some little changes personally. But my lack of modding knowledge failed me and I thought it'd be better to ask you directly on the matter.

I also tried to pm you but was unable to contact - so I leave this here. Please message me if you are interested.

Sincerely, Nix
Kurama Oct 29, 2020 @ 5:12pm 
Well, I found the source of the stuttering when I pan around the map. Also, zombies tend to treat the spotlight as a physical object to attack.
skycrossercat Jun 16, 2020 @ 10:00pm 
Looks like the range of the projectors can't be changed through xml, just feel the range is a bit too short.
Stormtail Jun 3, 2020 @ 6:51am 
Playing on full 0.1 Darkness + additional darkness aka PITCH BLOODY BLACK. These are so cool. Spotting zombies :D
Lennartsson Apr 13, 2020 @ 1:27pm 
@Rikiki It's cool. I'm still going to use the mod in the future beacuse I love it so much xD The savefile is like a week old and all the mods are updated to the current version. I just have to live without the projectors for this playthrough. Keep up the great work!
Rikiki  [author] Apr 13, 2020 @ 12:58pm 
@Lennartsson: sorry but the mod is working fine on my side even after reloading.
Was it an old savegame from V1.0?
A possible solution could be to use the dev tools to destroy and rebuild for free the projector.
Lennartsson Apr 13, 2020 @ 9:15am 
@Rikiki Nvm, it's back again. I guess the problem comes back if you have the projector installed in your colony and you restart the game and load your old savefile.
Lennartsson Apr 11, 2020 @ 3:40pm 
@Rikki Well I tried makeing a new projector and apparently it fixed itself and the squares are gone. I dont know if this depends on that I retarted my computer or if it was beacuse I built a complety new projector, rather then reinstalling an existing projector. Beacuse this glitch happend like two days ago and I just forgot to report it. I doupt that my memory caused it, beacuse I got a pretty beefy computer. The glitch happend when an pawn (colonist) was travelling the map and was going to attack a settlement. As soon as the "generating a new map" notification popped up and the game was generating a new map it crashed after like 10 seconds of loading. I will say I have like 40 mods installed so maybe that caused it.
Rikiki  [author] Apr 11, 2020 @ 10:08am 
@Lennartsson: Quite strange. Do you know what was the crash cause? Is it related to this mod?
Do you have enough memory to run the game? Pink square generally means that the texture was not loaded into memory but that is handled by the game, not my mod.
Try to restart Steam and please report if it happens again.
Lennartsson Apr 11, 2020 @ 6:30am 
Hi, I just wanted to tell you that I encounterd a glitch with your mod. My game just suddenly crashed once. And once I loaded up my game again all of the projectors got a big pink square around them block the view. The square disapear if you "uninstall" the projectors ingame, but if you reinstall them again the squares is back
Varjonyymi Mar 22, 2020 @ 4:34pm 
If you could do a compatibility patch with Fog of War mod so this would add vision it'd be amazing. No idea how to do it myself. It's a great mod but the camera textures are just awful
Gnox Mar 10, 2020 @ 2:44pm 
Thank you Rikiki
Rikiki  [author] Mar 10, 2020 @ 2:35pm 
Updated to V1.1!
Tower glow radius increased.
Warning: fixed projector was removed as it was too ugly and complex for low reward.
Gnox Mar 3, 2020 @ 3:16pm 
Can you update this please
Vas Jun 21, 2019 @ 5:17am 
I made a tweak mod for the time being. :P Not perfect but whatever. Tired of trying to adjust it cause it takes 2 minutes to load the game each time.

https://steamcommunity.com/sharedfiles/filedetails/?id=1776557445
Vas Jun 20, 2019 @ 4:45pm 
Any possibility of that mod option though? I was thinking of just making a patch myself assuming that the item you use to generate the light is just an invisible structure that I could increase the range on through XML. But a mod option would certainly be nice to have.
Rikiki  [author] Jun 20, 2019 @ 3:23pm 
@Vas: thanks for the report. I will look into it if I can find some time.
Vas Jun 19, 2019 @ 4:08pm 
I get an error when moving projectors;

Exception ticking ProjectorTower542208: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.Roofed (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at Projector.Building_MobileProjectorTower.CheckAdditionalConditions () [0x00000] in <filename unknown>:0
at Projector.Building_MobileProjector.Tick () [0x00000] in <filename unknown>:0
Vas Jun 19, 2019 @ 9:15am 
Any chance you can add a mod option to this that makes the projectors light area bigger or smaller and an option for their power usage as well?

So I can scale up their light up area by 100% and the power usage by 50%, for example.
Natalo77 Feb 8, 2019 @ 4:15pm 
Any hard incompatabilites?
Jdalt40 Jan 21, 2019 @ 2:33pm 
Yeah all good lol, honestly I just go through the same procedure everytime I find one abstract still being overwritten, most of them get lost in files without notice :D
Rikiki  [author] Jan 21, 2019 @ 2:31pm 
@Jdalt40: Someone told me the same thing just a few days ago in another thread. :-) Thanks for the info!
In fact, this is due to old Alpha versions where you had to overwrite base defs in each mod. Time for a clean-up I suppose! :-)
Jdalt40 Jan 21, 2019 @ 2:00pm 
MMS and Alert Speaker also overwrite:

[Alert Speaker] BuildingBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\848309750\Defs\ThingDefs\Buildings_Base.xml

[MMS] C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\755224256\Defs\ThingDefs_Buildings\Buildings_Base.xml

Jdalt40 Jan 21, 2019 @ 1:58pm 
Hey Rikiki, it appears that you overwrite abstract bases, the bases you overwrite are:

InfectionBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\955561873\Defs\HediffDefs\Hediffs_Blinded.xml

BuildingBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\955561873\Defs\ThingDefs_Buildings\Buildings_Base.xml

Removing these overwritten bases will both remove clutter in your mod and safe everyone else trouble, as abstract bases are inheritable from other mods now, meaning your base is being inherited instead of the core base for every mod that has the BuildingBase or InfectionBase parent.
Rikiki  [author] Jan 7, 2019 @ 11:28am 
@Lustique: thanks for the links.
The night vision mod seems interresting. I did not saw it earlier.

The LED version is definitely possible but I am lacking free time to implement it myself. You can however play with the XML files to make another version of the turret. I am affraid that the spotlight texture is hardcoded though.
Lustique Dec 10, 2018 @ 6:55pm 
@Rikiki: Since da812manymonkey didn't provide you with a link to "[XND] Turret Extensions":

https://steamcommunity.com/workshop/filedetails/?id=1496122245

I also have a question of my own: Do you plan on expanding this? I think it would be nice if this mod featured LED versions of the various projectors, that are more powerful, use less energy and look a bit more futuristic, maybe in accordance with one of the LED mods like "LED Lights" by cucumpear ( https://steamcommunity.com/sharedfiles/filedetails/?id=843715469 ) which I personally use, or "LED Technology [V1.0]" ( https://steamcommunity.com/sharedfiles/filedetails/?id=760900903 ; this one also seems to be quite popular). In both cases, LED technology has to be researched first.

And another thing: Are you aware of the Nightvision mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=1464989530 )?
da812manymonkey Dec 3, 2018 @ 6:54pm 
[XND] Turret Extensions
Rikiki  [author] Nov 27, 2018 @ 12:23pm 
@da812manymonkey: thank you!
What is "turret extensions"? Do you have a link, please?
da812manymonkey Nov 27, 2018 @ 6:44am 
Love this, especially with realistic darkness. Also, it gives that perfect extra bit of drama for prison breaks and night raids. Is there any way to get turret extensions support?
sdp0et Nov 14, 2018 @ 3:31pm 
thank. I noticed that they still reacted to enemies when static, but id didn't look like they were blinding them. I only had a couple instances to check so it's not a great sample size.
Rikiki  [author] Nov 14, 2018 @ 1:32am 
@sdp0et: you can already do it! :-) Just cycle the light mode: conic, static or random.
sdp0et Nov 13, 2018 @ 6:43pm 
Would it be possible to disable the light animation, but still allow the turret to lock onto enemies? Basically make it static until an enemy shows up? That might help me out with the performance issue and still benefit from the mod?
Kolljak Nov 10, 2018 @ 1:20pm 
still waiting on the Mineco Shuttles.
g0jira Oct 21, 2018 @ 10:03am 
i have gforce1060, shouldnt be bad :P i will check it soon, thanks!
Rikiki  [author] Oct 21, 2018 @ 5:43am 
@g0jira: it is known that some graphic cards have tough times to handle moving lights. I tries to optimize some pieces of code. Is V1.0 better?

@Vrarrg: you are welcome! :-)
Gnox Oct 20, 2018 @ 5:50pm 
Thank you Rikiki
Rikiki  [author] Oct 20, 2018 @ 12:40am 
Updated to V1.0.
g0jira Oct 14, 2018 @ 10:48am 
its released on 17th so soon ;) but you spotlight turret has terrible performance, at least in 19 it was slowing down my game
Gnox Oct 4, 2018 @ 5:18pm 
Can you fix this for B19 since it doesn't work as of now ?
Rikiki  [author] Sep 29, 2018 @ 4:24am 
@Soullesswaffle: thanks, I will check it!

@james76543: well, I messed a bit because V1.0 is available on unstable branch and I thought it would get realeased really soon. I am a bit in advance...
james76543 Sep 25, 2018 @ 7:18pm 
Why is this 1.0 when 1.0 is still unreleased?