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SoS2 Hologram Darklight Glow [Deprecated]
   
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Mod, 1.2, 1.3, 1.4
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1.907 MB
21 Aug, 2021 @ 6:27pm
21 Oct, 2022 @ 6:11pm
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SoS2 Hologram Darklight Glow [Deprecated]

Description
**** NOTE: This mod is deprecated ****
Holograms from SoS 2 no longer emit light. In patch notes for SoS 2 (5 Apr):
"For performance/darklight reasons, holograms no longer emit a glow"


**** Original Mod Description ****

Are your pawns
a) following an ideology with the Lighting precept,
b) holographic, and
c) crying about their own emitted light?

With this hacky patch applied, SoS2 (Save Our Ship 2) holograms now emit darklight instead of regular light. I'm not smart enough right now to make it a toggle, so it's always darklight right now.

What this patch does:
— Replaces glow on holograms from white light to darklight.
—— Specifically, this patch changes the <SoSHologramRace> def's <glowColor> from (255,255,255,0) to (78, 226, 229, 0), which is the specific colour assigned to darklight in Rimworld (DarklightUtility.IsDarklight).

What the patch does not do (yet):
— Provide the option to toggle between light and darklight.
— Stop the pawn from glowing entirely.

Considerations:
While this patch makes the light from a hologram darklight, it's still light, and having it follow a pawn around can cause issues. Your pawns presumably like darklight (else you wouldn't be here), but nutrifungus still doesn't want to see it. The pawn will damage your nutrifungus crops just by walking near them (and preventing sowing while the pawn is at it). I zone him out of the area. If your pawn is a grower, you're going to really want to do that.

I assume but have not tested the following:
— Presumably, the combat in darkness buff that the darkness meme grants is also ruined, regardless of if it's darklight or regular light.
— If you are running CE, your hologram is making a nice target (and doing the same for all your allies within 8 tiles), darklight or no darklight.

Future Plans:
This glow causes so many tiny little issues in a darkness run that I may have to look into an option to disable the glow entirely. This is easy to do by itself, I just don't know how to properly add the option to toggle between light, darklight, and no light. I'd have to steal whatever methods KV used in Rimfridge, I'm not good enough to do it on my own.

———————————————————————————————————

Run Rimworld without Steam? Grab this patch from git:
https://github.com/vaeritas/SoS2-Hologram-Darklight-Glow

———————————————————————————————————

Want to buy me a coffee? I don't need any, thanks though.
11 Comments
vaer  [author] 21 Oct, 2022 @ 5:41pm 
@Velxra SoS2 itself is not updated for 1.4, but the good news is that once SoS 2 updates, you won't be needing this mod.

In patch notes for SoS 2 (5 Apr):
"For performance/darklight reasons, holograms no longer emit a glow"
VelxraTV 21 Oct, 2022 @ 5:14pm 
Please update to 1.4
Richie 26 Aug, 2021 @ 7:07pm 
based
vaer  [author] 26 Aug, 2021 @ 3:49am 
No worries, thanks for coming back with your results. I think this mod should, in theory, always be loaded just after SoS2. I heartily recommend Rimpy for figuring out your mod load order.

I actually couldn't get it working with or without my patch, so I'm glad you could.I noticed that I am receiving errors from one of SoS2's HarmonyPatch calls (for JobDriver_Meditate) when having a pawn meditate at the spore. It's having trouble with RimThreaded, as far as I can tell. I think it may be related to something that changed in RimWorld version 1.3.3101, maybe the implementation of ideo thoughts debug output. It's above my pay grade but I'll pass it on.
Ratbait 26 Aug, 2021 @ 2:23am 
So im pretty sure it was another mod interfering with this one, cause once i moved yours up the load order the archotech mechanics started working again (in hindsight i should have done this first before saying anything)
vaer  [author] 25 Aug, 2021 @ 9:26pm 
Embarrassing formatting aside, my last comment is meant to help identify that the meditation and execution mood bonuses (ThoughtDefs named "ArchotechSporeMeditation" and "ArchotechSporeAbsorbedMind") should not affected by this patch at all.

In my case, I could not get the ArchotechSporeMeditation or ArchotechSporeAbsorbedMind ThoughDefs to appear for me with this mod enabled, but nor could I get them to apply when the mod was disabled either. There are other conditions that need to be met for MeditationTick and AbsorbMind to properly apply these ThoughtDefs, but that's not related to what this mod does.

But if you do find that you can simply toggle this mod off and they apply, then you toggle it back on and they vanish, please confirm with me and toss me a log if you can. I appreciate it, mate.
vaer  [author] 25 Aug, 2021 @ 9:24pm 
@C a t V a p e, thanks for letting me know. I can't replicate this behaviour. If you can replicate the behaviour and provide me with a log, that would be great.

Some explanation for what this mod does, exactly:

PatchOperation specifies the XML node to modify using XPath.
[olist]
[*]The root node is selected
[*]All child nodes of the root node called "ThingDef" are selected
[*]The patch narrows "all ThingDef" to only those with the child "defName" node whose value is "SoSHologramRace" (exactly one node because defNames must be unique).
[*]The PatchOperation looks for the ThingDef named SoSHologramRace, then it looks for any children of that def called "comps." After that any children of "comps" called "li," and then any children of li called "glowColor."
[*]PatchOperationReplace replaces the selected node (<glowColor>(255,255,255,0)</glowColor>) with <glowColor>(78, 226, 229, 0)</glowColor>. ( Matching darklight color set in DarklightUtility.IsDarklight)
[/olist]
Ratbait 25 Aug, 2021 @ 5:40pm 
hey just lettin ya know that this mod interferes with the mood buffs you would normally get on a archotech spore with SOS2 when you meditate at the spore or sacrifice somebody to it. (at least it seems like it, cause disabling this mod fixes it)
CryoChick 24 Aug, 2021 @ 1:39pm 
@Vaer I love you allready.
vaer  [author] 23 Aug, 2021 @ 1:26pm 
@CryoChick I won't confirm nor deny that was the real reason to make this.