RimWorld

RimWorld

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LED Technology(continued)
   
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Mod, 1.2, 1.3
File Size
Posted
Updated
155.440 KB
28 Sep, 2021 @ 2:01pm
3 Oct, 2021 @ 9:44pm
3 Change Notes ( view )

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LED Technology(continued)

In 1 collection by velcroboy333
Updated Mods for 1.1-1.6
67 items
Description
NOTES:
There was a bug with this mod where reloading a save w/out completely closing the game caused the screen to turn grey. It is hopefully squashed. (Thanks Mlie) However, if you do encounter this issue, please let me know.

Changes:
  • Added industrial components to cost of Spot Lights, Security Arrays, and Hydro Beds.
  • Increases Steel cost of Hydro Beds to match Vanilla.
  • Slightly nerfed Sec Arrays radius from 30->26.
  • NewAdded Encased LED strips for outdoor placement.
  • NewAdded "Natural" white light variants of LED strips.
Patches added for Rim Factory-Materials(use copper in construction)

Original Author:
ppumkin 20 Man hours Cheers!

Original Description:
▂▃▅▇█▓▒░ LED Technology ░▒▓█▇▅▃▂

LED technology provides you with highly efficicient lighting technology that wont break the bank. This tech is combined with other standard buildings and materials to increase productivity while shedding some light on the situation.


~~Required Research~~
- LED Technology
- Hydroponics


~~Lights~~

LED Centre Strip (8W)
- Uses considerably less power than Edison bulbs.
- Doubles up as power conduit and automatically creates bends too while dragg'n'placing!
- Light radius is ~30% less than standing lamp.
- Not safe for outdoor use

LED Corner Strip (8W)
- The same as LED Strip but aligned to the corner to allow for snug fits against walls
- Not safe for outdoor use

LED Spot Light (30W)
- 45 degree intense security spot light.
- My own custom GlowFlooder. Does not clash with CCL or PandaPack
- Specifically for outdoor use! (best used with darker mod)

LED High Power Array (50W)
- An array of LED's totalling 50Watts of consumption which provides maximum area of light
- Safe for outdoor use.

~~Buildings~~

LED Hydroponics (100W)
- UV LED Lamps mounted directly over the Hydrobath for direct gamma injection.
- Does not need a Sun Lamp but effective growth rate is reduced by ~15%
- No more ackward positioning like original Hydroponics and Sun Lamp.


Original Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=760900903&searchtext=led+tech



[discord.gg]

Licensing
This mod and any code is part of Creative Commons.

Textures
Custom textures created specifically for this mod package
may not be reused anywhere without my permission.

Credits
~ Rawcode from Ludeon Forum
~ CCL for 64bit IL Patch
~ Master Bucketsmith from Ludeon Forum
~ Mlie for 1.2 Compat and general assistance
24 Comments
bearcatben854 28 Apr, 2024 @ 12:32pm 
Any updates on this working for 1.4?
Dark 27 Oct, 2022 @ 4:34pm 
That sucks that the code was lost but awesome to hear its being worked on!
velcroboy333  [author] 27 Oct, 2022 @ 7:49am 
Yes, I do plan to update this mod. Funny story though, somewhere along the way, I lost the source code. :demondeath: So, I'm going to have to set up a new project. not the end of the world, but, is the reason for the delay.

@Daemonjax, I didn't fork this form Github. I code the code form a guy who got the code form a guy...But I can make one if it's helpful?
Dark 27 Oct, 2022 @ 7:32am 
Any plans for 1.4?
Daemonjax 27 Jun, 2022 @ 7:06am 
Where's the code for this fork? I can't find it on github.
velcroboy333  [author] 6 Jun, 2022 @ 10:01am 
Thanks, I will look at this soon. I'm wrapping up another project at the moment.
Hansenbansen 2 Jun, 2022 @ 4:11am 
Hi velcroboy,
not sure if you also do C# dev for this mod, but I found the light cone to be too unnatural, because it just stops without fading. If you change AngledGlowFlooder.cs.addCellIndex to take the distance from the light source as argument, you can easily calculate the intensity as

double intensity = 1.0 - (double)distance/targetDistance;

and then use that to create a an individual light for each cell

ColorAtCellIndex = isBlocked ? new Color32(0, 0, 0, 0) : new Color32((byte)(254 * intensity), (byte)(255 * intensity), (byte)(179 * intensity), 0);

instead of using the standard Color = new Color32(254, 255, 179, 0);

This gives a good fade out effect to the light cone. Tried it out myself, I just do not want to fork the mod again. Cheers!
velcroboy333  [author] 18 May, 2022 @ 6:46am 
You can still access the log. Start the game, when you notice the issue happen, alt-tab out and open the folder C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios. If you come by the Discord linked above :steamthis:, drag/drop the Player.log file into the comments and I'll take a look.
shane_357 17 May, 2022 @ 11:12pm 
I'm afraid not at this stage, I disabled dev mode.
velcroboy333  [author] 17 May, 2022 @ 7:23pm 
Could you turn on dev mode and share any errors that pop up when this happens?