RimWorld

RimWorld

53 ratings
Simple FX: Shinies (unlisted)
   
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Mod, 1.4
File Size
Posted
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194.250 KB
26 Nov, 2022 @ 6:29pm
2 Feb, 2023 @ 9:56pm
5 Change Notes ( view )

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Simple FX: Shinies (unlisted)

Description
A small graphical mod to help set high value items apart from the other junk lying about. Silver, gold, and gemstones will glimmer and sparkle, as well as any equipment or buildings made of it.


* Silver and gold retextures are from SirLalaPyon's mods

FAQ
Q. Why is this mod unlisted?
A. One of the main features is still missing. I plan on re-releasing the listed mod once it's done.

Q. Does this mod impact performance?
A. Particle systems are cheap to process, and this mod hardly even has a heartbeat on Dubs Performance Analyzer.

Q. What shines?
Functionality is added through XML patching, so anyone can play around with it. By default this mod makes silver, gold and jade sparkly, and any mod content listed below. Buildings and equipment made of these things sparkle (specifically "stuff". This is when you select the primary material. If it's just used as a secondary material, it doesn't count).

Worn equipment does not shine, due the particle system not tracking its movement. This may change in the future. Terrain / floor tiles also do not shine yet.

Unmined shiny ore has a subtle glimmer.

Q. Can you add support for <insert mod>?
A. I'll take requests slowly and gradually. You may want to ask the mod author first, as they may desire creative control over the shine properties, plus they may patch things in faster than I'm able to manage.

Compatibility
  • Save game compatible, as this mod does not touch your save file.
  • The following mods are patched:
    • RimFantasy - Gemstones

For other modders...
If you want to include support on your end, here's how. Just add this to the def:

<modExtensions> <li MayRequire="owlchemist.simplefx.shinies" Class="SimpleFxShinies.ShinyStuff" /> </modExtensions>

There are number of variables you can include to tweak it. The values below are the defaults:
<!--How frequently it sparkles--> <luster>0.75</luster> <!--How frequently things made of this stuff sparkles (luster * stuffLuster)--> <stuffLuster>0.75</stuffLuster> <!--Particle brightness--> <opacity>1.0</opacity> <!--0.8 would mean the sparkle area is the inner 80% of the cell, so the edges don't spakle.--> <fill>0.8</fill>

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🦉Github[github.com]


[ko-fi.com]
10 Comments
Thetaprime 22 May, 2024 @ 11:14am 
1.5 update incoming?
fallenscion 22 Dec, 2023 @ 5:04pm 
I would love for gems to be supported by this
nothing to see here 10 Jun, 2023 @ 11:59am 
yo, how did i miss this?
Owlchemist  [author] 22 Apr, 2023 @ 5:32pm 
Yeah, I was sort of thinking that too, I noticed my silver mine was sparkly in the middle of the night lol
Dizzy Ioeuy 22 Apr, 2023 @ 5:17pm 
Quick suggestion: When light level <X no shinies. X being a variable set by user, or maybe about 25% if that's too much overhead?
Leaguenet 3 Apr, 2023 @ 2:00am 
I don't know if it's intentional or not, but reporting anyway - since recently, steel has become shiny for me (and it wasn't before).
Hammerlock 26 Jan, 2023 @ 11:33am 
I love all of these little visual additions to the game!
BokehBot 3 Dec, 2022 @ 10:50am 
Haha, I like the gold children's toy in the image preview. Definitely roleplaying that rich explorer scenario eh
Wolf Renegade 26 Nov, 2022 @ 7:15pm 
Another amazing release. Congratulation Owl. :happycthulhu: