Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

80 ratings
Light And Darknes
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Tags: Mods
File Size
Posted
Updated
28.940 MB
16 Jan, 2024 @ 6:37am
2 Apr @ 1:50am
14 Change Notes ( view )

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Light And Darknes

Description
The mod adds lighting to compartments, corridors and doors. If a compartment is damaged, emergency lighting is activated.
Added effect of steam escaping from damaged ship compartments. The fire icon, outside the ship, has been replaced with animated fire and smoke emissions.
All effects added to <Improved Technology Tree>, <Conveyors>, <Sunflower Corporatio> and <Galactic Alliance> mods.

Мод добавляет освещение в отсеки, коридоры и двери. При повреждении отсека включается аварийное освещение.
Добавлен эффект выхода пара из поврежденных отсеков корабля. Значок огня снаружи корабля заменен на анимированные выбросы огня и дыма. Все эффекты добавлены в моды <Улучшенное технологическое дерево>, <Конвейеры>,<Корпорация "Подсолнух"> и <Галактический альянс>.
44 Comments
Nikolaich  [author] 2 Aug @ 12:25pm 
Btr10 уes, the mod in the current implementation is compatible with the new version. It will complain about possible compatibility issues when activated, but it will work. I think that the overclocking indication is best done in a similar way to buffs/debuffs and other indicators. I don't know how realistic it is yet. I am currently making a new version of this mod 2.0. Since the first version I have learned a lot of new things and now I will try to implement them all in the new version.
Btr10 1 Aug @ 8:55am 
Is this mod currently compatible with 0.30.0 "Meltdown" update?

If you are gonna make a patch, can you make it so some sort of visual light turns on for some stuff to indicate that overclock has been turned on?
Nikolaich  [author] 9 Mar @ 2:27pm 
Harpy, thanks for the feedback. General munitions... It's been a while since I tried this mod, somehow I didn't find anything interesting in it. I'll have to see what I can do there
Bonible 7 Mar @ 6:49am 
Yes..... General munitions..... You must do so.....
Harpy 6 Mar @ 8:21am 
This is 100% my favourite mod, right beside Cable Age. Any plans to add the effects to General Munitions?
Nikolaich  [author] 5 Nov, 2024 @ 6:20am 
Why wouldn't it be? It will. There are already a couple additions I plan to add before the end of the year. Adding warning lines and lights on all opening hatches outside. Adding support for new parts to the game and supported mods. Minor improvements.
-=[Апокалипсис]=- 3 Nov, 2024 @ 5:39am 
Its sad that this mod wont be updated anymore
Nikolaich  [author] 28 Sep, 2024 @ 12:25am 
Vertu thanks for the feedback, I'll see what might be causing the glitch. Instead of Connected Walkways you can use the alternative mod Conveyors
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3149789808
Vertu 26 Sep, 2024 @ 12:01pm 
Out of all the many mods I have, the mod Connected Walkways causes an immediate crash.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3231473432
Not a big deal but with seeing you mention having this mod work with other mods I figure this may be something you would want to know.

System.Exception: Error loading mod: Light and Darknes

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<ships/terran/Conveyor/conveyor.rules>/Part/Components/Graphics/OperationalDoodad/DamageLevels".

at Halfling.ObjectText.OTNode.FindAtPath(String path, Boolean dereferenceFinalNode) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTNode.cs:line 180

at Cosmoteer.Mods.ModReplaceAction.ApplyAction(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModReplaceAction.cs:line 28

at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModInfo.cs:line 75
gothicpando 25 Sep, 2024 @ 7:01pm 
Yay!