RimWorld

RimWorld

Light Map
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Update: 28 Jul, 2021 @ 4:35pm

[Auto-generated text]: Update on 7/29/2021 1:35:18 AM.

Omitted 0Harmony.dll

Update: 18 Jul, 2021 @ 8:34am

[Auto-generated text]: Update on 7/18/2021 5:34:16 PM.

Update to 1.3

Update: 18 Jul, 2021 @ 2:31am

[Auto-generated text]: Update on 7/18/2021 11:31:44 AM.

Update: 6 Mar, 2021 @ 4:10pm

[Auto-generated text]: Update on 3/7/2021 1:10:18 AM.

- Beauty overlay added
The options allows for switching between showing the beauty of a single and showing the beauty calculation that's done for the beauty display (hotkey "t"), which is also used for the pawn beauty need.
The latter calculation takes VERY long though, even with my good PC, playing on a 275x275 map, I was hitting almost 5 seconds for the overlay to be generated, so I made the game unable to be unpaused to prevent it being locked up.
Sadly I found no way to optimize the calculation to a point where it could be run in realtime, at least not without putting in a lot more work than I'd like. It would require either an algorithm that reduces the amount of tiles and object being checked or a way to only react on beauty changes on a tile (which means terrain changing, dirt, filth, etc. and things being added or removed to a tile). It probably is possible, but I still doubt whether it can be done efficiently enough to make it work well enough.
Sorry.

Update: 13 Feb, 2021 @ 6:05am

[Auto-generated text]: Update on 2/13/2021 3:05:11 PM.

Overlays breaking when switching between maps (of different size) should now be fixed:
Changing the map is now covered via a harmony patch to MapInterface.Notify_SwitchedMap, this way the MapOverlay doesn't have to remember the last seen map and check for it; it wasn't working yet anyway.

Update: 12 Feb, 2021 @ 6:35am

[Auto-generated text]: Update on 2/12/2021 3:34:57 PM.

Removed forgotten debug messages.
Sorry about that.

Update: 12 Feb, 2021 @ 5:33am

[Auto-generated text]: Update on 2/12/2021 2:33:26 PM.

- Added movement speed overlay mode.
Sadly it can't show tiles with movement speed above 100% (like from VFE - Mechanoids) as those need to be modded in through other means than the "pathCost"-parameter on terrain tiles and such. The game does not allow for negative "pathCost" due to some methods in the code always resetting the "pathCost" in the various calculations to 0 as the lowest value possible.

- Cleaned up the code, functionality should be unchanged.


Changes planned for future update(s):
- rework the icon-artwork to fit a bit better with the game's already existing icons
- add options in the settings to show/hide the overlay-buttons
- change text into translatable strings
- maybe add an overlay which shows cover each map tile provides
- finally make up my mind in regards to calling it "map" or "overlay" ingame

Update: 7 Feb, 2021 @ 4:18pm

[Auto-generated text]: Update on 2/8/2021 1:18:56 AM.

Removed excel sheet I forgot to delete before uploading.

Update: 7 Feb, 2021 @ 4:04pm

[Auto-generated text]: Update on 2/8/2021 1:03:57 AM.

Update: 7 Feb, 2021 @ 3:41pm

[Auto-generated text]: Initial upload.