RimWorld

RimWorld

Eccentric Tech - Flares [Legacy]
69 Comments
condottiere 29 Jul, 2021 @ 6:00pm 
Hii Aelanna! I'm still on 1.2, and still using this mod. When I found it a while back, I had no idea you had a whole comic and other related mods. I used this one alone out of the set for a looong time. As I understand it, RW bases light/darkness impact on pawn skills on the active pawn's lighting, not the target being shot at. It's a little gamey, but being able to pop a chemlight or flare at the feet of my pawns in a nighttime firefight has been a real lifesaver. And speaking of literal lifesavers, all my doctor/medic pawns carry one with them, for use with the Stabilize mod and Smart Medicine mod, to treat pawns on the spot.

I'll check out the other mods, and will look forward to using v2.0 when I make the switch to 1.3!
Aelanna  [author] 20 Jul, 2021 @ 11:32am 
For Rimworld 1.3, please check out the 2.0 version of this mod here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2552628275
Aelanna  [author] 30 May, 2021 @ 3:37pm 
My bad, I forgot to update the link here even though I'd switched over to using the unofficial fork myself. Odd that Workshop didn't complain about my own mod list, though...
Vortek Gamer 27 May, 2021 @ 5:08pm 
I was just about to message that as well because what you have link right now is not updated to 1.2 but the other one is. the old one have not been updated for almost about a year now
Mr. Mauer (Mollari) 22 Apr, 2021 @ 5:12pm 
theres a continued jectools, you may want to link there for dependency
vorshlumpf 25 Jan, 2021 @ 5:33pm 
That was it. Thanks a bunch!
vorshlumpf 25 Jan, 2021 @ 3:27pm 
Good call, @d_valroth. I'll try that out.
d_valroth 25 Jan, 2021 @ 2:15pm 
Offhand it sounds like Jecstools is missing. Do you have the version of it that's fixed for 1.2?
vorshlumpf 25 Jan, 2021 @ 12:57pm 
I get 14 red XML errors in my debug log that seem to point to this mod. The first one starts with:

Could not find type named CompAnimated.CompProperties_Animated from node <li Class="CompAnimated.CompProperties_Animated"><secondsBetweenFrames>0.10</secondsBetweenFrames><stillFrames><li><texPath>Things/Special/Eccentric/Flare_0</texPath><drawSize>1</drawSize><graphicClass>Graphic_Single</graphicClass></li><li>
.
.
.

Could it be a load order issue? I didn't notice a problem with my one chemlight I've used so far.
mr_sebitor (twitch) 21 Jan, 2021 @ 9:34pm 
This Mod has save me to many times in Night Raids, and i would love a faction with the maids
Mycroft 5 Sep, 2020 @ 3:33am 
It might be interesting if the flares, instead of being treated as a weapon choice, became a utility slot item instead. So, much like with VWE - Grenades, you would make either a flare gun, box of flares or chemlights which would then be equipped to the utility slot the same as a shield belt would be.

Just a thought, would definitely help those of us who cannot use Simple Sidearms (breaks my game) or Dual Wield (not yet 1.2)
Zero 30 Aug, 2020 @ 2:39pm 
i love this mod! using flares at night during raids or in caves looks so cool! thank you for making this!
Thewonderslug 16 Aug, 2020 @ 9:57am 
1.2 update? pretty please? I'm willing to offer cake, same offer i gave the portal turret guy, No lie! :steamhappy:
Aelanna  [author] 4 Jun, 2020 @ 7:23am 
@weregamer - Correct, I'm just using vanilla light source comps to make all the items in Flares work, so any mod that uses ambient light should in theory work. Do let me know the results of your tests, though! :)
weregamer 3 Jun, 2020 @ 7:23pm 
I'm curious about CAS (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1925822368) in particular, because it makes light matter both for detection and for accuracy. I steer clear of CE because it touches so many things and thus conflicts with so many things.

If you've never looked at CAS, I guess I can try to set up similar conditions on the same map with and without your mod to see if the hit percentage changes. I take it that you don't directly manipulate hit chance, but change the light level and let that have whatever mechanical effects it has with whatever is installed?
Aelanna  [author] 3 Jun, 2020 @ 6:19pm 
@weregamer - I'm not familiar with CAS, is that a combat mod?

I personally use Combat Extended and made this mod compatible with CE, where light does indeed affect accuracy of attacks. Vanilla Rimworld removed penalties due to darkness many versions ago, though the various light sources still help with movement and work speed in dark areas.
weregamer 3 Jun, 2020 @ 3:03pm 
Does this work well with CAS? It seems like a natural fit - light up the enemy to make them easier to hit.
vine009 28 Apr, 2020 @ 3:13pm 
@Aelanna Sorry for the late reply. The mod now seems to work perfectly, thank you for your quick work and effort.
Aelanna  [author] 26 Apr, 2020 @ 10:39am 
@vine009 Flares has been updated for CE 2.1. Please let me know if you see any more errors!
Aelanna  [author] 25 Apr, 2020 @ 8:21am 
@vine009 Indeed it is! N7Huntsman from the wonderful CE Discord let me know that 2.1 changed some of the ways that comps worked, and it was generating errors. I'll be looking at it today. :)
vine009 25 Apr, 2020 @ 3:58am 
@Aelanna Hello, thank you for your wonderful comics and mods. However, I found this flare mod having 8 red XML errors when starting the game.

XML error: <explosionRadius>.5</explosionRadius> doesn't correspond to any field in type CompProperties_ExplosiveCE. Context: <li
XML error: <soundExplode>Eccentric_FlareHit</soundExplode> doesn't correspond to any field in type CompProperties_ExplosiveCE. Context: <li

Something like the above. Since CE updated recently I guess it's an update issue? Please look into them when you have time. Wish you a wonderful day.
Mr. Mauer (Mollari) 2 Apr, 2020 @ 1:22pm 
o/ i love your mod could you update compatability for 1.1 combat extended? it is out ?!
billhixon02 13 Mar, 2020 @ 10:26pm 
thanks for helping with that compAnimated issue, turns out i forgot to even download jectools! and i didn't realize an xml tag could be closed that way, til.
Aelanna  [author] 13 Mar, 2020 @ 2:46pm 
@billhixon02 - Hi, thank you for your feedback!

<sound/> is what is called a self-closing XML tag, it's perfectly valid formatting and if your text editor highlighted that as an error, then that's the fault of your highlighter and not an issue that actually occurs in-game.

If you are having errors with CompAnimated, then that's typically a result of not loading JecsTools before Flares; I use JecsTools to animate the flare effects and this mod won't work without it.

Hope that helps!
billhixon02 13 Mar, 2020 @ 9:40am 
@Aelanna I spotted some xml errors in my debug linked to this mod, they work fine in game however.

the issues i've found are that:
some closing tags are not input correctly (the tag <sound /> is used rather than </sound>

several are that the types "CompAnimated.CompProperties_AnimatedOver" and CompAnimated.CompProperties_Animated" are missing in a few places

In a few places the tag <secondsBetweenFrames> is not linked to fields in the Comp Properties.

I hope this helps narrow down the problems, have good day!
SovietAmerica 27 Feb, 2020 @ 3:59pm 
will there be an update for 1.1?
Aelanna  [author] 6 Jan, 2020 @ 6:41pm 
@Me a Pussie - Heya, thanks for the report. I will take a look, but I'm honestly not surprised as the mod has not been updated for CE 1.6+ which I'm assuming that CE:FT was recently updated to. Will definitely fix it as soon as I figure out what's going on.
5DollarBladeJob 4 Jan, 2020 @ 4:47am 
@Aelanna I'm currently playing on Forsaken Craig map (prob added by forsakens), the really dark one on CE:FT and your mod's illumination mortar rounds work but caused the regular mortar rounds (incendiary rounds "81mm" and HE rounds) to fall short of target. I was marking with binoculars on largest map size and the rounds would land about halfway. It took me a while to pinpoint which mod was causing this but when I took your mod out, the issue was fixed; mortar rounds landed where they were supposed to. I am also playing with a butt load of other mods so not sure if this really helps ya haha.
d_valroth 28 Dec, 2019 @ 6:31pm 
Thank you for introducing me to your comic!
KnightmareShiro 22 Nov, 2019 @ 3:16am 
@Aelanna This mod works perfectly with LimeTreeSnake's Ammunition. The flare gun by default will use incendiary ammo from that mod which costs some metal and chemfuel to make. Each shot uses 1 ammo and does the desired effect of illuminating an area. The glowsticks work with their other mod to to balance it out. Each use will roll the RNG and reduce the item's durability by 1 at a rate of 10% per use.
KnightmareShiro 17 Nov, 2019 @ 8:25pm 
@Aelanna Okie I just started a new game and will find out. My guess is it will work like vanilla and just have infinite use till the weapon breaks. Will let you know if I log any errors.
Aelanna  [author] 17 Nov, 2019 @ 4:54pm 
@KnightmareShiro Heya, I don't know the answer to that as I don't use his Ammunition mod. The flare gun shouldn't have any issue with the way he's implemented it, though it wouldn't use specialized flare rounds. I don't know if he changed the way grenades work. Would love to know the result if you choose to test it!
KnightmareShiro 17 Nov, 2019 @ 5:53am 
Is this currently compatible with LimeTreeSnake's "Ammunition" mod?
Sir Lagsalot 14 Nov, 2019 @ 12:22am 
@Aelanna OH SHIT !! It works perfectly right now. Me and my boys in rimworld at the frontline bunker are sending their best regards for the fix.

We're gonna let them pirates know we are coming and blow their ass to smithereen
Thank you for the fast fix man :D.
Aelanna  [author] 13 Nov, 2019 @ 9:08am 
@BeatoWalker I uploaded a fix, the Illumination Shell projectile was missing an attribute which caused it to not work in CE 1.5 (which is what Fast Track is still based on as far as I know) but worked without it in 1.6. It should now work on all modern versions of CE. Thank you for the feedback!
Sir Lagsalot 13 Nov, 2019 @ 7:32am 
@Aelanna For some reason, whenever i tried to use the 81mm to shoot the Illumination round, It wont fire and just kept repeating the warmup on and on. I can inject the round into it but can't fire it.

Currently I use CE : FT with Dubs Bad Hygine, Rimfeller, Rimatomic, and 30 other mods, sadly it doesn't produce any log or information on what's the problem with, whenever i shoot the mortar rounds with.

While the rest of the flares (includes Flare gun and Flares) are absolutely working great.
Aelanna  [author] 12 Nov, 2019 @ 9:00am 
@BeatoWalker I tested this with CE 1.6, it didn't have any issues that I could see. Can you give any more specifics about what happens when you try to use one?
Sir Lagsalot 12 Nov, 2019 @ 8:40am 
Is it me or the new CE vers. mod makes the Illumination round for mortar broken? or just compatibility issue?
Lowjack 3 Nov, 2019 @ 11:01pm 
@Peterfield Lighting has an impact on Vanilla and Combat Extended combat calculations. So, yes, there is a mechanics reason to want your targets lit up.
JonnyJaap 24 Oct, 2019 @ 6:31am 
This is awsome!
< blank > 21 Oct, 2019 @ 7:52pm 
Would be great to have illumination rounds for mortars
DerpyPannycake 12 Oct, 2019 @ 7:46am 
@peterfield Well when u light up the enemies they will be easier to hit that was probably the intended use in the first place other than to look cool
peterfield 11 Oct, 2019 @ 9:14pm 
do they have any use other than seeing with realistic darkness?
peppe 9 Oct, 2019 @ 9:36pm 
i love this mod
Rincewind 27 Sep, 2019 @ 10:15pm 
Flare shell for mortar will be nice to see.
PonyKisser:3 15 Sep, 2019 @ 11:13am 
For anybody wondering, if you get a mod by the name of character editor, it also unlocks the ability to edit weapons and emplacements, which means if you have a mountable emplacement you can force edit the projectiles to fire these flares instead of their usual projectiles!
Winter 15 Sep, 2019 @ 4:11am 
Nice mod, although i'm on a low-tech playthrough. So i'm wondering if anybody knows of a 'carryable torch' mod. I can just imagine one of my dwarves from my mountain stronghold on a midnight hunting trip saying...'Why didn't someone bring a torch.. i can't see sh*t'
Winter 15 Sep, 2019 @ 4:10am 
Nice mod, although i'm on a low-tech playthrough. So i'm wondering if anybody knows of a 'carryable torch' mod. I can just imagine one of my dwarves from my mountain strongholdhold on a midnight hunting trip saying...'Why didn't someone bring a torch.. i can't see sh*t'
PonyKisser:3 14 Sep, 2019 @ 1:44pm 
Disregarding my last comment i assumed incorrectly the 26.5mm flares went for a mortar, altough that isnt that case a flare mortar shell would be GREATLY appriciated
Spring_XD 8 Sep, 2019 @ 11:52pm 
Illumination Shells for nonCE would be an idea I'd like to see IF illumination shells are added also. And I second the idea of torches.