RimWorld

RimWorld

Eccentric Extras - Flares
138 Comments
Latex Santa 17 hours ago 
@Aelanna
Thanks for the answer.
Oooh, a CE vet, impressive.
Aelanna  [author] 19 hours ago 
@Latex Santa - The first version of this mod was created all the way back in 1.0, where I was using a combination of Combat Extended and Realistic Darkness, which resulted in the double-whammy of colonists having penalized aim in darkness as well as the player themselves not being able to see anything on dark enough nights in bad weather. As CE itself did not have a flare gun at the time, I decided to make this to fill the gap. That it just so happened to be incredibly useful in 1.5 with the release of Anomaly was an amusing coincidence. :)
Latex Santa 20 hours ago 
Is it me, or is this mod purpose-built for night fighting and anti-noctol combat?
Smiley Face Killer 16 Jul @ 12:26pm 
The mod linked also mentions a mod "More than capable" that changes the non violence system into a "hated work type" if you're into that too.
Smiley Face Killer 16 Jul @ 12:24pm 
@Latica
Here you go
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427988083&searchtext=just+equip+it

I'm not sure how it's going to function with using them exactly, but they should be able to atleast equip them. Comment says it should work in 1.6 and they're gonna be updating it here soon any way.
Latica 16 Jul @ 12:00pm 
@Aelanna Ty very much , ty for mod
Aelanna  [author] 16 Jul @ 11:52am 
@Latica - Making the weapon versions usable for non-violent colonists is outside of the scope of this mod, but the packs should still be usable!
Latica 16 Jul @ 11:30am 
is it possible to make incapable of violence use these?
Bomb Robot 1:4 GRN 27 Mar @ 2:43am 
still a cool mod
Bomb Robot 1:4 GRN 27 Mar @ 2:43am 
found this while looking for solar flare shieldings
DsW-4 17 Feb @ 7:28am 
The Anomaly`s ECC bioferrite disruptor flare Pack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429283292
Morale -10 6 Jan @ 2:15am 
I just found out that they've added flares into the anomaly dlc, although this mod easily tops those in terms of quality! :steamthumbsup:
N/A 5 Jan @ 8:03pm 
that answers the question, thanks.
Aelanna  [author] 5 Jan @ 7:42pm 
@天哪,那是接近的 - The way that illumination works in Rimworld makes it almost impossible to create dynamic, moving light sources without absolutely destroying game performance. This is a limitation of the game itself and cannot be easily fixed.
Aelanna  [author] 5 Jan @ 7:41pm 
@N/A - This mod was originally created as a supplement for Combat Extended and yes, it just provides light. In terms of interaction with Anomaly, it lights up an area enough that Unnatural Darkness won't hurt your colonists and the automatic use on illumination packs can be set to be automatically used if a colonist wanders into said darkness, but it does not stun or reveal entities. The primitive torches in particular can be crafted at a Crafting Spot and thus are a very low tech emergency option for when you neither have bioferrite nor the tech to produce the industrial-tier illumination tools.
N/A 5 Jan @ 6:08pm 
skimmed the description and a couple of pages of comments but didn't find anything: how does this interact with anomaly? just generate light? i saw a comment saying it's not a disruptor pack, but disruptor packs do multiple things
天哪,那是接近的 19 Dec, 2024 @ 4:30pm 
Have you considered adding equipment such as flashlights that can illuminate the body in a straight line?
Black_Overlord 23 Nov, 2024 @ 11:40am 
+ to DsW-4s comment
DsW-4 15 Nov, 2024 @ 1:37am 
Do you have any plans to add mortar shells or throwable items with disruptor effects?
dotjson 11 Oct, 2024 @ 3:09pm 
Works great, thanks!
Aelanna  [author] 11 Oct, 2024 @ 7:46am 
@dotjson - Thanks for the report! Try v2.5.4, that should fix the error.
dotjson 11 Oct, 2024 @ 4:29am 
Love your mod, however I am currently having an issue where tossing a Chemlite with CE installed causes a "specified cast is not valid" error when the pawn tries to toss it like they would a grenade.

They work fine in the pack when dropped automatically, and I haven't had the same issue occur when using throwable flares or torches.

This fills the error log with a message about a failed "CE.TryCastShot()" function and freezes the pawn until the pawn is undrafted and the items removed from inventory.
Aelanna  [author] 7 Oct, 2024 @ 10:25pm 
@bblkepling - Huh, interesting. I have learned today that shield belts are excluded from desired apparel because they aren't stuffable, despite not being explicitly disallowed. I have a lot of apparel from several different mods that will need to be adjusted. That said, MayRequire does not do anything on primitive fields, so just having the field is enough. Thanks for the heads up!
bblkepling 7 Oct, 2024 @ 9:11pm 
I'm not sure if it's intended, but the packs can be desired apparel in Ideology. You can add <canBeDesiredForIdeo MayRequire="Ludeon.RimWorld.Ideology">false</canBeDesiredForIdeo> to the apparel node for Name="Eccentric_BaseIlluminatorPack" if you want to disable it.
Killian 18 Sep, 2024 @ 8:36pm 
Thanks for following up on the VF side! Hopefully it doesn't take too long for them to get a fix out.
Aelanna  [author] 18 Sep, 2024 @ 7:27pm 
@Killian - I looked into this with Smash Phil and apparently there is a flaw in Vehicle Framework that is causing this issue. It should hopefully be fixed in the next VF update, thanks for the report!
Killian 18 Sep, 2024 @ 4:12am 
Additional data: Anomaly's Disruptor Flare Packs do not cause this.
Killian 18 Sep, 2024 @ 3:31am 
Again: There are no errors, warnings, or other messages in the log. That's the first thing I checked when it started happening.
Aelanna  [author] 17 Sep, 2024 @ 6:27pm 
@Killian - That's strange, are you getting any kind of error message in your console and/or can you provide a log showing when this happens?
Killian 16 Sep, 2024 @ 9:05am 
I'm running into a very weird issue where Vehicles cease to be able to pathfind around the map after a flare, chemlight, or flaregun has been used from a leg pack. If told to path into an inaccessible area the rightclick menu shows the dropdown notice, but all other rightclick interacts are being silently intercepted. There are no errors, warnings, or other messages in the log.

I've been able to replicate this with a stripped down modlist consisting of just Core+DLCs, Harmony, Vehicle Framework, this mod, and any mod that adds vehicles.

Specifically, it happens as soon as the flare throw effect is brought up. Even if cancelled with a right-click, vehicles cease to be able to receive orders. Weapons cannot be manually targeted, but will still work on auto-target mode.

The flare gun and non-utility flares/etc. work just fine and don't "jam" vehicles.
Luneyl 7 Sep, 2024 @ 2:56am 
Siege raids spawn with a lot of illumination shells. It is funny that all they do is making my colony bright but I don't think they should use those shells if they try to murder my colonists.
Aelanna  [author] 22 Aug, 2024 @ 11:35am 
@Grey Draco - These flares do not stun or reveal invisible enemies like disruptor flares. These were originally created back in 1.0 to supplement Combat Extended and just so happened to have specific uses in Anomaly. :)
Aelanna  [author] 22 Aug, 2024 @ 11:33am 
@Whisper - Leg packs do not displace belts, as that's their entire purpose.

[img] https://i.imgur.com/tRESzVK.png [/img]

Do you have any mods that might be messing with Defs? RIMMSqol and Character Editor can often screw with items if you accidentally enable overrides in them.
天哪,那是接近的 22 Aug, 2024 @ 10:28am 
Have you considered adding anti stealth effects to illuminated mortar shells?
Thranos 16 Aug, 2024 @ 4:54pm 
I love how the mod art accidentally predicted basically the entire unnatural darkness experience, up to and including the eyes.
Whisper 5 Aug, 2024 @ 3:00pm 
Flare leg packs displace shield belts. Is this intended? I don't think a LEG pack and a shield BELT are worn in the same spot on the body...
Grey Draco 3 Aug, 2024 @ 2:33pm 
Do those flares work as Disruptor flare pack from anomaly?
Aelanna  [author] 31 Jul, 2024 @ 9:32pm 
@Dogged - It still doesn't make much sense to me, but you can try installing Mid-saver Saver (and only Mid-save Saver at first), turning on "fix hash collisions" and "fix missing stuff materials", create a new save file, and then installing whatever new mods you were planning to add. This may allow you to fix this issue at the cost of temporarily bloating the size of your save file.
Dogged 31 Jul, 2024 @ 1:40pm 
Thanks for the mods, by the way! I haven't fully explored eccentric tech yet, but I'll probably do a more dedicated run with the series in the future.
Dogged 31 Jul, 2024 @ 1:40pm 
I can replicate the issue by installing this mod, and the problem goes away when I uninstall it. The bug seems isolated to my current base (that is, the bug remains even with older saves).

I also doubt that this mod is to blame. It's likely another error/mod that has existed beforehand, and it's just another cautionary tale when it comes to adding mods mid-save, but I can replicate my steps consistently enough. Does the mod touch how the map generates in any way? I used geological landforms to create a starting map and then later uninstalled it. Seemingly, I had no issues doing that, but I wonder...

The only error I really see in my log is "Tried loading non-compressible thing as compressed thing: Proj_EccentricChemlightGreenCE"

I might have to just live without this mod for now. Debugging every other mod in my modlist might turn up more information, but I'm feeling a little lazy.
Aelanna  [author] 31 Jul, 2024 @ 9:01am 
@Dogged - This mod only adds new content, it does not add or remove Stuff, nor does it interfere with any existing Stuff types. Even a hash collision from adding mods mid-save should not cause this kind of issue, so the chances of it being a compatibility issue with this mod is infinitesimal.
Dogged 31 Jul, 2024 @ 6:22am 
Adding this mod removed a stone type from my save, essentially deleting most of my mountain in my tile. Likely not an issue with the mod but rather a comp. issue with another one, but figured I should mention in case anyone has stumbled on the same issue.
Delmain 7 Jul, 2024 @ 10:20pm 
Ok, so not a mod conflict, that's the important thing for me. Thank you!
Aelanna  [author] 7 Jul, 2024 @ 4:21pm 
@Delmain - Yes, they should drop them as they walk, as darkness affects movement speed. This also makes them useful for Unnatural Darkness. I suppose it's theoretically possible to make specific toggles for movement vs work, but that will have to go on the backlog.
Delmain 7 Jul, 2024 @ 3:39pm 
If the flare packs are set to "Auto-Use", are the pawns supposed to be dropping them as they walk through dark areas or only when they start to work in the dark? I'm trying to read the code but it's unclear. My pawns are dropping them as they walk, and I'm trying to figure out if this is a mod conflict or something.
Antheatre 3 Jul, 2024 @ 7:25pm 
The flare/chemlight pack with its gizmos are extremely beautiful and useful, best addition ever, thank you!
I hope I could mod and make some dangling firefoam grenade pack.
Aelanna  [author] 30 Jun, 2024 @ 8:28pm 
@Tal'Raziid - Ah, nice find! I'll make sure it gets fixed in the next update.
Tal'Raziid 30 Jun, 2024 @ 8:10pm 
I solved it, the torch pack was inheriting the techlevel from the parent def, so i added a lower techlevel to the torch pack manually so mod iused to restrict things to medieval didnt annihilate it
Aelanna  [author] 30 Jun, 2024 @ 7:49pm 
@Tal'Raziid - What errors I see in that log are simply collateral damage, the game reporting that it can't find the Def because something else has already caused it to fail to load. If you can narrow it down to exactly what mod might be causing it then I can try to reproduce it, but as it stands there's not much I can do about this.
Tal'Raziid 30 Jun, 2024 @ 6:51pm 
https://gist.github.com/HugsLibRecordKeeper/03f9d94559be74049015388691a6ae27

My modlist seems to delete torchpacks for some reason on load. There's an error that seems involved