RimWorld

RimWorld

SoS2 Hologram Darklight Glow [Deprecated]
11 Comments
vaer  [author] 21 Oct, 2022 @ 5:41pm 
@Velxra SoS2 itself is not updated for 1.4, but the good news is that once SoS 2 updates, you won't be needing this mod.

In patch notes for SoS 2 (5 Apr):
"For performance/darklight reasons, holograms no longer emit a glow"
VelxraTV 21 Oct, 2022 @ 5:14pm 
Please update to 1.4
Richie 26 Aug, 2021 @ 7:07pm 
based
vaer  [author] 26 Aug, 2021 @ 3:49am 
No worries, thanks for coming back with your results. I think this mod should, in theory, always be loaded just after SoS2. I heartily recommend Rimpy for figuring out your mod load order.

I actually couldn't get it working with or without my patch, so I'm glad you could.I noticed that I am receiving errors from one of SoS2's HarmonyPatch calls (for JobDriver_Meditate) when having a pawn meditate at the spore. It's having trouble with RimThreaded, as far as I can tell. I think it may be related to something that changed in RimWorld version 1.3.3101, maybe the implementation of ideo thoughts debug output. It's above my pay grade but I'll pass it on.
Ratbait 26 Aug, 2021 @ 2:23am 
So im pretty sure it was another mod interfering with this one, cause once i moved yours up the load order the archotech mechanics started working again (in hindsight i should have done this first before saying anything)
vaer  [author] 25 Aug, 2021 @ 9:26pm 
Embarrassing formatting aside, my last comment is meant to help identify that the meditation and execution mood bonuses (ThoughtDefs named "ArchotechSporeMeditation" and "ArchotechSporeAbsorbedMind") should not affected by this patch at all.

In my case, I could not get the ArchotechSporeMeditation or ArchotechSporeAbsorbedMind ThoughDefs to appear for me with this mod enabled, but nor could I get them to apply when the mod was disabled either. There are other conditions that need to be met for MeditationTick and AbsorbMind to properly apply these ThoughtDefs, but that's not related to what this mod does.

But if you do find that you can simply toggle this mod off and they apply, then you toggle it back on and they vanish, please confirm with me and toss me a log if you can. I appreciate it, mate.
vaer  [author] 25 Aug, 2021 @ 9:24pm 
@C a t V a p e, thanks for letting me know. I can't replicate this behaviour. If you can replicate the behaviour and provide me with a log, that would be great.

Some explanation for what this mod does, exactly:

PatchOperation specifies the XML node to modify using XPath.
[olist]
[*]The root node is selected
[*]All child nodes of the root node called "ThingDef" are selected
[*]The patch narrows "all ThingDef" to only those with the child "defName" node whose value is "SoSHologramRace" (exactly one node because defNames must be unique).
[*]The PatchOperation looks for the ThingDef named SoSHologramRace, then it looks for any children of that def called "comps." After that any children of "comps" called "li," and then any children of li called "glowColor."
[*]PatchOperationReplace replaces the selected node (<glowColor>(255,255,255,0)</glowColor>) with <glowColor>(78, 226, 229, 0)</glowColor>. ( Matching darklight color set in DarklightUtility.IsDarklight)
[/olist]
Ratbait 25 Aug, 2021 @ 5:40pm 
hey just lettin ya know that this mod interferes with the mood buffs you would normally get on a archotech spore with SOS2 when you meditate at the spore or sacrifice somebody to it. (at least it seems like it, cause disabling this mod fixes it)
CryoChick 24 Aug, 2021 @ 1:39pm 
@Vaer I love you allready.
vaer  [author] 23 Aug, 2021 @ 1:26pm 
@CryoChick I won't confirm nor deny that was the real reason to make this.
CryoChick 23 Aug, 2021 @ 1:01pm 
I mean
NGL this just looks cooler with the blue glow