Space Engineers

Space Engineers

[Outdated/Dead] Darkness Enhancer - All In One
21 Comments
JinksMachine 25 Oct, 2017 @ 6:03pm 
I wish Keen would stop breaking these mods. :(
Darian Stephens 5 Jan, 2017 @ 1:23pm 
I'm going to be so confused for the next few months... I could have sworn that Moh's comment was from last year, meaning it took ages for you to respond. Then I looked at the date for the previous comment, and wondered how such an old comment got moved above the new one.
Then I realized we passed new year.
This will be fun.
On the more relevant side of things, I'm looking forward to seeing this mod fixed!
plaYer2k  [author] 5 Jan, 2017 @ 2:23am 
Thanks for the feedback. I'll be back home in a week and then i can take a look at it.
Moh 4 Jan, 2017 @ 11:40am 
The fix for mod textures looks to have partly resolved some of the issues from before.

Spotlights still have the issues mentioned before: The ambient cone and glare effects appear as transparent planes of colour - either bright pink in the case of uncoloured lights, or the same colour as custom colours established for the spotlights. This is affecting both Small and Large spotlights at last test.

The other effects altered by this mod appear to be working as intended.
plaYer2k  [author] 14 Dec, 2016 @ 7:39am 
Yeah that sounds like some issue with the modding in general. Lets hope that it solves itself any time soon. If not, i may look into it in a month when the dev content went to stable. Until then i wont have time to fix it.

Thanks for the feedback.
Moh 14 Dec, 2016 @ 3:12am 
Love the mod, especially this complation version. As of the latest dev build, there appear to be some issues with the replaced/removed glare and so forth - so now it all shows up as large pink/purple transparent boxes. It may be part of a current issue with mod textures for the dev build, but I figured I'd send a heads up, just in case.
Madness 27 Jul, 2016 @ 3:34pm 
Thx for that Shader Mod. :steamhappy:
plaYer2k  [author] 27 Jul, 2016 @ 3:56am 
Well mine is empty all the time and i know who to blame ... :eye:_:eye:
dRuPpI 26 Jul, 2016 @ 11:50pm 
if my bank account is empty now i know who to blame for :steamhappy:
plaYer2k  [author] 26 Jul, 2016 @ 5:37pm 
It is a mod. It just aint one on the workshop because that doesnt work due to the games modding limitations for workshop items. That however is good because the shader get compiled and ran from source and could open all kinds of security risks. So always check that kind of code :)
dRuPpI 26 Jul, 2016 @ 2:26pm 
ahh THX for that link below , works fine you should make a mod for that
plaYer2k  [author] 20 Jul, 2016 @ 2:53am 
Alright i fiddled with the current shaders a bit and got new darkness working for anyone interested.
https://www.reddit.com/r/spaceengineers/comments/4to17a/making_space_dark_again_shader_mod/
flori1994 8 Jan, 2016 @ 2:53am 
why have you made this? do you want to make space engienners to something like a horrorgame?
plaYer2k  [author] 26 Aug, 2014 @ 4:52pm 
Well there are shader mods. Those can make everything darker, reduce or remove the ambient lights and and and...

You should look into http://forums.keenswh.com/post/mod-collection-fix-light-effect-changes-for-darkness-shader-gameplay-7034634
Especially the bottom section :)
SoulTechnology 26 Aug, 2014 @ 4:43pm 
man... only if someone made a pair of mods to go wiht this.. lets say i already have a skybox i like.... id sure be nice ot haev 1 mod that would killed all ambeint light... and another mod that just made an existing skybox darker (but not pitch black)
Syhkane 14 Aug, 2014 @ 6:18pm 
This isn't your average everyday darkness. This is...
Advanced Darkness!
Sergeant Toast 12 Aug, 2014 @ 4:51pm 
I kitted out my latest ship for dark servers. Running lights, indicators, primary and secondary lights, edge definition.. I must have used nearly 500 lights. I eventually reduced it to closer to 250, but that was just an aesthetic choice. It ran fine.
plaYer2k  [author] 12 Aug, 2014 @ 4:34pm 
He so my initial guess (written down in another comment) was right. When using an amount exceeding hundreds, you will notice it due to the lack of texture overlays.

I am glad to hear a confirmation on that, thanks :)
Sergeant Toast 12 Aug, 2014 @ 4:28pm 
I have had a look and it certainly seems to make it easier on your processor if you use an enormous amount of lights, because it is removing half the lighting effect.
plaYer2k  [author] 12 Aug, 2014 @ 3:48am 
From the comments others made, this doesnt yield in a noticeable performance boost.
Replacing a few textures sure wont have a huge impact on it too, unless you go into high numbers of texture interactions and overlays.
YouTube.com/StoneLegion 12 Aug, 2014 @ 3:37am 
Does any of this provide any kind of performance improvements? If so have you done any kind of basic benchmarking?