Stationeers

Stationeers

FloodLightMod
28 Comments
WIKUS  [author] 26 Mar @ 3:05am 
It works here. If you need help troubleshooting this you might wanna share a screenshot or the player.log file on the modding discord. There are a bunch of common mistakes we can sort out easily this way.
jarhead 25 Mar @ 10:22pm 
an exception during loading but nothing else
WIKUS  [author] 24 Mar @ 1:21am 
It should not matter if they are above or below. Without further information I'd guess that the plugin is installed incorrectly. Any errors in the console ore the player.log file?
jarhead 23 Mar @ 2:01pm 
do the bepinex/stationeers mods need to be above or below "core" to work because i'm not seeing them in game even though they are active?
Skull 24 Feb @ 3:15pm 
That did it, my base is gloriously lit now. Thank you!
BoNes 24 Feb @ 1:38pm 
It seems that the latest BepInEx doesn't load StationeersMods.
BepInEx 6 can't load BepInEx 5 plugins, so the latest stable release is 5.4.23.2.
WIKUS  [author] 24 Feb @ 11:43am 
I just gave it a spin and it works for me. I am using latest StationeersMods and BepInEx 5.4.23.2
Skull 24 Feb @ 10:47am 
Doesn't seem to be working anymore, at least on latest BepinEx/StationeersMods
WIKUS  [author] 20 Oct, 2024 @ 4:56am 
So the idea was to add buttons and do the dimming via animation clips. Been in there briefly before I started with another mod but I think I hit a blocker and have to test more. Disabling the shadows would be really great in a config file or even better an in game mod setting... but thats still something I know nothing about.
BoNes 8 Sep, 2024 @ 11:59am 
Can you swap one prefab for another prefab at run-time?

If you can swap objects, then whenever a floodlight is painted, you could swap it to a predefined "dim variant" if the painted color is grey (or an even dimmer variant if the target color is black). Whenever you paint the "dim variant" you swap it back to the normal variant (unless the target color is black, in which case you swap to the even dimmer variant).

This would require having 3 variants of each flood light, but you don't have too many and the 3D models are the same for each variant (so it doesn't require new assets). I haven't created anything in Unity myself, I've only edited DLLs or compiled C# mods (for other Unity games), so I'm not sure of the actual required work to do this.
WIKUS  [author] 8 Sep, 2024 @ 9:58am 
I can try something else inside unity maybe in order to dim them at run-time. Gonna experiment a bit.
BoNes 8 Sep, 2024 @ 9:30am 
If the dimming isn't possible, I take it that is because you have to set the intensity of the light when creating the prefab, is that right? In other words, you can't dynamically change intensity values at run-time?

If you're considering having alternates with no shadows, could you please also add alternates that are no shadows & half intensity but still the same radius of effect (because you could set that intensity level when defining the prefab)?
WIKUS  [author] 8 Sep, 2024 @ 5:02am 
The dimming of lights with spray paint won't be possible (for me) currently as I am not proficient enough with programming but adding alternative lights with no shadows is pretty easy. Will probably include them these days.
BoNes 8 Sep, 2024 @ 2:47am 
Something I've remembered that I forget to mention in my previous post, it seems that the flood lights are casting shadows now. One of the main reasons I wanted the flood lights was to have lighting without shadows.

I know that there are many reasons someone would want to have shadows cast from the flood lights, so would it be possible to add alternate versions of each light (one that casts shadows like a normal light, and one that casts no shadows)?
BoNes 8 Sep, 2024 @ 2:32am 
I'm liking the new update. There is one thing I have noticed... when I paint the light grey or black, I expected it to effect the intensity of the light. Painting it grey should make the light (including specular highlights) dimmer. And painting it black should make the light even dimmer (not completely dim, as black would suggest).

Would it be possible to make it so painting it grey halves the intensity of the light, it still keeps the same radius of effect but just half as bright. And black could be quarter intensity.

The large floodlights are great at lighting up an entire base, but near them the intensity makes white objects too bright (EG: white walls are overbright, making it harder to see objects on the wall). Painting them grey would make this minor issue go away.
WIKUS  [author] 6 Sep, 2024 @ 4:40am 
Update is out.
Flood lights can be toggled by hand.
Large growlight light source received a simple animation for its on/off states.
Added sounds to on/off toggle.
Lights can also be painted now :mern:
WIKUS  [author] 29 Aug, 2024 @ 3:39pm 
Helps a lot with screenshots at night. Yep I want to look into getting paintable materials for this at some point after I reworked BowlingMod and added a few more things to MoreCladdingMod.
Joel 29 Aug, 2024 @ 2:44pm 
I appreciate this mod to reduce the default light spam, especially outside.

Is being colorable via spray paint something you plan to do as you continue on this?
WIKUS  [author] 29 Aug, 2024 @ 3:48am 
Funny thing is that this mod and MorePowerMod did not even use the texture that got relocated... so no clue why it did not work and also no clue how I fixed this tbh :clickbutton: C# is a massive black box to me :hopeless:
BoNes 28 Aug, 2024 @ 1:12pm 
Textures are displaying properly again. :steamthumbsup:
WIKUS  [author] 28 Aug, 2024 @ 8:50am 
Fix is uploaded.
WIKUS  [author] 25 Aug, 2024 @ 8:14am 
A bunch of mods have been affected... and as Rox`Taze mentioned some game assets as well. A fix is being worked on. You can check for updates on this on the StationeersMods discord :ss13heart:
Rox'Taze 23 Aug, 2024 @ 10:34am 
Indeed, however - not only the mod textures are broken. The Portable composter in vanilla also suffered from texture optimization.
BoNes 22 Aug, 2024 @ 12:46pm 
It seems that the latest update has broken the textures in this mod. They show up as plain magenta (bright pink) textures instead.
WIKUS  [author] 9 Aug, 2024 @ 4:12am 
It is a cube and should cover 15m x15m x8m
Frission 6 Aug, 2024 @ 12:56am 
How large is the large grow light's illumination radius as far as plants care?
WIKUS  [author] 24 Jun, 2024 @ 11:23pm 
That is an issue with the previous mod version.
Fixed in update June 22nd.
Geneticus 23 Jun, 2024 @ 8:37pm 
Selecting this in a Printer connected to a stacker, started throwing null ref exceptions in a loop and broke printer outputs until I disabled the mod.