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Thanks very much for your reply and future efforts!
All the best!
Light-checks are also incredibly resource-heavy, because for some reason, checking the light level apparently forces a lighting update. (Or so I've been told, by CF)
In addition to that, perceptual lighting is apparently different from the light level the monsters check. You can have a very well-lit cave, but the monsters will be invisible. Meanwhile, on the surface of a planet at midnight is considered more-or-less the same light-level. It's... Quite strange. I tried looking into checking the R G B lighting values separately, but that also doesn't seem like a thing I can do.
(You can verify this by checking out the flashlights. Different colors will project visually further or shorter while being more-or-less the same actual level.)
Fading aura MIGHT be something I can do. I'll check it out!
(I like how the monsters were actually more difficult to fight at night on the surface)
Thank you!@
Have you also considered a "Fading Aura"?
So that the deeper into pitch darkness you go, the weaker your aura gets until it's nothing!
Thanks again for all your wonderful work!
I really appreciated this mod too, but I found it a bit much that the monsters turn invisible.
Have you considered a "lighter" version of this mod where the monsters just become more transparent, so you can still see them, but with more difficulty?
(I was attacked by invisible monsters in a cave, where the lighting seemed ample and that I should've been able to seen them. Hence the request.)
I have no idea. Honestly, I'm not actually very good at modding.
I haven't tried that, actually. I'll take a look today.
>Like, they're right next to a campfire, and still invisible
>I think like, almost complete invisibility in night lighting would be preferable over total invisibility.
>That way, you'd see something moving in the night, and have to double take to see it
>And that would fix the issue of enemies still being partially invisible at sunrise too
The problem is the way Starbound calculates the light level. Colored lighting will /always/ be 'less bright' than white light. Even if the colored light reaches further. I can't make the monsters show up in the edge of torch light, for example, without making them also (not just partially) visible in the middle of the night with no other light sources.
I'd /like/ to fix it. The main problem is the game has nothing for me to use to detect RGB levels of light and do the calculations myself.
Like, they're right next to a campfire, and still invisible
I think like, almost complete invisibility in night lighting would be preferable over total invisibility.
That way, you'd see something moving in the night, and have to double take to see it
And that would fix the issue of enemies still being partially invisible at sunrise too
The maximum light level I've been able to get from flares is still lower than surface-level midnight light level.
If I could get the individual channels and use those to calculate my own numbers, it'd be something I can fix. But since I can't do that, there's nothing I can do about it.
It works with the current version of Starbound, does it not?
>Could you make it so /fullbirght makes them visible ?
>Thanks
As far as I know, /fullbright only disables client-side rendering of light. Not the calculation of it. So I'm not sure that's possible.
Thanks
I gotta make a few changes when I update it, yeah.
When I update this, it will only be for vanilla monsters.
FU does so much that I will never hear the end of requests, and would have to dedicate every waking hour to making FU patches for my mods. So no, I will not be making FU patches for this, or any of my mods.
Ah, I have to do some more testing, then. I'll see what I can do about lowering their threshold.
Torch light is actually fairly bright, and this is more of a "light the place" motivator anyway. I toyed with the idea of having them less visible under certain conditions, but that made even less sense and was less fun.
If you mean a fog-of-war mechanic, that's impossible in Starbound.
I'm going to fix it when I don't have such a splitting headache.
Love you guys! Thanks for your comments and stuff!
Line-of-sight would require pathfinding, which I have no idea how to use. So it's a possibility for the future, but just out of my abilities at the moment.
>didnt like seeing monsters or something?
This goes with my Lighting Overhaul to help make things even spookier. I wanted to have a reason to use my flashlight or place torches in caves and stuff.
didnt like seeing monsters or something?
I don't know the first thing about pathfinding, so maybe it's possible, but not for me.
Because of the way I had to implement it for compatibility, no.
But mod support is planned for some mods.
Shadows don't have that kind of functionality. But this makes monsters check their light level and turn more invisible when they're in less light.
Maybe this Gfycat demonstration will help: https://gfycat.com/ClearcutEqualBeagle