RimWorld

RimWorld

[DEPRECATED] MBS Flares
43 Comments
Bucketsmith  [author] 11 May, 2020 @ 4:47am 
So much changed between 0.16 and 1.0/1.1 for this mod. I've fixed a few things but it's a crazy amount of work and I'm getting lost in everything I need to do. So I don't know if I can get this updated on my own.
Bucketsmith  [author] 6 May, 2020 @ 4:24am 
Oh dang did I forget about this one? Whoops. I'll do that when I get time!
Gajoo 6 May, 2020 @ 3:12am 
Yes this would be awesome with the Nightvision mod
Bucketsmith  [author] 7 Jan, 2020 @ 12:01pm 
All right, I'll start working on an attempt to update it!
Junebug 7 Jan, 2020 @ 11:27am 
Yes! :)
Bucketsmith  [author] 7 Jan, 2020 @ 8:01am 
Do you guys think this is still useful in 1.0?
Junebug 21 Jun, 2019 @ 5:13pm 
This looks really cool, I'm sad it's not being updated. :(
Tal'Raziid 3 Feb, 2018 @ 3:34am 
Alrighty, thanks for the fast response! Hope things start going better for ya
Bucketsmith  [author] 3 Feb, 2018 @ 3:02am 
Life is very rough right now, no promises.
Tal'Raziid 2 Feb, 2018 @ 10:56pm 
So... is this being updated, or not yet?
Bucketsmith  [author] 29 Nov, 2017 @ 11:06am 
Oh wow, you're right! I wonder if this means the code is now relatively stable or if he's come back on what he said about that. :O
Tanya Sapien 29 Nov, 2017 @ 11:03am 
actually I think the game is officially in beta now. this version people keep calling "B18" and B should mean beta, so maybe there's a light at the end of your tunnel?
Bucketsmith  [author] 29 Nov, 2017 @ 11:02am 
There's no easy way to know if something is changed, either. That's why you see most modders giving up after a little while. If the game goes into beta, where most of the code will no longer change so drastically, I would like to return to modding. But who knows when that will be...
I hope you understand and I'm sorry for the inconvenience this gives.
Bucketsmith  [author] 29 Nov, 2017 @ 11:02am 
Thanks. Usual build change problems with Tynan/RimWorld, I gues. Every major update he has the tendency to change the names of things, or simply change the formatting. Such minor changes but they usually mean your mod doesn't work until you update it yourself.
Tanya Sapien 29 Nov, 2017 @ 10:58am 
I didn't take the time to play around with load orders or anything, so this isn't a 100% tear-down.

That being said, looks like target invokation is borked. the items exist in the spawn menus, but pawns equipped with the grenades just stand there prepared to throw without ever throwing and the mortar has no options to load the shells and refuses attack orders. I hope that helps.
Bucketsmith  [author] 29 Nov, 2017 @ 10:50am 
All right. Someone from the HardcoreSK modpack team did offer to update my mods, but I've not had contact with him in a while. I don't know which mods he has working now and if he's planning to do all or just specific ones. (My spotlight mod is also one of the more "popular" ones I made. With help.)
Tanya Sapien 29 Nov, 2017 @ 10:49am 
oh just noticed the update dates. I'll run a quick test, should have results in under half an hour.
Bucketsmith  [author] 29 Nov, 2017 @ 10:37am 
You're welcome! Are you saying this mod works with the latest version? Because I haven't tested/updated it at all for a long time.
Tanya Sapien 29 Nov, 2017 @ 10:27am 
Thank you! I run realistic dark, so this is a perfect compliment to it. I already had a night raid that went balls-up because I was shooting into the blackness (totally didn't have to resort to using incendiary mortars just to see what I was shooting at)
El_Venezolano 6 Jun, 2017 @ 3:30pm 
Plans for A17? can't help but wish for it; for some reason, I get chills when the battlefield is lit-up with flares xD
Falco 7 May, 2017 @ 3:16pm 
This will be a life saver on games with realistic darkness on
PIT_DEFENDER 27 Mar, 2017 @ 12:39pm 
Oh sounds like tought thing to make, its a great mod anyways :)
Also its probably good idea to propose to Tynan to add something like that in the game to make ppl die, since we all use the shade trick anyays ;p
Bucketsmith  [author] 27 Mar, 2017 @ 8:40am 
If I get back into RW modding. The problem is that I can only set up whether or not the item can be used during raids, the code for the raids is handled elsewhereand out of my reach. So at most, there is a *chance* they get a flare mortar, which means there's also a chance they get 3 flare mortars and no actual explosives.
Next to that, the AI on how it handles mortars and turrets is incredibly wonky and splintered across many pieces of code. It doesn't work well when not handled manually. Limitations of the game.
PIT_DEFENDER 27 Mar, 2017 @ 8:32am 
Oh would you maybe consider making another version where raiders can use it ? To make it harder for us to use our lame shadowy killboxes ?XD
Bucketsmith  [author] 27 Mar, 2017 @ 8:14am 
When I made it, for A14/A15, I made it so raiders can't use it, IIRC.
PIT_DEFENDER 27 Mar, 2017 @ 7:35am 
Quick question :P Can enemies use that too ?
Bucketsmith  [author] 9 Jan, 2017 @ 9:06am 
I'll have a look at it. It's got some C# code and I really hope it won't be a lot of work to update that.
McMuster 9 Jan, 2017 @ 8:19am 
Spits out a few errors when I load up the mod. But that might just be conflicts with other mods(more vannilla turrets?) It seems to work okay in game though
Bucketsmith  [author] 9 Jan, 2017 @ 4:38am 
Quick version-number update to A16.
I haven't changed any code.
Please let me know if it works.
McMuster 8 Jan, 2017 @ 9:41pm 
Ayy, I was just thinking how approapriate illumination rounds would be in this game with the kinds of defenses we set up. Is this still working with alpha 6?
Bucketsmith  [author] 6 Dec, 2016 @ 7:13pm 
Thanks! It shouldn't require a new game.
But once you build my items/objects/etc and then remove my mod from your active list, it will throw errors or quite possibly break your save. Like any other mod that adds content.
LIGHTNING GLIZZY 6 Dec, 2016 @ 7:02pm 
Looks awsome!! but does it needs a new game?
Bucketsmith  [author] 12 Sep, 2016 @ 12:44am 
You're welcome! Let me know what you feel about the stats/balance. The ranges, costs, duration of the flares, that sort of thing. :)
F042 11 Sep, 2016 @ 2:54pm 
Thank you
Bucketsmith  [author] 10 Sep, 2016 @ 12:30am 
Forgot to mention:
- Removed CCL dependancy & features
Bucketsmith  [author] 9 Sep, 2016 @ 7:22am 
Updated to A15 and V1.2!
Version 1.2
- Skipped version 1.1 because I'm that awesome :P
- Changed textures to the deployed flares
- Added grenade version
- Added fance 'mote' effects in the shape of sparkles and smoke
- Added a stuff cost to the mortar
- Various other tweaks and fixes
Bucketsmith  [author] 26 Aug, 2016 @ 2:32pm 
I'm finishing up on a fairly large update that includes grenade versions of the flares. :) You'll have to do your little edit to the radius after each update, btw. I don't know if you tried enlarging the radius, but 25 is the largest that I could make it before it consistently got weird sharp limits where the glow would abruptly stop. (As if there was an invisible wall there.)
Bucketsmith  [author] 20 Aug, 2016 @ 2:20pm 
I was handed some code of someone who almost finished a similar mod for A14, it is based on A13. That mod also had flare grenades! :) I'm getting a bit swamped with the tasks I have on my three mods, and the oncoming update to A15, but I certainly want to implement the work they did on that other mod. (I got permission.)
F042 20 Aug, 2016 @ 2:14pm 
Sorry to trouble you again, but is it also possible to make a throwable version of this? I got hit with a infestation indoors and couldn't see any of the bugs :\
F042 19 Aug, 2016 @ 6:36pm 
Thank you for the quick reply!:steamhappy:
Bucketsmith  [author] 19 Aug, 2016 @ 6:50am 
- Go to *\Steam\steamapps\workshop\content and press CTRL+F. Search for "RimWorld" or "Flare Mortar" directly. Should be [746136621].
- Navigate to *\Flare Mortar\Defs\ThingsDef_Buildings\Buildings_Security.xml, open it with Notepad and scroll down to the bottom.
- Change <glowRadius>25</glowRadius> to the radius you would like to have and save it.
- Launch RimWorld and enjoy!
Bucketsmith  [author] 19 Aug, 2016 @ 6:39am 
Yes it is. RimWorld has some issues with drawing those light effects for a large radius though, keep in mind it might look funky. In some cases that already happens with the range this thing has.
F042 19 Aug, 2016 @ 4:58am 
Is it possible to expand the radius of the light the flare gives off?