RimWorld

RimWorld

LED Technology [V1.0]
 This topic has been pinned, so it's probably important
ppumkin  [developer] 3 Oct, 2016 @ 1:39pm
Change log
0.15
Fixed glowFlooder out of index, gray maps (outpost attacks) and slowness

0.14
Updated code to be compatible with A18

0.11
Updated code to be compatible with A16 (multi map changes)
Removed obsolete code.

0.10
Centre LED can be dragged and placed to build. Bends will be automatically created. Can go under doors. They work like conduit now, so no more ugly wires hangin off and can double up as conduit at the same time to transmit power across your buildings.

!NB - To prevent save game from breaking on load, I did not completely remove the old LED's. They will not glow any more, so please deconstruct them, and construct the new ones. Sorry for any issues - Please enjoy the new and improoved LED's!

0.9
Added Bends, Tee's, and Cross sections for LED's as suggested by sma342.

-0.8 23/09/2016
Rebalanced materials needed. Removed components and used Silver instead, adjusted costs too, downwards.
Added research prerequisite for all LED Technology. Electricity, then LED Tech (+ Hydro for UV Hydro)
Added LED Menu and moved all relevant things into there

0.7
(19/09/2016)
Since the last update I have been up to my ears in compiling and debuggin C-Sharp code to create, what I believe is Rimworlds first "Angled" light. Shout out to 'Master Bucketsmith' for helping me along the way. My mod uses Rawcode IL jump instruction set, the same as CCL Detours but I made my code complelety from scratch, without being tainted by CCL. This does not exist in CCL or Panda so I claim my stake right here with the very first version of this sort of light manipulation (GlowFlooder) in the game.

Although I did my best, there may be some issues in the way light is rendered in the game. I had to strike a fine balance between speed and feature. Most likely issues may occur with collision detectoin but that logic is a bit difficult to get 100% correct. But plese report any issues I will try my best to fix.

In the next versions I will also extend my MOD so that others can code their own GlowFlooders in their mod using my DLL, which patches the original Rimworld GlowGrid.RecalculateAllGlow .

0.6
Updated LED Strip and LED Corner Strip sprites
Fixed Hydroponics lights going off when placing any new object
DLL optimizations and framework for new features to come

0.5
Hydroponics is in final version.
Adjusted new sprite to fit nicely and fixed offcentre lighting bug. All squares are evenly lit in any orientation.
Last edited by ppumkin; 29 Jan, 2018 @ 2:08pm