I am able to load the mod. and it seems to work when I initially place a window for instance. The room brightens dramatically but then reverts back to the standard dark setting. I also have to kee changing the values every time I start the modloader IT doesn't seem like the latest version of the game. is it possible to get an update?
yes, update will happen eventually. correct, the lighting calculations changed over versions. lighting is more complicated than you would expect, lots of values that influence each other. this is lower on the priority list for me. lots of reverse engineering time is required. the more popular mods get priority.
The mod does not load on the latest game version, as it can not find the path to the Improved Light "library". Most other mods come with a folder called Library but it is missing in this one.
"Brightness does not appear to make any difference, but maybe someday it will."
It does make a difference actually. The brightness setting controls how the light is cast within the range you set. The higher the setting, the higher the gradient between the light source and the edge of it's range. For example, a setting of 1 casts a perfectly oblong box of light covering the exact range, at full brightness throughout. A setting of 250 casts a more circular pool which is bright at the source, gradually darkening to nothing at max range. So to make a light appear "dimmer" you simply increase the brightness setting. Optimally, you should find the right brightness for the range you set, to get a natural looking gradient throughout.
Also, your mod is incomplete. You've provided adjustment of the light's "flood" settings, but not their "rays". Floor lights don't have rays but standing and wall lights do. Rays have the same settings as flood, and directly add to the "brightness" of the light being cast in specific directions. That is why floor/wall lights are much brighter than floor lights. Adjusting the flood without changing the rays is why you end up with lights very bright at the source, which suddenly taper away to almost nothing and remain that way for the rest of the range. Doesn't look nice.
how did you manage to build such a big ship? I also want to build such a large ship, but unfortunately the mass of one or two engines is not enough. You need more for that, maybe 30-50 engines. I've tried many mods here that increase the mass of thrusters. But unfortunately without success. The mods here are all outdated and sadly don't work anymore. The mod developers also have no desire to upgrade further.
The mods I tried which unfortunately are outdated and no longer working.
The ship is only a template i made for my Design Sandbox for testing mods. Design Sandbox and Arkship both have larger ships, just keep in mind there are consequences.
The GitHub page for Modloader has an "Engine Tuner" example that you can use to tweak engines however you like, but i have not tested it on 0.14.
10 comments
correct, the lighting calculations changed over versions.
lighting is more complicated than you would expect, lots of values that influence each other.
this is lower on the priority list for me. lots of reverse engineering time is required.
the more popular mods get priority.
Thanks
it uses xpath patches, not library definitions.
It does make a difference actually. The brightness setting controls how the light is cast within the range you set. The higher the setting, the higher the gradient between the light source and the edge of it's range. For example, a setting of 1 casts a perfectly oblong box of light covering the exact range, at full brightness throughout. A setting of 250 casts a more circular pool which is bright at the source, gradually darkening to nothing at max range. So to make a light appear "dimmer" you simply increase the brightness setting. Optimally, you should find the right brightness for the range you set, to get a natural looking gradient throughout.
Also, your mod is incomplete. You've provided adjustment of the light's "flood" settings, but not their "rays". Floor lights don't have rays but standing and wall lights do. Rays have the same settings as flood, and directly add to the "brightness" of the light being cast in specific directions. That is why floor/wall lights are much brighter than floor lights. Adjusting the flood without changing the rays is why you end up with lights very bright at the source, which suddenly taper away to almost nothing and remain that way for the rest of the range. Doesn't look nice.
Google Translator.
how did you manage to build such a big ship? I also want to build such a large ship, but unfortunately the mass of one or two engines is not enough. You need more for that, maybe 30-50 engines. I've tried many mods here that increase the mass of thrusters. But unfortunately without success. The mods here are all outdated and sadly don't work anymore. The mod developers also have no desire to upgrade further.
The mods I tried which unfortunately are outdated and no longer working.
HyperDrives Capacities
More Hyperdrive?
See You. :) :)
Design Sandbox and Arkship both have larger ships, just keep in mind there are consequences.
The GitHub page for Modloader has an "Engine Tuner" example that you can use to tweak engines however you like, but i have not tested it on 0.14.