RimWorld

RimWorld

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NightVision (Continued)
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Mod, 1.0, 1.1, 1.3, 1.5, 1.6
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1.577 MB
10 Jan @ 1:54pm
6 Aug @ 7:36am
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NightVision (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
973 items
Description

Update of drumads mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1464989530

- Changed the goggles to only cover eyes, based on the patch by Turambar



[discord.gg]
[github.com]


1.0. or: How I Learned to Stop Worrying And Love The Dark

Attennn'shun Colonist…
You've had your eyeballs removed and replaced by mech-damn machinery,
You can spot the mole on my left private cheek through bright red devilstrand pants from a hundred tiles away.
I've seen you hit a squirrel with an autopistol at max range while riding backwards on a thrumbo...

And yet, why in the hive do you keep slowing to a centipedean crawl whenever you touch the slightest bit of shadow?

You are worse than a wimp with the flu.


1.1. Everybody was night-time fighting...du du du du duh duh duh duh duuuh


...on this fine and dark night, I, Private Cheek, am going to teach you the sly and deadly art of night-time fighting,
forged by the ancients of the first Sparta, tempered in the wars of antiquity, sharpened by Urb-World gangs, honed by...
...yes?...
...I don't give a damn if I said I would teach you this two quadrums, two minutes or two years ago,
when I say 'I will teach you', what do you say??
...Damn straight, you're honoured.



Features:
  • Adds Night Vision: No slow down in darkness. No negative thoughts
  • Adds Photosensitivity: Faster in darkness. Slower in bright light
  • Includes corresponding positive or negative thoughts
  • New Apparel: Night vision goggles, tinted goggles, and the adv. night vision helmet. All unlocked via vanilla research.
  • Bionics: Adds night vision to bionic eyes and similar. Adds a new eye implant that gives photosensitivity, with its own research.

  • Supports Alien races (e.g. add natural photosensitivity to any human-like race)
  • Customisable settings for headgear (e.g. add night vision to the cowboy hat)
  • Customisable settings for any bionics or health conditions that effect the eyes (e.g. remove night vision from bionic eyes, or make luciferium even more potent with a custom buff in both bright light and darkness)


New Features for NightVision 1.1:
The light multiplier (night vision in darkness, photosensitivity in bright light) now affects:
  • Ranged and Melee Hit chance: e.g. shooting or striking a poorly lit target is harder without night vision, but easier with photosensitivity.
  • Ranged Cooldown: cooldown after firing weapons is increased in darkness without nightvision, but decreased with photosensitivity. The changes depend on the shooter's skill: as skill increases the negative effect decreases while the positive effect increases.
  • Melee Dodge Chance: depends on the difference in vision between the attacker and target, e.g. if the attacker does not have night vision and the target does, the target's dodge chance will be increased; and vice-versa.
  • Adds a chance for a sneak attack: if the attacker has better vision than the target, there is chance the attack will be a sneak attack; i.e. 100% hit chance, and undodgeable.
  • Enemies will now tend to prefer cover that is in darkness (if they use cover).
  • Humanoid enemy aggro range in darkness/bright light is now affected by their vision: i.e. if they don't have night vision and they are in darkness, you can sneak closer to their outposts or siege camps.
  • Added a new raid: Late game drop pod raid. At night. Melee specialists with night vision. Can only trigger during a solar flare.

  • These features can be individually disabled if you choose.


Details:
Extends Rimworld's light and dark mechanics.
Rather than all human-like pawns having the same 20% debuff to movement and work speed when in darkness, Night Vision uses three categories:
  • Night vision: Work and move at the same speed no matter how dark it is. No negative thoughts from darkness.
  • Photosensitive: Work and move 20% faster in complete darkness, but 20% slower in v.bright light. Positive thoughts in darkness, negative thoughts in bright light.
  • Default (vanilla): Work and move 20% slower in complete darkness. Negative thoughts in darkness.
Darkness means 30% light & bright light means 70% light.

Notes:
  • As in vanilla, the magnitude of the effect increases the closer the light level gets to 0% or to 100%.
  • For bionic eyes and the like, the effect scales with the number of implants (i.e. a colonist needs a full set of bionic eyes to get night vision).
  • Does not change the surgery success chance due to light - that stat is actually related to the bed, not the surgeon.
  • In order to craft the retro-reflector implant (for photosensitivity), a raw tapetum lucidum has to be extracted via surgery from certain animals.
  • Or you can just buy one. Its stocked by shaman traders, and sometimes exotic traders.
  • Included in the mod are a few example patches for any modders or xml junkies who want to support Night Vision out of the box.


Possible future plans:
Find a job, or:
Extend the day-night, light-darkness system with factions, incidents, world quests, night caravaning, night predators and anything else before I get sick of shadows and shades and buy a sun lamp. This mod is partly just a framework to set more interesting stuff up.



Credits
Clankwork for the art
Pardeike for the Harmony library
Marnador for the Rimworld font
Madman666 for the combat features idea

And thanks to all the Rimworld modders whose code I've perused and purloined in making this mod, including (though not limited to): ChJees, erdelf, XeoNovaDan, NoImageAvailable, Mehni, Jecrell ... and pretty much anyone else who has released a mod in the last couple months

Links:
GitHub[github.com]
Forums[ludeon.com]



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: photosensitivity, night vision
43 Comments
Mlie  [author] 24 Sep @ 10:13am 
@KaelynZ Please see the Reporting Issues section described above
KaelynZ 24 Sep @ 9:27am 
I am getting a load time error when I try to load this mod along with Quality Bionics Remastered: Failed to find Verse.ThingDef named NV_TapetumRaw. There are 0 defs of this type loaded.

This happens only when I also activate Quality Bionics Remastered, and load order between the two doesn't seem to matter. Full log with a small mod list can be found at

https://gist.github.com/HugsLibRecordKeeper/0d6eb1089bd5803451780caddeec0dc7

For the moment, I am disabling Quality Bionics, but would obviously like to be able to run with both. Thank you in advance if you can address this incompatibility!
Shinzou 19 Aug @ 10:46am 
Sadge, but understandable. Will notify if it pops up again when i update to 1.6. Thanks for all your great work.
Mlie  [author] 18 Aug @ 10:06am 
@Shinzou Any fixes is only done on the latest game version
Shinzou 18 Aug @ 8:27am 
Yo Mlie, i am still getting the error with Numbers not opening in game (also the Wildlife and Animals tabs if set to default to Numbers). I am still on Rimworld 1.5

Log here: https://gist.github.com/HugsLibRecordKeeper/ae7d8cd32da3fa1b9e5cf0b15979efeb

Hope you can find the error, can't live without Numbers :steamsad:
123123123123 8 Aug @ 9:05am 
It seems like the error I reported has gone away.
Thanks for fixing it.
Mlie  [author] 6 Aug @ 7:38am 
Should now work better for all reported issues
123123123123 4 Aug @ 2:33am 
Hi, first of all thanks for your work.

I'm having a problem with only this mod loaded when opening the info tab on an animal, it is empty and if dev mode is on, the following messages repeat over and over:

"Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

And

"Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()


Here is the log Log [gist.github.com]

Again, thanks for your time.
DawnsGlow 3 Aug @ 11:32am 
There is NullReferenceException when using this mod with Numbers.

Here is the log : https://gist.github.com/HugsLibRecordKeeper/f61c82857ac0fa0f1ff679070ff9daeb
Goust 1 Aug @ 5:04pm 
Thank you for updating o7