RimWorld

RimWorld

Eccentric Extras - Flares
152 Comments
Aelanna  [author] 22 Sep @ 1:21pm 
@darkzero - The held (weapon) flares or the packs? Are you getting any errors?
darkzero 22 Sep @ 11:53am 
As a heads up this mod doesn't play nice with Modular weapons 2. It doesn't allow the flares to be tossed manually.
Aelanna  [author] 8 Sep @ 11:12am 
@RaidianaS - I just pushed v2.6.2 that should fix this (again), thanks for the report!
Aelanna  [author] 8 Sep @ 11:03am 
@RaidianaS - Strange, I thought I'd fixed this issue. I'll take a look at it!
RaidianaS 6 Sep @ 9:56pm 
One issue I've notices is with siege raids. Raiders will seldom bring explosive shells, and will instead just fire illumination flares at my colonists. This makes siege raids trivial.
Montieth 8 Aug @ 2:47pm 
What an awesome mod concept. This and chem-light leg bags.
Logical Terror 1 Aug @ 11:08am 
just wanted to chime in, if you added this mod(any more really) mid play through a rare situation could occur where rimworld's engine replaces a reference id of a specific item with that of one from a newly added mod. When this happens reference ids get shuffled and if they dont make sense, it causes errors like missing mountains. This can happen when adding any mod, not just this one.
Aelanna  [author] 26 Jul @ 5:18am 
@LotLP - Well, if you change your mind, I'd appreciate some help in diagnosing what mods might be causing incompatibilities. Mod authors can't improve or fix mods in a total vacuum.
LotLP 26 Jul @ 5:11am 
Yeah it seems weird, and I'm sure someone that doesn't have my specific my specific modlist won't have my issue. But when I activate this mod in particular, the issue that I mentioned happens. But if someone else happens to have this issue and look in this mod description, maybe it'll help them :)

Thank you for your hard work and excellent mod that just so happens to not work for me!
Aelanna  [author] 24 Jul @ 7:21am 
@LotLP - There is nothing in this mod that explicitly alters buildings or structures of any kind. Do you have a log or anything that would actually indicate that this mod is causing your issues?
LotLP 24 Jul @ 2:16am 
Neat mod, just a shame it seems to delete large parts of the mountains in my map, making all of my defensive lines suddenly useless. No clue how this could happen but I definitely prefer having my map functioning over having this mod.
Tal'Raziid 22 Jul @ 1:30pm 
Gotcha, I'll test later tonight (if i remember!) and see if i can narrow that down for you!
Aelanna  [author] 22 Jul @ 1:26pm 
@Tal'Raziid - I'm afraid this isn't enough to go on, as there are a lot of mods patching the equipment draw method (of which this one isn't one of them), a lot of errors that are happening before the one that I presume is relevant to the use of a flare, and as far as custom weapons go, the flares from this mod go they are pretty much almost entirely vanilla.

I'll need help narrowing down exactly what mod is causing the incompatibility. The error in question is being thrown from Altered Carbon's prefix, but it is unlikely that that mod alone is causing it. If you can reproduce the error with the exact minimum number of mods required to trigger it, then I'll be happy to take another look!
Tal'Raziid 22 Jul @ 11:29am 
https://gist.github.com/HugsLibRecordKeeper/30f78b9eac60298aaa4e19444652778f
I get a repeating error whenever i try to use something from this mod
The flares and whatnot go out but the error is annoying
Latex Santa 18 Jul @ 12:28pm 
@Aelanna
Thanks for the answer.
Oooh, a CE vet, impressive.
Aelanna  [author] 18 Jul @ 10:08am 
@Latex Santa - The first version of this mod was created all the way back in 1.0, where I was using a combination of Combat Extended and Realistic Darkness, which resulted in the double-whammy of colonists having penalized aim in darkness as well as the player themselves not being able to see anything on dark enough nights in bad weather. As CE itself did not have a flare gun at the time, I decided to make this to fill the gap. That it just so happened to be incredibly useful in 1.5 with the release of Anomaly was an amusing coincidence. :)
Latex Santa 18 Jul @ 9:52am 
Is it me, or is this mod purpose-built for night fighting and anti-noctol combat?
Smiley Face Killer 16 Jul @ 12:26pm 
The mod linked also mentions a mod "More than capable" that changes the non violence system into a "hated work type" if you're into that too.
Smiley Face Killer 16 Jul @ 12:24pm 
@Latica
Here you go
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3427988083&searchtext=just+equip+it

I'm not sure how it's going to function with using them exactly, but they should be able to atleast equip them. Comment says it should work in 1.6 and they're gonna be updating it here soon any way.
Latica 16 Jul @ 12:00pm 
@Aelanna Ty very much , ty for mod
Aelanna  [author] 16 Jul @ 11:52am 
@Latica - Making the weapon versions usable for non-violent colonists is outside of the scope of this mod, but the packs should still be usable!
Latica 16 Jul @ 11:30am 
is it possible to make incapable of violence use these?
Bomb Robot 1:4 GRN 27 Mar @ 2:43am 
still a cool mod
Bomb Robot 1:4 GRN 27 Mar @ 2:43am 
found this while looking for solar flare shieldings
DsW-4 17 Feb @ 7:28am 
The Anomaly`s ECC bioferrite disruptor flare Pack: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3429283292
Morale -10 6 Jan @ 2:15am 
I just found out that they've added flares into the anomaly dlc, although this mod easily tops those in terms of quality! :steamthumbsup:
N/A 5 Jan @ 8:03pm 
that answers the question, thanks.
Aelanna  [author] 5 Jan @ 7:42pm 
@天哪,那是接近的 - The way that illumination works in Rimworld makes it almost impossible to create dynamic, moving light sources without absolutely destroying game performance. This is a limitation of the game itself and cannot be easily fixed.
Aelanna  [author] 5 Jan @ 7:41pm 
@N/A - This mod was originally created as a supplement for Combat Extended and yes, it just provides light. In terms of interaction with Anomaly, it lights up an area enough that Unnatural Darkness won't hurt your colonists and the automatic use on illumination packs can be set to be automatically used if a colonist wanders into said darkness, but it does not stun or reveal entities. The primitive torches in particular can be crafted at a Crafting Spot and thus are a very low tech emergency option for when you neither have bioferrite nor the tech to produce the industrial-tier illumination tools.
N/A 5 Jan @ 6:08pm 
skimmed the description and a couple of pages of comments but didn't find anything: how does this interact with anomaly? just generate light? i saw a comment saying it's not a disruptor pack, but disruptor packs do multiple things
天哪,那是接近的 19 Dec, 2024 @ 4:30pm 
Have you considered adding equipment such as flashlights that can illuminate the body in a straight line?
Black_Overlord 23 Nov, 2024 @ 11:40am 
+ to DsW-4s comment
DsW-4 15 Nov, 2024 @ 1:37am 
Do you have any plans to add mortar shells or throwable items with disruptor effects?
dotjson 11 Oct, 2024 @ 3:09pm 
Works great, thanks!
Aelanna  [author] 11 Oct, 2024 @ 7:46am 
@dotjson - Thanks for the report! Try v2.5.4, that should fix the error.
dotjson 11 Oct, 2024 @ 4:29am 
Love your mod, however I am currently having an issue where tossing a Chemlite with CE installed causes a "specified cast is not valid" error when the pawn tries to toss it like they would a grenade.

They work fine in the pack when dropped automatically, and I haven't had the same issue occur when using throwable flares or torches.

This fills the error log with a message about a failed "CE.TryCastShot()" function and freezes the pawn until the pawn is undrafted and the items removed from inventory.
Aelanna  [author] 7 Oct, 2024 @ 10:25pm 
@bblkepling - Huh, interesting. I have learned today that shield belts are excluded from desired apparel because they aren't stuffable, despite not being explicitly disallowed. I have a lot of apparel from several different mods that will need to be adjusted. That said, MayRequire does not do anything on primitive fields, so just having the field is enough. Thanks for the heads up!
bblkepling 7 Oct, 2024 @ 9:11pm 
I'm not sure if it's intended, but the packs can be desired apparel in Ideology. You can add <canBeDesiredForIdeo MayRequire="Ludeon.RimWorld.Ideology">false</canBeDesiredForIdeo> to the apparel node for Name="Eccentric_BaseIlluminatorPack" if you want to disable it.
Killian 18 Sep, 2024 @ 8:36pm 
Thanks for following up on the VF side! Hopefully it doesn't take too long for them to get a fix out.
Aelanna  [author] 18 Sep, 2024 @ 7:27pm 
@Killian - I looked into this with Smash Phil and apparently there is a flaw in Vehicle Framework that is causing this issue. It should hopefully be fixed in the next VF update, thanks for the report!
Killian 18 Sep, 2024 @ 4:12am 
Additional data: Anomaly's Disruptor Flare Packs do not cause this.
Killian 18 Sep, 2024 @ 3:31am 
Again: There are no errors, warnings, or other messages in the log. That's the first thing I checked when it started happening.
Aelanna  [author] 17 Sep, 2024 @ 6:27pm 
@Killian - That's strange, are you getting any kind of error message in your console and/or can you provide a log showing when this happens?
Killian 16 Sep, 2024 @ 9:05am 
I'm running into a very weird issue where Vehicles cease to be able to pathfind around the map after a flare, chemlight, or flaregun has been used from a leg pack. If told to path into an inaccessible area the rightclick menu shows the dropdown notice, but all other rightclick interacts are being silently intercepted. There are no errors, warnings, or other messages in the log.

I've been able to replicate this with a stripped down modlist consisting of just Core+DLCs, Harmony, Vehicle Framework, this mod, and any mod that adds vehicles.

Specifically, it happens as soon as the flare throw effect is brought up. Even if cancelled with a right-click, vehicles cease to be able to receive orders. Weapons cannot be manually targeted, but will still work on auto-target mode.

The flare gun and non-utility flares/etc. work just fine and don't "jam" vehicles.
Luneyl 7 Sep, 2024 @ 2:56am 
Siege raids spawn with a lot of illumination shells. It is funny that all they do is making my colony bright but I don't think they should use those shells if they try to murder my colonists.
Aelanna  [author] 22 Aug, 2024 @ 11:35am 
@Grey Draco - These flares do not stun or reveal invisible enemies like disruptor flares. These were originally created back in 1.0 to supplement Combat Extended and just so happened to have specific uses in Anomaly. :)
Aelanna  [author] 22 Aug, 2024 @ 11:33am 
@Whisper - Leg packs do not displace belts, as that's their entire purpose.

[img] https://i.imgur.com/tRESzVK.png [/img]

Do you have any mods that might be messing with Defs? RIMMSqol and Character Editor can often screw with items if you accidentally enable overrides in them.
天哪,那是接近的 22 Aug, 2024 @ 10:28am 
Have you considered adding anti stealth effects to illuminated mortar shells?
Thranos 16 Aug, 2024 @ 4:54pm 
I love how the mod art accidentally predicted basically the entire unnatural darkness experience, up to and including the eyes.
Whisper 5 Aug, 2024 @ 3:00pm 
Flare leg packs displace shield belts. Is this intended? I don't think a LEG pack and a shield BELT are worn in the same spot on the body...