A mod that adds customizable lights to the corners of common buildings in darkness. Now with a Per-Planet configuration GUI.
Small changes concerning balance, gameplay, or graphics.
Version: 18.2.4 Date: 2024-11-26 Changes: - The GUI button (and hotkey) now function like other GUI buttons/hotkeys in other mods: closing the dialog if it's already open Bugfixes: - Maintenance. Properly implemented the fixes done in 18.2.2 and 18.2.3 that were written in a frantic manner - Failsafes in place so that the fiasco of 18.2.1 doesn't happen again (I blame the new GUI button icon) - Added sanity checks for values when applying/reading the configuration JSON string in the Planet Settings GUI
Version: 18.2.3 Date: 2024-11-25 Bugfixes: - Fixed hopefully the last of 18.2.1 horrors - Removed caching of planet config data for now. Should save and restore settings properly now, until I find a better way to do it
Version: 18.2.2 Date: 2024-11-25 Bugfixes: - Fixed a bunch of errors introduced in 18.2.1 when loading auto-saves - Fixed error in 18.2.1 resetting planet settings. Planet settings configured in 18.2.1 are reset instead
Version: 18.2.1 Date: 2024-11-25 Changes: - New GUI icon, courtesy of internet image search (hours of it >.>) - Touched up the Planet Settings GUI a bit
Version: 18.2.0 Date: 2024-11-24 Features: - A new GUI settings dialog to optionally configure each planet individually Default settings, and settings for Nauvis still use the values from the built-in mod settings menu - Includes an optional GUI button, a custom input (CTRL+SHIFT+H), and a `/HazardLightsRedux gui` command to open the new dialog - Supports configuring of any modded planets that aren't set to 'hidden' in their prototypes - Has a JSON-string text-box to copy/paste planet-specific settings; useful when using different mod settings in different saves - Transfers configurations of modded planets between saves even when those saves do not have planet mods enabled Changes: - Yes. Info: - I'm looking for an icon for that new GUI button. I can't draw two pixels next to each other to save my life. Halp - This was a lot a lot of code. I expect bugs and stuff; will try to find and fix them. Suggestions and feedback are very welcome!
Version: 18.1.10 Date: 2024-11-19 Changes: - Now requires the flib library. Please read the Info section for as to why and what I might plan next for the mod - Uses flib to determine the exact positions of tile edges to remove any overlap between lightbulbs, and to give them a more consistent placement universally across all entities - Sizes of lightbulbs have been made to be more distinct in their two optional modes, as there can be no overlap between them now - Added a command-line `/HazardLightsRedux legacy` that toggles off/on the new changes. It is a hidden setting that is saved just like any other Map Setting (global) - In preperation for an upcoming feature idea (hint), instead of specifically excluding surfaces that are space platforms, it now includes surfaces that specifically planet surfaces. If you _really_ want Hazard Lights to be on space platforms, drop me a line. (I saw a mod that makes space platforms dark, so that could be a use-case, but I don't know how relevant it would be) Bugfixes: - Probably fixed some things related to non-standard surfaces like test labs and whatnot, as those aren't usually planets Info: - Probably final update before 18.2.0 (unless bugs). I have an ambitious (for me) feature in mind that flib will really help with. In looking over what flib has to offer, I facepalmed when I saw it could clamp a box to the actual tile grid. I should have figured out how to do that myself, in retrospect, but alas. Next feature is going to use flib anyway, so might as well. I really like how the lightbulbs look now, I'm really happy with the result. Sure, I could tweak sizes more now, and do all that stuff, but I really want to get to the next main feature first, so unless there is some big annoyance with how things look now, I missed something, or a bug, I'll probably wait until 18.2.0 to change anything else. I don't know when that will be done, maybe soon. What I want to do isn't particularly difficult, and it's definitely not at all difficult to do with my current code, but I do not yet know how to do GUI Settings stuff, so that might take a little bit -- while I play around with flib and its features. Yes, it has something to do with planets, and it has something to do with a GUI. Hopefully fingers crossed I get it working soon. Feel free to drop suggestions, or issues or whatever on the Mod Portal's Discussion tab, as that's the only way to get a hold of me right now. Or if you see me in a factorio's twitch stream I'm sdemon there (my username is always taken) :\ Anyway, thanks to all of you who downloaded the mod I really apppreaciate it. I worked really hard making it become what it is. And do let me know if you hate the new changes with an absolute and raging passion. Hopefully 18.2.0 soon!
Version: 18.1.9 Date: 2024-11-18 Bugfixes: - Fixed erroneously humongous lightbulbs used for debugging
Version: 18.1.8 Date: 2024-11-18 Changes: - Just slightly increased the radius of "smaller"-sized lights - More optimizations on sprite creation Bugfixes: - Fixed positions of lights/lightbulbs not being recalculated after changing sprite modes
Version: 18.1.7 Date: 2024-11-17 Bugfixes: - Fixed a crash that could occur when loading a saved game
Version: 18.1.6 Date: 2024-11-17 Features: - The Lightbulbs' Glow setting has been expanded with a drop-down mode selection: "tint", "tint and glow", and "none". "None" is useful for more subdued lighting choices, like blue, in which the lightbulbs weren't very prominently visible. In this mode, the lightbulbs' alpha setting dictates how much of the light's color they adapt when the Hazard Lights are on, but not having any color tinting in well-lit areas/during daytime Changes: - More code, performance, and memory optimizations: - Lights and Lightbulbs are now created as part of their target entities. This means that they are now handled entirely through the parent entity, so any and all runtime upkeep overhead of destroying/rotating them is no longer necessary - Removed storage of previously created lights and lightbulbs, as manually storing them is memory-wasteful and no longer required - Replaced the individual color options with a color picker. Unfortunately, saved color settings had to be reset to their defaults
Version: 18.1.5 Date: 2024-11-15 Features: - Proper calculations for positions of lights and lightbulbs to actually be centered on the edges of the entities' bounding boxes. The positions look much nicer and much less overlap occurs with entities themselves, but are still present. As it's now consistent, some overlaps of lightbulbs themselves will occur with "Normal"-sized lightbulbs when entities are placed right next to each other. Unfortunately, increasing lightbulb sizes look terrible in a lot of cases. So these sizes will have to do for now - Separated the "Sprites: mode" setting to be individually configurable for Lights and Lightbulbs. This means it is now possible to set Lightbulbs to always be "smaller"-sized while having the Lights set as "variable". This will make lightbulbs less prominent, but can help with the newly-introduced kind of overlap, if it does look too distracting - The Lightbulbs' Glow rendering mode is now a Runtime Option [Off]. Since it overlays an extra layer of light, it can be straining - Turret-type entities are now excluded by default, but all of them can be included back in via a new Startup Option. In this case, individual turrets can be excluded by using the user-excludes custom field - Added a Startup Option to exclude the 'electric-pole'-type. This is for friendliness to other mods that add light to Power Poles Changes: - Rewritten almost the entirety of the code. Faster loadings, Simpler?, ...Better...? - Entities having a 2-tile width or height, but being larger than 4 tiles in total no longer count as "smaller" entities for the purposes of the "Variable" sprite mode settings - Entities that are 1x1 tile size are automatically excluded, unless they are specifically user-included in the settings (this effectively excludes 'small/medium-electric-pole' by default, even if the Power Poles option is enabled) - Added 'offshore-pump' to the "forced-accepted" list, overriding the 1x1 exclusion. Can be user-excluded via the excludes setting - Verified and updated "Even Pickier Dollies" compatibility Bugfixes: - Undetermined. Almost entirely new code. It will be a wonder if no bugs were introduced in place of old ones
Version: 18.1.4 Date: 2024-11-13 Changes: - Lightbulbs are now set to render as a "glow", making them a bit brighter during the night, and more dynamic as lighting changes around them - Sizes of Normal and Small lightbulbs have been adjusted to accommodate, and to be less obtrusive when in full light - Console commands now give feedback when they finish their tasks Bugfixes: - Substation was incorrectly being included as its own type. It is now included properly, giving it functioning lights
Version: 18.1.3 Date: 2024-11-13 Features: - Added a runtime option to change the mode of lights and lightbulbs: Variable (default), Normal, and Small Variable: Smaller entities have smaller lights and lightbulbs Normal: Entities always have normal-sized lights. Small: Entities always have smaller-sized lights Changes: - Skip Space Platforms during the initialization phase to very slightly speed up the lights generation - When rotating entities, the lights and lightbulbs now update their positions instead of being completely recreated - Renamed command `/HazardLightsRedux initialize` to `/HazardLightsRedux reinitialize` to indicate its use-case more clearly - Removed the explicit "Air Filtering" optional dependency, as the new type-based inclusion system covers their buildings by default Bugfixes: - Lights and lightbulbs now also update their positions when flipping entities, if necessary - Potentially prevented a race condition when using `/HazardLightsRedux reinitialize`
Version: 18.1.1 Date: 2024-11-12 Features: - Added `/HazardLightsRedux uninitialize` and `/HazardLightsRedux initialize` commands to safely remove or re-create light entities Bugfixes: - Paranoid sanity check accidentally removed turrets from acceptable entity types
Version: 18.1.0 Date: 2024-11-12 Features: - Updated to Factorio 2.0 API - Added a startup option to remove "lightbulbs" around entities - Added startup options to include or exclude entities by name Changes: - Added Space Age entities - Does not attach lights or lightbulbs to entities on Space Platforms - Lights are emitted only when in shadows/darkness - Removed "scanning" and "removal" runtime options; no longer necessary - Changed the way the mod accepts entities to attach lights to - entities are added by their types, then additional entities can be added (or excluded) by their names - No longer compatible with 1.1 saves (if it was), and requires Factorio 2.0 - Removed the "Reserved Entities" logic; implementation was confusing, and use-case unclear. Not very compatible with the new startup options (May be re-implemented in the future if needed) - Compatibility with Picker Dollies was not changed, nor tested; supply your fixes in the discussions if it's broken Bugfixes: - Runtime settings apply without crashes - Properly gets surfaces of entities to attach lights to - Tidied up some code, possibly squashing (or spawning) bugs Info: - Updated by silverd_ - original author: patrick-irvold@hotmail.com
Version: 18.0.10 Date: 2024-11-02 Info: - Updated by Fr_Dae Changes: - 2.0 update - patrick-irvold@hotmail.com original author
Version: 18.0.8 Date: 2021-07-09 Changes: - 1.1 update - add compatibility to Air Filtering
Version: 18.0.7 Date: 2020-06-13 Bugfixes: - Small changelog change
Version: 18.0.6 Date: 2020-06-13 Bugfixes: - Fixed crash when changing colors with invalid entities
Version: 18.0.5 Date: 2020-04-29 Changes: - Added more color customization
Version: 18.0.4 Date: 2020-04-25 Bugfixes: - made rotated entities have correct light positions - made reserved entities update their light attributes
Version: 18.0.3 Date: 2020-03-23 Bugfixes: - fixed issue in pickerdollies handler where if an entity was unregistered the game would crash
Version: 18.0.2 Date: 2020-03-15 Changes: - Made the optimization from 17.0.6 work Bugfixes: - fixed issue that if an API function was called before init it could cause a crash
Version: 18.0.1 Date: 2020-1-29 Major Features: - updated to 0.18
Version: 17.0.10 Date: 2020-1-29 Changes: - Added options to change settings for lights Known Issues: - Light settings will not be updated if the light is Reserved
Version: 17.0.9 Date: 2020-1-17 Bugfixes: - Made PickerDollies work with entities that have no lights
Version: 17.0.8 Date: 2020-1-15 Bugfixes: - Fixed Dependancy Issue
Version: 17.0.7 Date: 2020-1-15 Bugfixes: - Added support for PickerDollies
Version: 17.0.6 Date: 2019-12-29 Changes: - Added option for other mods to do extra optimisation Bugfixes: - Fixed Crash when other mods fuck up
Version: 17.0.5 Date: 2019-11-30 Changes: - Fixed another possible reason for lingering lights Bugfixes: - Fixed a possible Save Game Incompatibility
Version: 17.0.4 Date: 2019-11-30 Changes: - Added a Setting to rescan the world so that no lights would be lingering around
Version: 17.0.3 Date: 2017-5-10 Changes: - Fixed Issue with creating or loading a world. (grumble grumble require grumble grumble)
Version: 17.0.2 Date: 2019-5-9 Scripting: - Made CommonEntities into a global table (saved in savefile). Bugfixes: - Fixed Issues with PVP Event. - Fixed Issues with internal function GetSurfaceOfEnity.
Version: 17.0.1 Date: 2017-5-4 Changes: - The name of the mod was changed from Hazerd Lights to Hazard Lights
Version: 17.0.0 Date: 2017-5-4 Major Features: - Initial release