A mod that adds light to the cornors of common buildings at night to stop you from driving into them
Small changes concerning balance, gameplay, or graphics.
Hi,
Unfortunately I discovered a bug in connection with the water pump.
The mod sets the lights as expected. But when I dismantle the pump, the lights still stay in place.
If I now build and dismantle the pump several times, I have red lights everywhere that can't be removed.
I had to load an older game and throw out the mod.
Since I work with Clockwork and have deep black nights, this mod is actually perfect!
Before I forget:
The Hazard Lights Selection Tool does not help here either. I use all three hazard mods.
I play with a big mod package. Among other things Krastorio 2. Here the water pump needs electricity.
But that won't be the reason for the problem.
Can you fix the problem?
Thank you!
greetings
Illyria
i have dealt with this issue in the past, and i made a setting so that every X seconds (configurable in another setting) it removes any floating lights, just try and turn that setting on and check if floating lights disappear
because i can never figure out why the lights start floating in some cases
Hi SpaceCat-Chan,
Thank you for your prompt reply.
I have already found and activated this function.
The lights then also disappeared. Then I rebuilt the water pump and demolished it again.
The lights stayed there again. Then I deactivated the function again in the settings and reactivated it. Without function. This time the lights couldn't be removed.
I had to deactivate the mod ...
I have no idea about modding. But maybe you can install the mechanics a little differently. The buildings you build have no hazard lights. But with the Hazard lights selection tool you can place the lights yourself.
Maybe the error occurs when placing the lights automatically ...
I noticed that the lights on the water pump glowed a little less. And when I used the Hazard lights selection tool to pull a frame around the water pump, it was a little stronger.
I didn't notice the mistake in the other buildings. I can use the tool to remove the lights and add them again as I want.
I hope my error description is understandable. Sorry, I'm not that good in English, and I'm using online tools.
greetings
Illyria
well, the rescan timer defaults to 2 minutes, that means you need to wait up to 2 minutes for the lights to disappear
in the settings you can change said timer down a bit if you want. after you check that setting please do reply with your findings
That seems to be working. The lights will go out after 1 minute (set by me).
But now something else is strange ...
I now have red lights next to my tracks in two different places, but nothing is there. These cannot be removed.
I don't want to say now that they bother me particularly. It's just weird ...
that could be from a car that got misidentified by auto-lights, can you send a picture?
Hmm. I do not have a car ...
I can take a screenshot. I am currently playing my game. But how do I post this here? Or where do I upload it?
you could use imgur or google drive or something
https://drive.google.com/open?id=1SEB_yGAAtbWhzRcqosuEr14oQN3ZLBOk
Once over my character, and once at the bottom left. (Both circled)
None of my objects or buildings makes these hazard lights. I have already dismantled the train signal. Nevertheless, the light remains.
two ways i can think of that that could have happened:
1. something moving got selected by the hazard-selectors
2. one of the saves you reverted to somehow still had hazard-lights in them
there is actually a way to tell which happened here
if you change the light color in the settings, then if those lights change their color, then it must be option 1
if they don't change colors, it must be option 2
Interesting theory ...
The color changes. So it should be 1st.
The trains also had hazard lights.
With the hazard light selection tool, I removed the hazard lights from the trains.
But these two hazard lights near the tracks remain. I have no other moving objects.
I have just drawn a large frame and deselected it. That didn't remove the lights either.
we can conclude two things from this:
i will see if i can make a special version of the mod to also test if the lights are reserved
https://drive.google.com/file/d/1gEJAPi17T55D6YHfSfWD9_i6vW9Py_k8/view?usp=sharing
that is a custom version of the mod, with it we can check if the lights are reserved or not.
and that's really it
Okay, tried it.
The custom mod shows an interesting behavior ...
The red light, below the track, has changed color.
The red light above the signal has kept its color.
(See image 1)
https://drive.google.com/open?id=1Bbs8iSUjo1zM4ey2D9TBIhww1gQy176i
On the west wall, a few buildings have different colors.
(See image 2)
https://drive.google.com/open?id=1iRStNs_u-I8aIoZnziwzZWkHDz4jpeQr
All other buildings in my base have the changed color.
(See image 3)
https://drive.google.com/file/d/1-fixDd25LdZhvzBOYVaruygZ9OgXZRUp/view
What does that mean?
if a light is reserved, that means the base mod is not allowed to touch or change it in any meaningful/destructive way
reservations exist so other mods can say that this is their item and other mods should not change it
currently only the hazard-lights-selector uses this, all lights that did not change color, were at some point selected by a selector
this also gives us interesting information about the two buggy lights
specifically, the top one was caused by the selectors, and the bottom one was not
i will try and make an update to the selectors mod so that you can emergency delete lights that have no building for them
the latest update on Hazard-Lights-Selection-Tool will allow you to remove the bugged lights
just be careful, the emergency remover is very laggy to use and may take a while
I updated the mods. And it works!
I was able to remove the buggy lights with the new emergency remover. A very useful tool for such cases.
To the post before:
I am not aware of having made one of the lights with the selector. Which strikes me that every newly built train produces lights at the station.
Since I have integrated your mod into an already running game, this buggy light could only have been created by this.
As for the trains: I have - as far as I know - deselected all trains after installing your mod.
Well, everything is working properly now!
I am rid of the faulty lights and I can enjoy the mod. :)
I thank you! Really, good job!
by the way, a recent update on auto-lights means future trains shouldn't have lights anymore
to make it update you can change the width and height settings on that mod if you have it installed
Oh very good.
That should avoid further conflicts.
Are you sure that it makes sense to change the width and height?
Finally, this mod automatically adds lights to all buildings. Whether larger or smaller.
I think I leave the default settings.
You must have set this up for a reason.
changing the width or height will force the auto-lights mod to update the list of items with lights
and a clarification: the width and height are minimums for the things it adds lights to
you can change the settings back again once it is updated
Ah, that's what you meant ...
A good idea ... There are no buggy lights at the moment.
Although ... I just remembered: I also use the Bulk Rail loader Mod. And the hazard lights cannot be removed from it.
The lights on the rail loaders don't really bother me. On the contrary, they are buildings that should be visible in the dark.
Most of my buildings are visible in the dark even without hazard lights because I like to install a lot of lamps. But in the event of a power failure, the hazard lights are immensely helpful.
And of course there are still some dark corners ...
Anyway, I like your mod.
I'll try the height and width with the bulk rail loaders. If I go over it with the selection tool, several lights stack on top of each other. But only these can be deselected.