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Utilities and 3rd Party Applications / Re: Dfhack: Rendermax (and it's subplugin light)
« on: July 21, 2013, 07:17:46 am »this defines how much light they emit/occlude (i forget if they occlude or they ignore that param)I assume dwarves automatically generate light?Dwarves generate light, though not very much.
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special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6)
Plants and workshops seem fine to me. Creatures was just an idea. I assume dwarves automatically generate light? Or do people really have to outfit everything underground with the fitting workshops (1xtile ones for light generation)? I'd rather like that.The usematerial does use material but not that way. It tries to use material provided (e.g. cinnabar -> blocking light and not emitting light) and if it does not find it then it uses the one defined in lua. This should be used with e.g. modded in glowing crystals or just set to emit light always (like statues and beds currently do).
I assume that this "{"useMaterial"})" means that the workshop generates light the color of the build-mat? So a marble-candelabra would make white light, but a cinnabar/realgar-candelabra produces red light?
I dont know about items. While it would be fun to make a blessed armor or a sword that glows blue when greenskins are close, I think it would be more of a gimmick then anything else.
As for dwarfs glowing it's in and you can tweak that with line i mentioned before, but imho it's more fun when they don't and you need to build glass walls that bring light from surface or magma in the corridor walls so it would have nice red light.
I'll update second post with more info. About configuration file.








