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RimWorld => Releases => Mods => Outdated => Topic started by: RemingtonRyder on September 08, 2014, 11:48:53 PM

Title: [MOD] (Alpha 8) Lamps, Lanterns and Kits (V 1.4.0 / Outdated)
Post by: RemingtonRyder on September 08, 2014, 11:48:53 PM
This mod is now part of the Winter is Here! (https://ludeon.com/forums/index.php?topic=8004.0) mod.


This mod adds a smaller light source with a quarter of the power requirements of a standing lamp, and a smaller radius of illumination.

You need to research Colored Lights to unlock the lamp.

(http://marvinkosh.omniloth.net/wp-content/uploads/2014/09/lantern_shot.jpg)

Also, there is a mining lantern which requires no research.  However, it must be pre-assembled at a Lantern Table before being placed at the desired site.  It can be deconstructed into item form and re-used elsewhere.  Compared to the standing lamp it uses two-thirds as much power.

(http://www.mrtouf.co.uk/wp-content/uploads/2014/09/mining_lantern.jpg)

Changelog

Alpha 6

v1.0.0: Initial release.
v1.1.0: Added mining lantern and lantern-making table.
v1.2.0: Yes I know, version numbering is terrible, haha.  Increased value of lantern kits to 25 to decrease lantern kit spam in crashed cargo pods.
v1.2.3: Similar changes to v1.3.0 in Alpha 7, but supports Alpha 6.

Alpha 7

v1.3.0: Updated to Alpha 7.  Decreased metal cost for lamp.  Reduced power consumption for lamp and lantern to 40W and 100W respectively.  Screenshots do not reflect this.

Alpha 8

v1.4.0 (https://www.dropbox.com/s/pvknxcgw4zzq8cc/A8_LampsLanternsKits.zip?dl=0) Updated to Alpha 8. Added an outdoor battery kit, which requires 25 Steel and 5 stone blocks (of any type) to craft. You currently need two battery kits to make one outdoor battery (same size and capacity). Deconstructing the outdoor battery should yield the two kits again. Lantern and battery kits are made at the smithing table. Lamp no longer needs Coloured Lights to research.

Merged into the Winter is Here mod.


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: Patrykbono20 on September 09, 2014, 04:12:35 AM
maybe you add this to construction I or power I, one from beginning resarch, not this of I think dont have high priority in researching
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: KnightsCross on September 09, 2014, 04:23:55 AM
why not make a lantern texture? looks cool though
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: BetaSpectre on September 09, 2014, 04:48:15 AM
I thought this was portable Q.Q
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: Bodog999 on September 09, 2014, 10:32:19 AM
Would be awesome if you could make this an item for in your inventory then colonists can light it when they go into a dark room
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: RemingtonRyder on September 09, 2014, 10:48:16 AM
Well, I don't know if gear will emit light when it's equipped.  If not, I could at least make the lantern drop itself in item form when deconstructed, so that you can move it around that way.

And, I'll look at making a more lantern-like texture. :)
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: Timber on September 09, 2014, 10:53:14 AM
Quote from: marvinkosh on September 09, 2014, 10:48:16 AM
Well, I don't know if gear will emit light when it's equipped.  If not, I could at least make the lantern drop itself in item form when deconstructed, so that you can move it around that way.

And, I'll look at making a more lantern-like texture. :)

There is a user by the name of Clayton who does awesome art for modders for free.

Might want to drop him a line, heres his profile page:
http://ludeon.com/forums/index.php?action=profile;u=12300
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: RemingtonRyder on September 09, 2014, 12:09:14 PM
Well sure, but I like doing the art too you know? :)

Speaking of, here's a texture I worked on this afternoon.

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Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: mrofa on September 09, 2014, 12:16:03 PM
That looks cool :)
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: Shinzy on September 09, 2014, 02:05:45 PM
Quote from: marvinkosh on September 09, 2014, 12:09:14 PM
Well sure, but I like doing the art too you know? :)

Speaking of, here's a texture I worked on this afternoon.

had to log in just to see this! I'm glad, makes me think of carved melon lamp =P
I'm gna have to try this one! I don't really like using the vanilla coloured lamps too much, they radiate way too strong hue around for my liking (which is okay for some rooms but *brr*)

Edit: just spawned some in to see how they look =P Looking grape!
I know what kinda mood lightning my stone paths are gna have around the colony soon

More colours? *poke*
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: RemingtonRyder on September 09, 2014, 04:30:29 PM
Sure, I can do more colours, if you throw me some suggestions or colour codes. :)
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: thefinn on September 09, 2014, 04:33:50 PM
tbh since the "power switch" mod has gone away (apparently there are changes in alpha 6 that make it impossible to remake) I have wondered why noone has made just a light that only activates when a colonist or person is in the room.

I guess half power consumption is a little more palatable tho ;)
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: Zeta Omega on September 09, 2014, 05:00:53 PM
Quote from: marvinkosh on September 09, 2014, 04:30:29 PM
Sure, I can do more colours, if you throw me some suggestions or colour codes. :)
Hmm have you thought of doing a furniture mod for rimworld? just some textures and new items
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: RemingtonRyder on September 09, 2014, 05:28:57 PM
Considering it.  Something to think about though - Alpha 7 will allow objects to have different appearances as masks rather than a texture for each one.  At least that's how I read it.
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: mrofa on September 11, 2014, 07:17:56 AM
Quote from: marvinkosh on September 09, 2014, 05:28:57 PM
Considering it.  Something to think about though - Alpha 7 will allow objects to have different appearances as masks rather than a texture for each one.  At least that's how I read it.

Yehh it will be texture grind :D
Title: Re: [MOD] (Alpha 6) Lantern (V 1.0.0 / 09.09.2014)
Post by: RemingtonRyder on September 14, 2014, 12:22:54 PM
Here's another lamp that I worked on today.  This one is about as large as the standing lamp, I think.

I'll get around to adding XML for this and the other one today, so I can try them out in game, but I thought I would throw it out there and see what you guys think.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: RemingtonRyder on September 15, 2014, 07:13:01 PM
I updated on Sunday but I made a mistake with the description for the mining lamp.  It says it lights up the area with an orange glow, but it's actually yellow.  Whoops!
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: Zeta Omega on September 15, 2014, 08:34:28 PM
Why "Mining" lamp though? just a decorative name?
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: RemingtonRyder on September 15, 2014, 09:31:41 PM
I was thinking of players who like digging out large mountains, but don't necessarily want to inhabit an entire cave system, just tap its wealth of metal.
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: Zeta Omega on September 15, 2014, 10:08:22 PM
Eh I do that sometimes then im just forced to add the space to my base to make it look normal
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: RemingtonRyder on September 17, 2014, 03:14:50 PM
As I just found out today, sometimes you will get lantern kits when a cargo pod crashes.
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: mrofa on September 17, 2014, 03:18:43 PM
http://ludeon.com/forums/index.php?topic=6082.0 (http://ludeon.com/forums/index.php?topic=6082.0) this might help with drop pods
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: RemingtonRyder on September 17, 2014, 03:23:33 PM
I don't mind it, actually.  Adds a little bit more variety.
Title: Re: [MOD] (Alpha 6) Lantern (V 1.1.0 / 14.09.2014)
Post by: RemingtonRyder on September 17, 2014, 07:19:49 PM
That being said, I'm going to adjust the base price of the lantern so that you don't get showered with them so much.  I mean, six stacks of 20 is a bit overkill. ;)
Title: Re: [MOD] (Alpha 7) Lantern (V 1.3.0 / 02.10.2014)
Post by: RemingtonRyder on October 02, 2014, 08:00:19 AM
Updates for Alpha 6 and 7, see top post!
Title: Re: [MOD] (Alpha 7) Lantern (V 1.3.0 / 02.10.2014)
Post by: Romi on October 02, 2014, 12:52:48 PM
cool
Title: Re: [MOD] (Alpha 7) Lantern (V 1.3.0 / 02.10.2014)
Post by: RemingtonRyder on December 26, 2014, 06:20:44 PM
So I've tested an Alpha 8 version of this. It will feature lamp kits being craftable at a smithing bench. Yay! :)

Also, I've dropped the Colored Lights research requirement for the small lamp.

There's something else I want to add, so I'll see if I can work out how to do it today. :)
Title: Re: [MOD] (Alpha 8) Lantern (V 1.4.0 / 27.12.2014)
Post by: RemingtonRyder on December 27, 2014, 04:36:58 AM
Okay. Updated to Alpha 8, and added something new. :)