Starbound

Starbound

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[oSB] Cumulative Dynamic Lights
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79.658 KB
14 Mar @ 12:59pm
20 Mar @ 8:36am
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[oSB] Cumulative Dynamic Lights

Description
Patches all light objects to use dynamic lighting. Supports all current and future mods.

Requires OpenStarbound[github.com].

Based on the Tanz Lighting Overhaul mod (which *technically* isn't incompatible, but will only make flares and glowsticks have light as far as I'm aware)
25 Comments
Time_pug 12 Jul @ 1:07pm 
Turns out enabling new lightning makes everything overly bright and blown out. Any fix for this?
Time_pug 12 Jul @ 5:41am 
Why is my character ultra bright, I went from pale to ultra pale/washed out.
Kate Hanami 2 Jun @ 8:38am 
could there be a pseudo fog-of-war mod? maybe make anything the player can't see into light level 0?
[SUB] WIZ 27 May @ 7:49am 
you could create a mod to remove items after death, its working principle is quite simple, but it would give a completely different approach to the game, if all items from the inventory were completely removed after death, it would create a positive circulation of weapons and armor, which would equalize the balance of resources and items in large modpacks
Caliperstorm 13 May @ 11:05am 
Would it be possible to modify the flickering of the torch object? For example, making the variance in the light level lessen somewhat?
chililisoup  [author] 29 Apr @ 7:15pm 
Torches receive the same modification as everything else, I think them acting as point lights just makes the flickering more noticeable? The flickering itself is the exact same as it is in vanilla. I'm not too sure what the best solution would be, maybe an alternate mod that does not alter flickering lights?
Caliperstorm 29 Apr @ 5:51pm 
I'm also experiencing a strong pulsing effect from torches. They both switch between red and white and pulse in intensity, which is rather distracting. Is this intentional? If it is, I'd recommend tuning it down quite a bit
Mabra 13 Apr @ 7:15am 
This mod gives a weird flicker to torches.
chililisoup  [author] 12 Apr @ 4:48pm 
This mod overrides OpenStarbound's light type for the objects it patches, so turning it off/on wouldn't change them being a regular point light. The lights being additive is still controlled by having new lighting enabled, though, so I would keep it on.
AnomNom 8 Apr @ 8:15pm 
just to clarify, is this intended to be used with the new lighting enabled, or should it be disabled if using this mod?