RimWorld

RimWorld

Fueled Lamp [v1.2]
45 Comments
desrtfox071  [author] 9 Sep, 2021 @ 7:38am 
I will be running all of my mods through testing shortly. I know it loads as of now, but haven't yet tested functionality.
Thundercraft 9 Sep, 2021 @ 5:03am 
Has anyone tried, yet, to see if this still works in 1.3?
desrtfox071  [author] 1 Jun, 2020 @ 6:31pm 
OK, I'll take a look at it. Thank you!
An Ol' Spicy Keychain 1 Jun, 2020 @ 6:30pm 
not at all, you cant even place wall light on an empty tile, you gotta place it on a wall and then it will only light up the room its facing
itll even get destroyed if the wall its on is destroyed
desrtfox071  [author] 1 Jun, 2020 @ 6:18pm 
Well, when I originally made this, I referenced some of the existing mods like Wall Light. Wall light does not exhibit this issue?
An Ol' Spicy Keychain 1 Jun, 2020 @ 6:01pm 
Wall lamp
you might look into how the Wall Light mod does it, the whole reason i built it on top of the wall was because i thought it worked like that mod did lol
desrtfox071  [author] 1 Jun, 2020 @ 5:42pm 
Interesting find. Not intended for sure, but then again, I'm not changing any lighting code. I'll have to check to see if I can prevent the lamp from being placed on the top of a wall. Was this the regular or wall version of the lamp?
An Ol' Spicy Keychain 1 Jun, 2020 @ 5:21pm 
just noticed that the lamps will light both sides of a wall if placed on top of a wall, i suppose this is not intended behavior?
desrtfox071  [author] 1 Dec, 2018 @ 3:25pm 
@Other_Olly I can only surmise that the disappearing heater/lamp issue you're experiencing is due to a mod conflict. I have tested again today, and I have no such issue. I have tested building the lamp and heater, and fueling the lamp and heater. i can so far not replicate the issue.
desrtfox071  [author] 29 Nov, 2018 @ 3:59pm 
I appreciate the error report, and will see what I can do to fix it.
Other_Olly 29 Nov, 2018 @ 3:47pm 
Both this and the fueled heater are disappearing when constructed. Pawns deliver the materials to the frame, but after a pawn performs the construction task, there is nothing there. Here is the beginning of the error (can't paste all of it due to char limit):

Exception in JobDriver tick for pawn Kaleun driver=_JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_524430)
desrtfox071  [author] 17 Oct, 2018 @ 10:08am 
@keylocke I look into this now that the mod is updated for 1.0
keylocke 22 Sep, 2018 @ 8:16pm 
@desrtfox071 : how about a chemfuel powered chandelier?
desrtfox071  [author] 19 Jun, 2018 @ 5:21pm 
I've modified this for the upcoming 1.0 patch and the lamps no longer produce heat or light when out of fuel. I don't know how to post that file without overwriting this one, so I'm holding off on publishing the update until I find out how to do the update as a seperate mod, or 1.0 comes out.
desrtfox071  [author] 29 Apr, 2018 @ 9:54am 
@vadd.kom I'm working on the fuel usage side of this. They will also still provide light even without fuel at the moment. As for the inability to move the lamp, I use minify everything so I don't notice that. I'll look into making htem minifyable as well.
vadd.kom 29 Apr, 2018 @ 1:54am 
I wanted to use these lamps during solar flares for light in my bunker. But they spend fuel even when they are off. Another sadness is the inability to change the lamp to another location after construction.
Employee 432 13 Mar, 2018 @ 11:25am 
A chemfuel network would be really really cool. I have a very large polar base, and use chemfuel for all my power generation. Keeping 100 generators fueled is a lot of hauling :)
desrtfox071  [author] 3 Mar, 2018 @ 7:34pm 
@ttamttam A fuel network would be pretty cool. I wasn't even thinking of that sort of thing when I decided to make this. I just thought it was pretty silly that you couldn't make some kind of lightsource beyond a torch until you researched electricity. My idea was more based on the idea of an oil lamp or lantern, so a network didn't even occur to me.
ttamttam 3 Mar, 2018 @ 6:33pm 
Hey! I was just messing around trying to create a mod like this but it looks like it's already been done! I was hoping to create something akin to the powernet so you could have chemfuel transferred through pipes but I got in way over my head trying to do that, I'll take another look once I'm half decent at modding. Anyways thank you so much for this!
desrtfox071  [author] 27 Feb, 2018 @ 7:10am 
@Example3 If, in the meantime, you want a chemfuled heater, you can get one, in a round about way, by using Dub's Bad Hygeine. Obviously, that mod adds many more features though.
desrtfox071  [author] 27 Feb, 2018 @ 7:09am 
@Example3 I've thought about a heater. Honestly, I was surprised no one had done a lamp, I'm even more surprised no one has done a heater as well. I'll look into it.
Example3 27 Feb, 2018 @ 3:27am 
Thanks for the help.
After removing some mods, the problem disappeared, but the yellow logs in the console were preserved (in Russian localization and in English), however, this does not affect the work.

Do not plan to make a stove / heater on the chemfuel, in addition to this mod?
desrtfox071  [author] 26 Feb, 2018 @ 10:48am 
@Example3 I also progressed my test game to the point of creating both a fueled floor lamp and a fueled wall lamp, and installed both with no errors.
desrtfox071  [author] 26 Feb, 2018 @ 10:25am 
@Example3 I've started a new game on my install with just Core and Fuled Lamp, and I get no error. I would like to ask you to do the same. I still believe that there's another mod that is attempting to change something that is interacting with Fueled Lamp badly. My normal save, I run 135 mods, and I don't get the error you have - although there are quite a few mods that differ from my install to yours. If you're concerned aboput turning off all the mods, might I suggest looking into ModSwitch - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1139051045

This mod will make it easy to backup your current modlist so you can re-enable them all in the same order once you've completed the test.
Example3 26 Feb, 2018 @ 7:27am 
From workshop
desrtfox071  [author] 26 Feb, 2018 @ 7:24am 
@Example3 One last thing. Did you install the mod by using the Workshop, or from the direct download?
desrtfox071  [author] 26 Feb, 2018 @ 7:23am 
@Example3 OK, thanks for the latest log. This looks a little more informative. I'll see what I can do about this.
Example3 26 Feb, 2018 @ 1:25am 
Switching the language to English did not help. In the new game, too, nothing.
Example3 26 Feb, 2018 @ 1:20am 
I put the mod last in the list. After loading this log:

https://pastebin.com/F1BuPisK
desrtfox071  [author] 25 Feb, 2018 @ 9:35pm 
@Example3, I'd also like to request that you start a new save (just as a test) to see if you have the issue with a new game as well. This may help me track down any issue.
desrtfox071  [author] 25 Feb, 2018 @ 9:30pm 
It's also possible that it has something to do with the localization. I did not do any localization of the Fueld Lamp mod, so I don't know how that might affect anything.
desrtfox071  [author] 25 Feb, 2018 @ 9:28pm 
@Example3 Would you try putting Fueld Lamp at the bottom of the list and tell me if you still have the issue? The fueled lamp doesn't even use wood (not even for making it), and I think some other mod is overwriting some basic function of RimWorld that Fueled Lamp relies on.
desrtfox071  [author] 25 Feb, 2018 @ 8:26am 
@Example3 You're going to have to tell me what other mods you have running, and in what order. Also, the error you've posted doesn't seem related to Fueled Lamp. I'll certainly try to see if there's an issue with the mod, but I'll need more info.
Example3 25 Feb, 2018 @ 2:02am 
after trying to build a lamp, it instantly disappears and produces such a log
what is the problem?

Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
desrtfox071  [author] 16 Feb, 2018 @ 11:20am 
+jon_hallin you do need to research refining in order to build them. Once you have, they should show up under furniture.
HeadWar 16 Feb, 2018 @ 11:14am 
I can't find how to build these. Do they need some particular research, or are they hidden under some unexpected sub-category? (I do have a lot of mods, so I won't rule out that some other mod is causing trouble.)
Shades 10 Feb, 2018 @ 8:18am 
Very nice. Subscribing! Heat is important for me, as I tend to play in colder climates. Even a little bit of heat goes a long way to help if it is spread out properly.
desrtfox071  [author] 10 Feb, 2018 @ 8:00am 
@juha39, It does produce some heat, about half as much as a torch. It holds 10 fuel, and that lasts about 7 days I think.
Shades 10 Feb, 2018 @ 6:36am 
How much fuel does it use, and does it produce heat?
Hykal 1 Feb, 2018 @ 5:14pm 
Seems to work fine! Thanks, mate.
desrtfox071  [author] 31 Jan, 2018 @ 12:21pm 
Hykal 31 Jan, 2018 @ 11:59am 
Can we get a dropbox version of this pretty please? You just made tribal playthroughs a hell lot more tolerable.
desrtfox071  [author] 31 Jan, 2018 @ 8:22am 
Thanks!
Deyon 31 Jan, 2018 @ 6:35am 
looks good!