Space Engineers

Space Engineers

Better Spotlights
81 Comments
Jim 1 May @ 9:36am 
Nice one. Is it possible to also increase the amount of spotlight beams visible at a time or in other words increase the display limit? Or is that a deeper issue?
stormzel 25 Feb @ 11:51pm 
nice!!!
Space Ace 1 Feb @ 12:31pm 
Just a heads up, the mod seems to modify a lot of Contact DLC blocks that it doesnt really need to touch, like the new turrets. You can remove anything that isnt a light from the CubeBlocks_ContactPack.sbc
Vas 28 Jan @ 5:47pm 
Unfortunately, had to remove this mod because it adds tons of DLC items that I can't disable with my DLC disabler mod. :P
ThePhoenixKnight 21 Dec, 2024 @ 6:34pm 
Salutations! For some reason this mod installed as a plugin has been causing issues with the Gatling and Rocket turret reskins:
When I was working on creating a mod that rebalances said turrets it was causing a confliction and overriding my mod, please remove the weapons from the CubeBlocks and only use the ones that you are actively needing for this mod to function.
David S 20 Dec, 2024 @ 11:12am 
I was going to say the same, I use the plugin version and the last update broke the interior light group, it's not there in the G menu anymore at all. The individual lights are still though.
Gemini Sierra 20 Dec, 2024 @ 8:30am 
Did you add a "light panel inv" to this mod? If so... you broke the g-menu grouping for "interior lights"
Should be noted... that this is with the plugin version of this mod. If you don't control that, do you know who does?
andersenman 20 Dec, 2024 @ 1:47am 
Thanks!
Thorn Blackwell  [author] 19 Dec, 2024 @ 4:06pm 
All spotlights have been updated. Sorry I have been slow to update my mods. Rebuilding my office, and then rebuilding my computers have delayed many things.
AVmear 30 Oct, 2024 @ 7:35am 
Hi, just tried it and for anyone wondering it doesn't works on the new floodlights.
andersenman 19 Aug, 2024 @ 11:17am 
Getting right what Keen can't or refuses to out of some pathologically twisted sense of game design. Must-have.
Swann 3 Aug, 2024 @ 12:06pm 
Thank you so much for this mod. One tiny thing that could be addressed: Currently Timer Blocks that use the "Increase Radius" command are unable to increase the radius beyond the vanilla 120.
Rysten 1 Apr, 2024 @ 7:21pm 
Nevermind. It turns out server admin forgot to actually install the mod.
Rysten 1 Apr, 2024 @ 12:16am 
Also seeing grids on large spotlights, hazy cones on both sadly. Longer distance is great though!
Rysten 31 Mar, 2024 @ 7:06pm 
I am still seeing the grid lines (at least on small grid) spot/search lights. Do they require a rebuild to work?
kinngrimm 22 Jan, 2024 @ 6:42pm 
what is the range on the spotlights and the search lights?
lord.riker 9 Nov, 2023 @ 2:36am 
Incompatible with Weaponcore, unfortunately. Makes searchlights refuse to stay on target.
BlazingImp77151 10 Sep, 2023 @ 3:39am 
What is the new range of the spotlights (is it still configurable?)? And does the hazy cone effect still appear in the atmosphere (or at least weather), or is it completely removed?
ParGellen 17 Jun, 2023 @ 1:27pm 
Oh my god THANK YOU FOR THIS!
Thorn Blackwell  [author] 11 Feb, 2023 @ 1:46pm 
@SupaAsian69 - On rare occasions light settings revert to Vanilla Standard. Usually, it is accompanied by a failure to load any number of other mods as well. I notice this when I have a very long list of mods in a saved world. Sadly, I think it is a game issue, and the best thing to do is exit as soon as you notice the change without saving. Often you can load a backup if the game has autosaved since you loaded in, otherwise it can really be a pain. I love mods, so my mod list is usually at least 40+ mods long (often more like 60+).
SupaAsian69 11 Feb, 2023 @ 12:59pm 
Hi love your mod but I did come across a slight issue of the light radius setting being reverted to default setting on world reloads, do you perhaps to know any workarounds?
Thorn Blackwell  [author] 24 Jan, 2023 @ 3:34pm 
@PepperJack - Cool :steamhappy:
PepperJack 24 Jan, 2023 @ 12:28pm 
Love your mod, I made a modification to the cube cost to match the Industrial overhaul. I have it pointing to your mod for its textures. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2923061351
Jack Schitt 22 Jan, 2023 @ 4:40am 
Great mod! Totally fixes the lights so they actually work like lights should!
Vladimir Bergholtz 7 Jan, 2023 @ 11:29am 
Game changer for me since I use Space just got real as well
Ars3nic 30 Dec, 2022 @ 1:29pm 
My searchlights are emitting light to & from the wrong directions, i.e. if the light is pointed forward the illuminated zone is up and to the left.
Thorn Blackwell  [author] 26 Nov, 2022 @ 5:05pm 
@Prometheus - If you are asking whether you can see it from far away, then yes and no. Yes if you are in the range of it, but no if you are outside that range. If you are looking for lighting that can be seen over a long distance then use static lights instead of reflector lights. Interior lights, light panels, and any light that is an area affect is seen from exceedingly long distances. Spotlights become invisible at significant range, and too many spotlights will affect sim speed and fps.
Prometheus 25 Nov, 2022 @ 10:19am 
does this mod effect light render distance?
Aryemis 23 Jul, 2022 @ 9:08am 
Thanks :)
Thorn Blackwell  [author] 22 Jul, 2022 @ 11:48pm 
@Aryemis - Absolutely, use it as you want.
Aryemis 22 Jul, 2022 @ 11:42am 
Heya this is awesome, I'd like to include this on my server, but would like to tune down the range of the spotlights to be more in line with the range of the modded spotlights we have available.
Is it okay if we reuse these files in our mod ?
The mod is unlisted and will link back to here ofc.
Admiral Kobi 8 Jul, 2022 @ 9:35am 
Any light from this mod reverts back to low light setting, basically making the interior of my base dark until I go back and push the radius bar all the way back to the right again. Any way to make this setting stay without it resetting all the time whenever I leave and come back?
PepperJack 6 Jun, 2022 @ 11:08am 
I would very much appreciate it. If that is something you would rather me maintain let me know.
Thorn Blackwell  [author] 31 May, 2022 @ 4:30pm 
I will look into it. I may have to make an industrial overhaul version.
PepperJack 31 May, 2022 @ 4:02pm 
The Better Spotlight plugin when selected in the plugin loader makes the industrial overhaul recipe not work. It doesn't add the lightbulbs to the recipe and will never build even with the admin.
semtex 16 Feb, 2022 @ 8:20am 
ReflectorConeDegrees set to 156 (3x standard) - interesting effect
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2755301022
such manipulation can be interesting for the replacement of standard lights - the light does not shine backwards, "behind self"
semtex 16 Feb, 2022 @ 5:45am 
Test <ReflectorConeDegrees> for SmallBlockFrontLight
Setting 13, 26, 52 (standard), 78, 104 and 156 at same radius 120 and intesity 4

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2755293130
semtex 16 Feb, 2022 @ 4:48am 
And yet - you could also check the TransparentMaterials - ReflectorCone definition - it's also different from the one you used, and possibly modify the ReflectorConeCharacter material for the light cone of the character's reflector.
semtex 16 Feb, 2022 @ 3:52am 
Thorn Blackwell - In the plugin you are using obsolete block definition format for "LargeBlockFrontLight" "SmallBlockFrontLight" and "OffsetSpotlight".
delsonbb 10 Feb, 2022 @ 6:35pm 
Affirm on that fix OP. Thank you!
Thorn Blackwell  [author] 10 Feb, 2022 @ 10:22am 
It should be fixed now, and thank you for reporting the error accurately. I think this was brought up once before but I didn't understand the problem.
delsonbb 10 Feb, 2022 @ 5:32am 
It has been bothering me for a while now but the wasteland spotlights are oriented opposite of its orientation (i.e. spotlights are oriented horizontally but it is casting vertically).
OttoArms 9 Feb, 2022 @ 7:26am 
Great Mod Ty for this!
Thorn Blackwell  [author] 9 Feb, 2022 @ 6:35am 
Yes , the Searchlights from Warfare 2 are now included.
ariesfighter15 7 Feb, 2022 @ 7:46pm 
Do you have any plans on updating this mod to include the new search lights?
ConTaGious 3 Feb, 2022 @ 2:11pm 
Understood, thanks for response!
Thorn Blackwell  [author] 3 Feb, 2022 @ 10:49am 
In the process of creating the mod a number of images were used and tried to make it work. I once I get to a point where the mod works as I do my best to clean up afterward, but sometimes I err on the side of not tempting fate and breaking the mod accidentally. I won't go into how often I have broken a project in the cleanup phase. If the mod works without the files then remove them as unnecessary. I will look into them as well, but the dual reflector was for the dlc and the regular one was for the small spot. Sometimes the files in a mod aren't referenced by the mod itself, but they still get loaded and replace similarly named files in the vanilla game to a different effect.
ConTaGious 3 Feb, 2022 @ 6:45am 
And to explain, i'm just wanting to make sure I do things correctly and that I don't miss anything.
ConTaGious 3 Feb, 2022 @ 6:42am 
I'm about to install an additional mod that adds some lights but also edits the vanilla lights. Since this additional mod also organizes the G-menu and adds it's lights + vanilla lights in various variant categories, I need to merge your mod and the other together, that is, if i want to keep changes from both. Is only for my own personal use fyi.

Thing is, your mod includes 2 light texture files that I can't figure out what they are for and am wondering if they're possibly just extra/unused?
"dual_reflector3.dds"
"reflector_small3.dds"

I can see though that for the Wasteland dlc headlight, you've pointed it to a different vanilla texture file and i haven't been able to find any vanilla lights set to use the 2 textures mentioned above. Could you clarify this for me?
Thorn Blackwell  [author] 16 Jan, 2022 @ 8:02pm 
Actually, there were heavy bars to protect the lighting at one of my jobs. The seemed ridiculously heavy, but the light shed was diffused within a couple feet as to make the lines invisible. It's not an effect of passing through an atmosphere, but an effect of light itself.

For anyone who thinks "if that's true then why can the Bat-signal show in the sky?" It's a real-world effect that can be done in the real world not just comics. Well, firstly the symbol covers 75% of the spotlight, not the <5% of the light the bars cover. Secondly, the symbol covers the source light as well so only light reflected from the back of the spotlight is projected toward the sky. Thirdly, if there is no cloud cover and the humidity is low then you see no symbol. If the cloud cover isn't low enough the image is blurry at best. It's probably a good thing Gotham was such a dark, gloomy, rainy or overcast place most of the time.