Space Engineers

Space Engineers

Better Spotlights
81 comentarios
Jim 1 MAY a las 9:36 
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 a las 23:51 
nice!!!
Space Ace 1 FEB a las 12:31 
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 ENE a las 17:47 
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 DIC 2024 a las 18:34 
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 DIC 2024 a las 11:12 
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 DIC 2024 a las 8:30 
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 DIC 2024 a las 1:47 
Thanks!
Thorn Blackwell  [autor] 19 DIC 2024 a las 16:06 
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 a las 7:35 
Hi, just tried it and for anyone wondering it doesn't works on the new floodlights.
andersenman 19 AGO 2024 a las 11:17 
Getting right what Keen can't or refuses to out of some pathologically twisted sense of game design. Must-have.
Swann 3 AGO 2024 a las 12:06 
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 ABR 2024 a las 19:21 
Nevermind. It turns out server admin forgot to actually install the mod.
Rysten 1 ABR 2024 a las 0:16 
Also seeing grids on large spotlights, hazy cones on both sadly. Longer distance is great though!
Rysten 31 MAR 2024 a las 19:06 
I am still seeing the grid lines (at least on small grid) spot/search lights. Do they require a rebuild to work?
kinngrimm 22 ENE 2024 a las 18:42 
what is the range on the spotlights and the search lights?
lord.riker 9 NOV 2023 a las 2:36 
Incompatible with Weaponcore, unfortunately. Makes searchlights refuse to stay on target.
BlazingImp77151 10 SEP 2023 a las 3:39 
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 a las 13:27 
Oh my god THANK YOU FOR THIS!
Thorn Blackwell  [autor] 11 FEB 2023 a las 13:46 
@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 a las 12:59 
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  [autor] 24 ENE 2023 a las 15:34 
@PepperJack - Cool :steamhappy:
PepperJack 24 ENE 2023 a las 12:28 
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 ENE 2023 a las 4:40 
Great mod! Totally fixes the lights so they actually work like lights should!
Vladimir Bergholtz 7 ENE 2023 a las 11:29 
Game changer for me since I use Space just got real as well
Ars3nic 30 DIC 2022 a las 13:29 
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  [autor] 26 NOV 2022 a las 17:05 
@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 a las 10:19 
does this mod effect light render distance?
Aryemis 23 JUL 2022 a las 9:08 
Thanks :)
Thorn Blackwell  [autor] 22 JUL 2022 a las 23:48 
@Aryemis - Absolutely, use it as you want.
Aryemis 22 JUL 2022 a las 11:42 
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 a las 9:35 
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 a las 11:08 
I would very much appreciate it. If that is something you would rather me maintain let me know.
Thorn Blackwell  [autor] 31 MAY 2022 a las 16:30 
I will look into it. I may have to make an industrial overhaul version.
PepperJack 31 MAY 2022 a las 16:02 
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 a las 8:20 
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 a las 5:45 
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 a las 4:48 
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 a las 3:52 
Thorn Blackwell - In the plugin you are using obsolete block definition format for "LargeBlockFrontLight" "SmallBlockFrontLight" and "OffsetSpotlight".
delsonbb 10 FEB 2022 a las 18:35 
Affirm on that fix OP. Thank you!
Thorn Blackwell  [autor] 10 FEB 2022 a las 10:22 
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 a las 5:32 
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 a las 7:26 
Great Mod Ty for this!
Thorn Blackwell  [autor] 9 FEB 2022 a las 6:35 
Yes , the Searchlights from Warfare 2 are now included.
ariesfighter15 7 FEB 2022 a las 19:46 
Do you have any plans on updating this mod to include the new search lights?
ConTaGious 3 FEB 2022 a las 14:11 
Understood, thanks for response!
Thorn Blackwell  [autor] 3 FEB 2022 a las 10:49 
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 a las 6:45 
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 a las 6:42 
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  [autor] 16 ENE 2022 a las 20:02 
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.