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I use wall lamp, but it's right above their head and well within the "brightly lit" radius.
If that doesn't work, upload your save data file to any uploader and submit it to me.
By the way, what kind of lighting is used for the lighting fixtures in the bedroom, and which mod does it come from?
I have a minor issue though, when they go to sleep and the settings is on auto,they turn on the lantern while they sleep, even if the room is fully lit.
If it is not to much of an issue, please can we have a toggle for the anti-rot function? I don't see how can a lantern prevent that;-) Being picky here, it's a great mod, thanks!
I'm playing the 1.6 unstable branch atm.
You might be able to change the texture to make it fit in? (If the author is cool with it)
This is a convenient mode that lets the Colonist decide for themselves whether or not to turn on the lantern.
This allows you to be outdoors even when Unnatural Darkness is occurring.
This coul be very handy in certain events from anormaly.
There were many requests to make lanterns possible even in environments where the tech level is Medieval, such as users of Medieval Overhaul, so we have made it possible to make lanterns without any components when creating with ElectricSmithy or FueledSmithy.
If you can provide TableMachining please bear with me as this will look strange.
Is this the item you are looking for?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073947744
not tested.
I have no plans to build an unhealthy nuclear powered Lantern.
However, by editing the Lantern mod's xml file, you can change the brightness <glowRadius>, running time <fuelTick>, and required fuel <fuelDef>, so you can customize the lantern to your liking. can do.
I updated this mod for 1.4 so kids can use this lantern too.
Please let me know if you've updated this mod to the latest version so your child can now equip lanterns.
When you select a pawn equipped with a lantern, the lantern's Gizmo icon will be displayed, so you can light the lantern by clicking on it.
Thank you very much.
I have modified this mod for Ver1.4 to be safer by bypassing the process in case of anomalous settlers with strange data.
In addition, I have no intention of fixing this mod for Ver1.3.
Can you please check?
The log in question begins on line 4576.
https://gist.github.com/HugsLibRecordKeeper/168d75fce84f59f67f1da8eedc386a51
-Lanterns can now be crafted at Medieval tech level. Can be manufactured without the need for components, but increases manufacturing time.If you want to make it without components, please make it with fueled smithy or electric smithy.
-Added rot stink exposure as an immunity target for Eternal Lantern. Unaffected by putrid gases.
Chop Wood with Other Skills
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811154414
Lanterns require a machining table to craft as they are industrial level products. You can't make it in Fueled Smithy or Crafting spot, so use Torch lamp in the early game or buy it from other settlements.
Also, the idea of eternal lantern is great, I love it!
The eternal lantern shines forever without the need for fuel, ensuring the exclusive wearer eternal health and the ability to work vigorously subject to a peaceful environment!
However, not everyone wants to light the lantern whenever the surroundings are dark and the wearer is awake. For example, some people will want to light the lantern only when working in the dark.
What happens next will be endless requests for improvement from my users to make the algorithm more sophisticated.
To eliminate the practical inconvenience, the lantern needs to have three buttons, an ON button, an OFF button, and an autopilot button. But this system has no realism.
I have no plans to add automatic control because I can predict that such a future will occur.