RimWorld

RimWorld

Handy Lantern
83 Comments
John Helldiver 6 Aug @ 11:56pm 
A toggle for the rot stink exposure feature would be nice, yea. Exactly what I'm looking for though, thank you!
The Professor 23 Jul @ 11:57am 
Very cool, thanks for the mod. For difficulty/non-cheat reasons would love to have a version that doesn't prevent rot stink exposure.
stecph 22 Jul @ 11:23am 
I worked, thank you so much!
stecph 22 Jul @ 9:38am 
Thanks for the suggestion, I will try that and let you know.
I use wall lamp, but it's right above their head and well within the "brightly lit" radius.
seeki  [author] 22 Jul @ 8:45am 
First, unsubscribe from this mod and resubscribe to it to perform a forced update. The latest version of this mod is 4.2.0.2.
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?
stecph 22 Jul @ 8:34am 
I am sorry, but they still keep it on while sleeping.
seeki  [author] 22 Jul @ 6:01am 
fixed
stecph 22 Jul @ 4:18am 
I love your cute little mod.
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!
seeki  [author] 6 Jul @ 7:11pm 
fixed.
Cundou 6 Jul @ 7:15am 
The auto turn on/turn off seems bugged. When it's dark, they turn the lantern on and off continously. I suspect what happens is: It's dark, so latnern turns on. Since it's on, it is now light, so it turns off. Now it's dark again, turn on. Now it's light again, turn off.

I'm playing the 1.6 unstable branch atm.
DreamState 11 Jan @ 1:11am 
this would be super cool with a flashlight as an option just sayin
Witch 30 Jul, 2024 @ 7:02pm 
@LugDee
You might be able to change the texture to make it fit in? (If the author is cool with it)
LugDee 1 Jul, 2024 @ 8:59am 
where would i find a similar mod but for a medieval playthrough? I need something like a torchbearer for caving/guards
seeki  [author] 12 Jun, 2024 @ 10:12am 
To combat Unnatural Darkness, we've implemented an auto mode for lanterns.
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.
seeki  [author] 12 Jun, 2024 @ 1:48am 
I plan to update this item to completely protect against Unnatural Darkness.
wincentweynard 12 Jun, 2024 @ 12:30am 
Does thi means that the colonists are also safe from attacks out of the dark?
This coul be very handy in certain events from anormaly.
zaune_thegreywyvern 14 May, 2024 @ 4:46am 
Very glad to see a substitute for the old Night Vision mod, but is there any possibility of adding the ability for pawns to turn their lanterns on and off automatically according to local light levels? It'd cut down on micromanagement considerably if there was.
ShyGuySpirit 5 Apr, 2024 @ 3:08pm 
Thanks for the reply and thanks for the mod.
seeki  [author] 5 Apr, 2024 @ 6:38am 
@ShyGuySpirit
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.
ShyGuySpirit 29 Mar, 2024 @ 2:27pm 
I see that there are two Handy Lantern recipe. One on the Smithy that is 40 steel, 1 chemfuel. The other is on the Machining Table for 1 component, 40 steel and 1 chemfuel.
seeki  [author] 12 Mar, 2024 @ 8:55am 
Vixulium 12 Mar, 2024 @ 3:44am 
Add flashlights and head lamps >.> please? hand held lights for colonists would be a great addition to go with the mod realistic darkness @seeki
seeki  [author] 12 Nov, 2023 @ 8:37pm 
@Rubber Ducky
not tested.
Rubber Ducky 11 Nov, 2023 @ 10:28am 
work for CE?
shane_357 7 Oct, 2023 @ 7:14pm 
Thanks!
seeki  [author] 7 Oct, 2023 @ 7:04pm 
@shane_357
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.
shane_357 7 Oct, 2023 @ 4:15pm 
Could we get a 'nuclear lantern' that has a very long burn timer and reloads with uranium? (Also a spiffy green glow?)
Ehbong 20 May, 2023 @ 11:44pm 
@seeki Thanks a lot~ It is working now. The kids are equipping the lanterns automatically when I load the save game. :cozybethesda:
seeki  [author] 20 May, 2023 @ 9:58am 
@Ehbong
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.
Ehbong 20 May, 2023 @ 9:12am 
Hello~ thank you for this lantern~ Do you have a version of this lantern that is for children in Biotech DLC? Just want them to go anywhere without being in darkness while exploring.
seeki  [author] 20 Jan, 2023 @ 10:57pm 
No hotkey icon.
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.
Still 20 Jan, 2023 @ 10:12pm 
What is the hotkey to turn this on? I have it equipped but can't figure out how to turn it on
Dizzy Ioeuy 25 Nov, 2022 @ 11:06am 
This mod is very cool. TY
Unlucky Colonist 18 Nov, 2022 @ 2:52am 
We have confirmed that the said event does not occur.
Thank you very much.
seeki  [author] 17 Nov, 2022 @ 8:01pm 
@n_244_101_5 Please let me know if the problem is fixed.
seeki  [author] 17 Nov, 2022 @ 7:59pm 
I did a quick test on my lunch break and your error doesn't reproduce in my environment.
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.
Unlucky Colonist 17 Nov, 2022 @ 9:40am 
Settlers are no longer able to pick up items.
Can you please check?

The log in question begins on line 4576.
https://gist.github.com/HugsLibRecordKeeper/168d75fce84f59f67f1da8eedc386a51
seeki  [author] 19 Oct, 2022 @ 9:03am 
-Supported Ver1.4.
-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.
seeki  [author] 17 Oct, 2022 @ 5:55am 
I have plans to make this mod compatible with Ver1.4. However, since the mod will be done in order, it will be after the release date of the new DLC.
Lugaru 30 Sep, 2022 @ 6:00am 
I think this is a great idea and would LOVE to see a portable torch too (wood plus cloth) that is gone when it burns out.
frostyfresh 26 Sep, 2022 @ 12:31pm 
The fuel left on the regular red handy lantern was showing up as 1.00% and then .99% etc. as it was used. Also created a constant error loop with a notification from RocketMan. Might be a conflict with the repairable gear mod. Disabling the mod and removing the item from the game fixed the error.
seeki  [author] 28 Aug, 2022 @ 6:04pm 
For the early stages of the game when you can't make lanterns, I created a mod that makes cutting trees easier. It would be nice to use this mod to make a Torch lamp.

Chop Wood with Other Skills
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811154414
seeki  [author] 28 Aug, 2022 @ 6:00pm 
@Nysch
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.
Myst Leissa 27 Aug, 2022 @ 1:15pm 
Where do I craft the Handy Lantern? It doesn't appear in the logical places of the Smithy or the Crafting Spot?
seeki  [author] 24 Jun, 2022 @ 9:16pm 
@蔡 rewrite 我很感激。 谢谢你。
Cai rewrite 24 Jun, 2022 @ 8:06pm 
Hi! I'm the Chinese translator of this mod, just here to inform you I have update the translation.
Also, the idea of eternal lantern is great, I love it!
seeki  [author] 22 Jun, 2022 @ 8:22am 
I have added an unique eternal lantern as an attractive quest reward item.
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!
seeki  [author] 3 Jun, 2022 @ 10:18pm 
If the ON and OFF buttons are completely removed and the lighting is automatically controlled, I can make it look like the colonist are operating it.
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.
Demognomicon 3 Jun, 2022 @ 6:44pm 
E.G. is exempli gratia in Latin which means “for example". Not a mod..
seeki  [author] 2 Jun, 2022 @ 9:24pm 
I believe that polite people will talk about their topic after answering the question "Which mod is E.G.?".