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Likely at some point during next week, since I want to test the new DLC too before pushing the update for 1.6 ( maybe this weekend, if we are lucky)
Ah, makes sense. In that case, since the heat generation aspect of the fires does have a small , but still existing, impact on performance, might be worth suggesting to that mod author adding a mod setting that disable the heat generation too, since it seems to have already have one controlling the refueling aspect (that is a much more performance impacting).
But just removing the heat generation from a building is not a that complicated modding process overall, so it might be worth for you just making a small personal mod that does it, checking on the mod making section on Rimworld wiki may be helpful in that case
(besides the basic setup page, the 'PatchOperations' page would be the likely need knowledge, to just remove the CompProperties_HeatPusher from the buildings you want)
the tox lights give a moot buff to nearby colonist that prohit from pollution stimulants but the heat is sadly a problem for my underground colony
No problem!
(and if by chance you are just looking for other colored fire torches, I have a mod that adds fully colorable fire for torches and braziers, might be worth checking)
but sadly there are no wall toches ither so i have to look around more, thx for the infos
I'll add that one to the 'to check and do list', but looking at that mod description, it seems their torches and brazier don't use any fuel by default, so unless you want the torches/braziers to go out during power outages, maybe adding support here is not really that needed
would you consider adding support for the "Torches & Braziers" mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030814279
I'll add that one to that 'check to add support' list
I'm planning to do a 'update support' pass on all my other mods, now that the new one I was working on is released \o/
Stylized Darktorch ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3196533021
Thanks! That is pretty much the reason I made this mod too XD
And the lack of a electric darktorch wall lamp is due to the still non-existence of a base game darktorch wall lamp (both 'normal' and 'fungus' versions), it is one of the odd oversights from Ludeon on the 1.5 update, now I'm waiting for when/if they add them o_O
In the meanwhile, you can improvise them using my Colored Fire mod, you can't replicate the exact looks of the darkfire flame ( yet , I'm working on it), but they function for valid ambient darklight illumination
@PvtCreamy
I'm going to look into doing that for the next mod update pass
Out of curiosity, is there any reason there's no Electric Darktorch Wall Lamp?
Thanks!
And good luck on the new colony too!
Also know as "shocking shrooms"... XD
(hum... wait...that name could be used for some undergrounder fungus denfensive trap... * adds to the list *)
Much appreciated!
About the question, they should replicate the behavior of normal lamps, but from some limited testing, and previous experience, even the normal lamps don't short circuit on the rain (most of the electrical things that I remember being vulnerable to rain were either batteries, workbenches, or special devices, like heaters)
Thanks!
@TurtleShroom
To paraphrase a certain moon-rocks poisoned teleportation tech entrepreneur:
"Modding isn't about 'why', its about 'why not'!"
But jokes aside, done this mostly cause I wanted a way to use torches (specifically my colored ones) for illumination with less hassle, just for the thematic aesthetics of it really, so I made this ones run only on electricity, but give no heat, so functionally just different looking lamps in the end.