Space Engineers

Space Engineers

Extreme Lights (Now with Corner Lights)
158 Comments
[LP] Shadow  [author] 20 Sep, 2024 @ 8:04am 
@Uthur: Could you specify what exactly does not work?
Uthur 11 Sep, 2024 @ 11:22am 
for big blocks interior ligth dosent work, please update
HomelessMan 21 Feb, 2024 @ 11:31pm 
mod works perfect for me, because in my case my base is usually just opened up and not enclosed
Dani 1 Sep, 2023 @ 3:56pm 
350kW for an interior light is way to high
The light panel only consumes 600W for what looks like the same amount of light.
MaddaCheeb 8 Aug, 2023 @ 5:31pm 
These are exactly what i've been needing, thank you!
[LP] Shadow  [author] 17 May, 2023 @ 11:13am 
Make one yourself then.
Misanthrop667 17 May, 2023 @ 10:00am 
energy drain way to high. bad mod
[LP] Shadow  [author] 23 Apr, 2023 @ 4:13am 
@HeavyGame: Unfortunately not. The lighting in the game always was far from perfect in that regard.
That being said, casting real shadows dynamically is extremely heavy on your GPU, so even if it was possible, your framerate would plummet right to being unplayable.
You Can however partially circumvent your problem by placing a few more of the lights with smaller lighting radii. Other than that, there is nothing more you can do, sorry.
Gamerforlife 22 Apr, 2023 @ 4:17pm 
Great mod but just 1 question, how do I stop the light bleed from leaving the room that it's placed in? I don't like that I'm lighting up the ground and everything else in other rooms and around my ship. The 1x1 light armor blocks I'm using do a good job at blocking the sun light but not artificial light. Is there another mod that fixes the place able block to cast shadows for artificial light as well?
Krypt 12 Oct, 2022 @ 3:24am 
Also, it is my personal use case issue, but the range of those light was set to 25m for me :P
Krypt 12 Oct, 2022 @ 3:22am 
So, this the difference between them in not even quadric. But taking the worst case, the game uses a number 5236/30 ~= 175 times lower.

So, scaling down to level of current game balance, it, at very least, should be
1.6kw for light grid one
100w for small grid one
Krypt 12 Oct, 2022 @ 3:15am 
I see your point, but the issue is, the game it self doesn't follow this rule, and to such degree, those calculations have no meaning. We have gravity proportional to distance^7, of all things.
And the only thing left is a meaningful game balance.

For example:
small grid interior light have range of 5m and consumes 30 W
According to your formula it should consume 5.236 kW
small grid light panel have range of 20m and consumes 60 W
According to your formula it should consume 83.775 kW
[LP] Shadow  [author] 11 Oct, 2022 @ 7:07pm 
@Krypt: Quite the opposite is the case. In reality, power consumption would be even higher, as shown by the equations below. For more context, go back 2 or 3 pages in the comments where I elaborated on this.

Units:
A: Area - m^2
Φ: Luminous flux - lm
Ev = Illuminance - lx
P: Power - W

Ev = 6000 lx
r(Large grid light) = 200m
r(Small grid light) = 50m

A = r^2 * PI
-> A(large) = (200^2) * PI = 125663.7 m^2
-> A(small) = (50^2) * PI = 7853 m^2

Φ = Ev * A
Ev = 6000 lx
-> Φ(large) = 6000 * 125663.7 = 753982200 lm
-> Φ(small) = 6000 * 7854 = 47124000 lm

P = Φ / η
η(LED) = 90 lm/W
-> P(large) = 753982200 / 90 = 8377580 W = 8377.58 kW = 8.378 MW
-> P(small) = 47124000 / 90 = 523600 W = 523.6 kW

As you may see, if I was to adapt to reality, you would REALLY hate me, because you would need much more power than you need right now :D

But tell me, which power consumption would you think to be acceptable?
Krypt 11 Oct, 2022 @ 3:54am 
I would argue, power consumption is unreasonably high for those lights
For example, modded small grid interrior light with max range of 50 consumes 30kW
At the same time, large grid interrior light with max range 150m consumes 60W

On practice it means I can't run a light pole on over night on planer surface, because it is not changing fast enough from a solar panel :(
[LP] Shadow  [author] 3 Oct, 2022 @ 9:23am 
@Moray: Thanks a lot!
Moray 2 Oct, 2022 @ 6:01pm 
Good work [LP] Shadow, glad it's fixed finally! My deepest condolences to you and your family. Life hasn't been easy for a while indeed. Hopefully things will get better for you!
[LP] Shadow  [author] 2 Oct, 2022 @ 2:51pm 
@Moray, @The Dadinator: I am very sorry, my life was very complicated the last months, so I simply forgot - several deaths in the family. Fixed. However, as the custom models with access panels caused the problem, I just had to remove them for the moment. I might add them back in when I have the time. On the brighter side, I also added the Warfare 2 light panels as extreme variants and also fixed the bug that caused the extreme offset lights to override the default ones. I hope that makes playing a bit more enjoyable :)
Moray 2 Oct, 2022 @ 3:07am 
Had the same problem as The Dadinator regarding the faulty offset. Replacing the model of the extreme interior light with the vanilla model fixed it for me. Just go to Steam\steamapps\workshop\content\244850\441277694\Data\CubeBlocks and open CubeBlocks_Lights.sbc with any text editor. Then replace the line <Model>Models\InteriorLight.mwm</Model> with <Model>Models\Cubes\Large\InteriorLight.mwm</Model> in both entries of the extreme interior light (large and small). Save and done. Offset now works properly.
Vrayl 23 Sep, 2022 @ 9:44am 
Lovely! Thank you so much! My station was in serious need of this!
only1tiberious 17 Jun, 2022 @ 9:12pm 
just what i need for my giant build lol
<†>Baigle1<†>™ 22 Apr, 2022 @ 12:17pm 
An alternative is an ultra low-light sensor and the same techniques used to project the image of the world into our outdated retinas or visual cortex. :facepunch:
<†>Baigle1<†>™ 22 Apr, 2022 @ 11:47am 
2022 Update: If you wanted to make a more advanced or tiered version which draws less power, you can claim that it uses quantum dots to harness the phonon waste heat, emit low power coherent pulsed and or directed light to optimally trigger the rod and cone photopigment reaction as well as the afterimage effect, and also only project lighting in the foviated regions of the player's vision using sensors. Heterodyning may control the reflected refracted and diffracted light's propagation direction so it is only bounced back at active players and player-controlled sensors and cameras, versus how light is diffused in nearly all directions with common non-coherent lighting.

Yes, this may be applicable to real world technologies, or be applied to lighting that only certain players or factions can see.

Thank you for your time :steamhappy:
[LP] Shadow  [author] 6 Apr, 2022 @ 5:42pm 
Thanks for reporting and understanding then :)
The Dadinator 6 Apr, 2022 @ 5:35pm 
Yeah no worries just wanted to report it. I used to mod other games so do understand :)
[LP] Shadow  [author] 6 Apr, 2022 @ 5:33pm 
I'll take a look at it within the next few days. I'm just very much out of time until monday, so I can't guarantee doing it any sooner.
The Dadinator 6 Apr, 2022 @ 5:29pm 
yes. It moves the small light source sideways and not up away from the face of the light... Light installed on the roof of a structure... offset moved it along the roof, not up from the roof like all other lights.
[LP] Shadow  [author] 6 Apr, 2022 @ 2:20pm 
Have you tried adjusting the light source offset?
The Dadinator 5 Apr, 2022 @ 8:00pm 
I just tried the basic light and it appears the light is not lighting the surface it is mounted on but everything around and underneath it.
[LP] Shadow  [author] 8 Jun, 2021 @ 12:30pm 
I may take a look into it some time the next weeks, but not at the moment. Not enough time right now.
Goblox 8 Jun, 2021 @ 8:35am 
It would be pretty cool if power use scaled with brightness. 10W to light a small room. 250kW to light hundreds of meters.
Captain Black 14 Apr, 2021 @ 3:50am 
OMG. I've just discovered this mod. Thanks you so much, I have a large base with huge hangars and getting everything lit so I can see has been difficult and used so many lights. I have replaced hundreds of normal interior lights with just a few of these, Fantastic.
[LP] Shadow  [author] 31 Mar, 2021 @ 10:45am 
Hi Jailbroken, I'll look into it :) 55 degrees sound reasonable, but I can't guarantee to get it done today.
Jailbroken 31 Mar, 2021 @ 8:05am 
Can you add angled spotlights? 55 degrees would be perfect. It's useful for rovers. I put a forward facing spotlight and like angled spotlights to increase the angle of lighting in front of the vehicle. Doing this on a hinge sucks real bad and can't be projected.
[LP] Shadow  [author] 22 Feb, 2021 @ 3:52am 
Indeed, but it's a lot of light compared to regular lights ;)
Note: If you feel these lights take far too much power, just go back one page within these comments, I went through some of the calculations of power consumption if these lights were regular LEDs. They would require more power.
Bear 21 Feb, 2021 @ 4:13pm 
That's a lot of energy compared to regular lights.
[LP] Shadow  [author] 14 Aug, 2020 @ 4:44am 
I apologize for your vanished lights. However, I cannot reproduce that with my savegames. Anyway, gald it works again :)
Andy_S 13 Aug, 2020 @ 4:53pm 
i can confirm it now works again, however i have to recreate all of previously created lights (all vanished). Minor nuisance, important thing is that it is again working. Great, thank you a lot!
[LP] Shadow  [author] 13 Aug, 2020 @ 10:05am 
It should be fixed now, can you verify? I also added a bunch of new stuff so the mod should be way easier to use (like mouse scrolling to switch between the blocks).
Andy_S 13 Aug, 2020 @ 8:45am 
When in world with existing blocks (interior light), block is invisible and does not produce light. When i try to place new block, i get kicked out of server.
[LP] Shadow  [author] 13 Aug, 2020 @ 5:09am 
Could you specify what isn't working? Does the game crash?
Andy_S 12 Aug, 2020 @ 12:16pm 
Does not work with latest build; could you please update this mod so it works again? Thank You!
[LP] Shadow  [author] 21 Mar, 2020 @ 6:51am 
Thank you for the links, they were very interesting to read :)
And thank you for your interest, I may, as I said, decrease the power consumption from gameplay sake. Balancing is actually not that easy.
<†>Baigle1<†>™ 20 Mar, 2020 @ 11:44pm 
Oh... I see what you mean now.

Even at perfect luminous efficiency of 100% (~683lm/Watt) the large grid light would still take 1.103MW of power. The large grid model you are offering must be one of those quantum heat pumps mentioned in https://journals.aps.org/prl/abstract/10.1103/PhysRevLett.108.097403 , but upgraded to 315% unity efficiency instead of a 'measly' 230%... Nice!

Thanks for walking me through that! :steamhappy:

Cool Follow Up: https://iopscience.iop.org/article/10.1149/2.0392001JSS (Indium Nitride Solar Panel mod beat us to this one!)
[LP] Shadow  [author] 20 Mar, 2020 @ 6:50pm 
@<†>Baigle1<†>™: Just a small addition: The formula Φ = Ev * A is just an approximation for an all-equal Illuminance,
I didn't want to slam you differential quotients here (I also don't think Steam could handle the necessary symbols).
So there might be a slight divergence because illumincance slightly decreases the greather the distance from the light source gets, but that doesn't matter too much. Oh, by the way, I chose 6000 lx based on an average winter day - bright, but not too bright.
[LP] Shadow  [author] 20 Mar, 2020 @ 6:49pm 
@<†>Baigle1<†>™: You are absolutely right - they are wrong. Let's run through the numbers and calculations to show you why:

Units:
A: Area - m^2
Φ: Luminous flux - lm
Ev = Illuminance - lx
P: Power - W

Ev = 6000 lx
r(Large grid light) = 200m
r(Small grid light) = 50m

A = r^2 * PI
-> A(large) = (200^2) * PI = 125663.7 m^2
-> A(small) = (50^2) * PI = 7853 m^2

Φ = Ev * A
Ev = 6000 lx
-> Φ(large) = 6000 * 125663.7 = 753982200 lm
-> Φ(small) = 6000 * 7854 = 47124000 lm

P = Φ / η
η(LED) = 90 lm/W
-> P(large) = 753982200 / 90 = 8377580 W = 8377.58 kW = 8.378 MW
-> P(small) = 47124000 / 90 = 523600 W = 523.6 kW

As you may see, if I was to adapt to reality, you would REALLY hate me, because you would need much more power than you need right now :D
Actually, just writing this took me way longer than the calculations, but I just had fun with it.
However, for balance reasons, I could take a look at it the next few days :)
<†>Baigle1<†>™ 19 Mar, 2020 @ 11:01pm 
I think they take way too much power! Can we get the values lowered to something near the efficiency of an LED? (https://en.wikipedia.org/wiki/Luminous_efficacy#Examples)

I have to use the Attachments or Electronics Panel mod just to get good lighting that doesn't lag the game (30kW small grid extreme light), and using those mods add subgrids that lag the game anyway! If I want to evenly light my capital ship without lag I need 5 or so large grid lights and that takes almost 2MW whether they are dim or bright! FYI one large grid light takes the power that 58 average US homes take continuously (https://www.eia.gov/tools/faqs/faq.php?id=97&t=3) .

Please? :steamsad:
Tommyk 2 Jan, 2020 @ 1:06pm 
awesome! just what I need! :lunar2019grinningpig: Thank you!
[LP] Shadow  [author] 26 Nov, 2018 @ 9:58am 
Thanks, it's always motivating this makes people happy!
Always a pleasure;)
Mykell 26 Nov, 2018 @ 8:01am 
Great Mod. It's so nice to have the access point right on the light. And the intensity settings are perfect. I use a small, fast explorer ship to find ore deposits on asteroids and it's nice to be able to crank the spot light up high and look for deposits from a safe distance out. Thanks so much!
CloudX420 28 Sep, 2018 @ 12:12am 
def ned a spotlight mod like this! the short distance on lights in default are annoying haha