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RimWorld

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Eccentric Extras - Flares
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Mod, 1.3, 1.4, 1.5, 1.6
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Posted
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2.496 MB
20 Jul, 2021 @ 10:44am
22 Jul @ 1:39pm
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Eccentric Extras - Flares

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Adds a number of illumination devices to help light up areas when it gets dark! Create temporary light sources to help mitigate movement, work speed, and surgery success penalties!

Mod Contents

This mod adds 10 new utility weapons:

  • Torches - A primitive torch that can be lit and thrown for emergency lighting. They can be quickly crafted at a Crafting Spot or Tailoring Bench.
  • Flares - A pyrotechnic tube that burns brightly when lit, manufactured flares are longer-lasting and brighter than primitive torches. Like torches, they can ignite flammable objects if thrown directly on them.
  • Flare Guns - A lightweight, single-shot pistol that fires a parachute flare. Parachute flares can only be used outdoors, but light up a larger area than a hand-held flare.
  • Chemlights - A small plastic tube filled with luminescent chemicals. They are much lighter than flares and have a much smaller light radius, but last for a very long time and have no risk of starting fires. Comes in red, orange, yellow, green, blue, purple, and darklight variants.


This mod also adds 7 new utility apparel:
  • Torch Pack - A utility pack containing a number of primitive torches, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Pack - A utility pack containing a number of pyrotechnic flares, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Gun Pack - A utility pack containing a flare gun and a number of flare rounds. It can be fired manually or automatically used when the wearer is in a dark, unroofed area.
  • Chemlight Pack - A utility pack containing a variety of chemlights, which can be selected and manually thrown or automatically used when the wearer is in darkness.
  • Flare Leg Pack, Flare Gun Pack, and Chemlight Leg Pack - Variants of the standard utility packs that are worn on the legs instead of on the waist, in order to free up the waist slot for other tools. Torches are too bulky to fit in a leg pack, though.

Additionally, Flares also adds:
  • Illumination Shells - These shells carry large parachute flares that can light up a large area for far longer than a regular flare gun round can, but must be launched from a mortar.

Combat Extended

This mod is natively compatible with Combat Extended and should self-patch so long as it is loaded after CE in the mod list.

With Combat Extended enabled, torches, flares, and chemlights become single-use grenade-style weapons. The flare gun uses 26.5mm flare rounds.

Recommendations

If you are not using Combat Extended, a sidearm mod such as Simple Sidearms can be used to carry illumination devices alongside regular weapons!

Flares look great when you're using Realistic Darkness!

Known Issues

  • Due to a flaw in vanilla pawn logic, colonists will not automatically reload packs until they are completely empty. You can force a colonist to do a partial reload, but it will waste some of the materials; switching to a variable cost per charge causes pawns to constantly reload as soon as they use a single charge, which makes them extremely disruptive for work such as mining and construction.

Links and Credits

The legacy version of Flares for RimWorld v1.0~1.2 can be found here

Creative Commons sounds for this mod were downloaded from freesound.org: Flare Gun[freesound.org] | Road Flare[freesound.org]

Eccentric Tech is a companion mod series to The Eccentric's Angels, a RimWorld-inspired webcomic on Reddit!
Popular Discussions View All (3)
3
21 hours ago
Getting this error on startup
Dealer Mangan
141 Comments
Tal'Raziid 21 hours ago 
Gotcha, I'll test later tonight (if i remember!) and see if i can narrow that down for you!
Aelanna  [author] 22 hours ago 
@Tal'Raziid - I'm afraid this isn't enough to go on, as there are a lot of mods patching the equipment draw method (of which this one isn't one of them), a lot of errors that are happening before the one that I presume is relevant to the use of a flare, and as far as custom weapons go, the flares from this mod go they are pretty much almost entirely vanilla.

I'll need help narrowing down exactly what mod is causing the incompatibility. The error in question is being thrown from Altered Carbon's prefix, but it is unlikely that that mod alone is causing it. If you can reproduce the error with the exact minimum number of mods required to trigger it, then I'll be happy to take another look!
Tal'Raziid 23 hours ago 
https://gist.github.com/HugsLibRecordKeeper/30f78b9eac60298aaa4e19444652778f
I get a repeating error whenever i try to use something from this mod
The flares and whatnot go out but the error is annoying
Latex Santa 18 Jul @ 12:28pm 
@Aelanna
Thanks for the answer.
Oooh, a CE vet, impressive.
Aelanna  [author] 18 Jul @ 10:08am 
@Latex Santa - The first version of this mod was created all the way back in 1.0, where I was using a combination of Combat Extended and Realistic Darkness, which resulted in the double-whammy of colonists having penalized aim in darkness as well as the player themselves not being able to see anything on dark enough nights in bad weather. As CE itself did not have a flare gun at the time, I decided to make this to fill the gap. That it just so happened to be incredibly useful in 1.5 with the release of Anomaly was an amusing coincidence. :)
Latex Santa 18 Jul @ 9:52am 
Is it me, or is this mod purpose-built for night fighting and anti-noctol combat?
Smiley Face Killer 16 Jul @ 12:26pm 
The mod linked also mentions a mod "More than capable" that changes the non violence system into a "hated work type" if you're into that too.
Smiley Face Killer 16 Jul @ 12:24pm 
@Latica
Here you go
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427988083&searchtext=just+equip+it

I'm not sure how it's going to function with using them exactly, but they should be able to atleast equip them. Comment says it should work in 1.6 and they're gonna be updating it here soon any way.
Latica 16 Jul @ 12:00pm 
@Aelanna Ty very much , ty for mod
Aelanna  [author] 16 Jul @ 11:52am 
@Latica - Making the weapon versions usable for non-violent colonists is outside of the scope of this mod, but the packs should still be usable!