Mods / CandleStory
Author: Jonathonsky
Side: Both
Created: Oct 19th 2024 at 8:24 PM
Last modified: Dec 7th 2024 at 4:43 AM
Downloads: 1665
Follow Unfollow 90
Latest file for v1.19.8:
Candlestory-0.0.5.zip
1-click install
WIP!!!
The purpose of this mod is to rebalance infinite light sources. It will solely focus on any oil based lamps and candles! I'm not a fan of infinite light sources, but I understand it would be tedious to have to constantly service them. My solution is to modify light sources to make them finite, yet infinite. Let me explain:
A candle that melts over time. The more melted it is the less light it outputs, but even when burned out it will still produce a small amount of light, allowing players to see but maybe not stop all mob spawning. Your house doesnt have to be a dark hole in the ground as when torches burn out early in the game, candles being a step up from regular torches. This effect will be the same when oil lamps/lanterns run out of oil (they will output a minimal amount of light).
Mod's features:
-Beeswax processing chains.
-Beeswax based fluids for making candles, herb salves, and oil.
-Improved and flexible poultices using herb salves. Vanilla poultices still have their place being easier to get.
-Storage in the form of bars.
-Detailed description on every item. You'll always know what to do next.
-Mix wax bars with some of the game's medicinal plants to make other kind of candles for other effects (In progress).
-Beeswax oil that can be used to re-fuel light sources lamps and infuse salves (New).
-Finite lamps, lanterns, and candles. They work like torches but dont fully burn out so that maintenance is a choice. (New)
NOTE:
-Lanterns lose the lantern block class so you cant attach to the ceiling.
BUGS:
-Candles can be "lit" with a firestarter/torch while in a partially melted stage or burned out giving you a way to have infinite candles. Will fix!
To do list:
-Finish all the red (In progress) features.
-Make a harder recipe to get the bunchocandles (1-9) for decoration purposes, to not ruin candleStory's immersion.
-Change the game's oil lamps/lanterns to follow the same progression as candleStory candles.
-Potentially adding similar functionality for animal fat/tallow.
Credits:
-DanaCraluminum - For his stonepile_72 shape from his "morepiles" mod (Waxbar shape in my mod).
More to be added....
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.5 | 376 | Dec 7th 2024 at 4:43 AM | Show | Candlestory-0.0.5.zip | Install now | |
v0.0.4 | 357 | Nov 11th 2024 at 5:32 AM | Show | CandleStory-0.0.4.zip | Install now | |
v0.0.3 | 37 | Nov 11th 2024 at 4:15 AM | Show | CandleStory-0.0.3.zip | Install now | |
v0.0.2 | 705 | Oct 23rd 2024 at 4:27 AM | Show | CandleStory-0.0.2.zip | Install now | |
v0.0.1 | 190 | Oct 19th 2024 at 10:15 PM | Show | CandleStory-0.1.zip | Install now |
oneil
Yes working to update what I had to 1.20.
Do you think we could have a little update for the new version pls ? :3
Thalius
You are not the first one to ask. I've played the oils mod myself and I agree. I will make compatibility via patch when I got a more refined mod. Its not too far now.
Wonderful mod, love the idea! Interested to see any changes going into 1.2 stable, but very excited for any new updates to this. It's been great taking candlemaking a bit more seriously, although the candles do seem quite a bit brighter than the base game ones.
Cheers, appreciate the work on this mod
Jonathonsky
Understood, and certainly not trying to pressure.
Possibly consider compatibility with the Oils mod? I'd think it would just require patches to use the oils as fuel in appropriate ways, and would open up the options on fuel for candles and lamps/lanterns and such. Oils mod is basically a mod that adds oils and oil extraction as resources for other uses. It also adds soap and a few uses for soap and some oils, but the mod adds other oil related stuff that is begging to be paired with a mod like Candle Story.
Either way, thanks for a great mod that addresses a core element of the game that needed some love.
Thalius
I've held up the next update by a few weeks now for me to redo the interactions going from recipes to in-world crafting. I wasnt too interested into animal fat as updating this mod proved quite a task, but I've managed to get a new system going. It might be a thing after I'm done updating the current interaction system. Also lanterns were a major pain in my butt because of the way vanilla coded them. I have a plan but I have yet to see if it would be worth it. If all else fails then I will make lanterns 1 item with 2 upgrades dumpiong all the other decorative variants.
I love how the mod features a focus on beeswax for candle making and such, but do you have any plans to add processes that involve rendering animal fats for fuel for lamps (not lanterns) or crude candles?
Rendered pork fat yields oil that can easily be used as a lamp oil- Not lantern oil, as it does not wick up as needed for use in lamps, but can burn as fat oil in a semi-liquid state as a crude candle all by itself in a container with a wick. Perhaps in reality it can be processed in some way to improve the quality of the oil for use in lamps, but in my use of it I've never been able to get it to wick properly for lantern use. Tallow candles were also a thing.
Jonathonsky
I think lanterns shouldnt be the torch class. lighting in the crafting menu works because you have to use the crafting menu to refuel them anyway.
bringitonwimps
I had a major setback trying to make finite light sources, but mostly resolved. As soon as I'm done I will port to 1.20. Not sure how much different it is from 1.19.8
this panning an update for 1.20 soon?
Jonathonsky Thank You so much 😄
LarekFlynn
I wasnt aware of the torche class doing that in winter. I've been messing with it and it looks like I have to make a choice. Do I let them be lit in-world with a fire source but sacrifice them having to behave as torches or do I have them get lit in-crafting recipe, so that I can keep them in the lantern class? Also the lantern class would bring back being able to be hung from ceiling. I need opinions because I dont know which way to go. I can definitely switch to cleaver. I think its best. Early game we can still use regular poultices and cleavers would unlock my more advanced poultices. Makes sense.
Jonathonsky Great work with this mod! Looking forward to the lanterns not being torches since they were going out in water.
Also for compatability with other flower seed mods, could you change the minced herbs to use a cleaver instead of a knife?
matinez
Just wanted to update you on it. I couldnt accept the fact that it had to be that way and after much effort I think I've figured a way for it to work. If nothing breaks I will update it and lanterns will be attachable to the ceiling. No promises but its looking like it might actually happen.
Jonathonsky 😞 ok thank You for answer
matinez
Unfortunately this is the case. For me to be able to accomplish everything I did I had to use the BlockTorch class and entityClass Torch, which means losing the lantern class that allows you to attach to the ceiling. In other words you either have the ability to attach to the ceiling with vanilla or you get finite lanterns with this mod. This is as far as I can get without coding.
Hello, really good mod but I can't attach the lantern to the ceiling, and maybe you could leave the original lanterns as they were and just modify yours? Thank You :)
Cleveravi
Yes I'm currently working on that. I'm 99% done and then I will upload. The lantern took some serious effort since it's coded weirdly with attributes as variants instead of block variants. I will be releasing within hours to days. Only thing is I dont fully take light out but greatly minimize it so that its not tedious and decorations can be left alone. You however want to service your functional light sources after they "burn out". Basically if you dont service them you'll have -50% + decreased output which could create spots where monsters can spawn and leave you with limited visibility. Otherwise you can leave them alone and live with low light, still playable but a more difficult life.
Is it possible to make the light sources completely finite with a setting in the config? Which is to say when a torch burns out it emits no light and same with any light source whether oil lamp or candle. I like extreme realism.
SageOceiros
Ahhh I will try and make it work. I know that mod and thought about it when I played it. I was actually considering messing with bee keeping since it is tied to beeswax which is used for candle crafting. I've taken a little bit to update because I had to learn how to modify light sources and I have finally succeeded. After that I'm going to balance the mod a little and move on to compatilility then beekeeping. I have some ideas from the minecraft mod "Forestry" when it comes down to bee keeping.
Jonathonsky Hey, sorry for the late reply. Hraabepex was another user that mentioned 'Oils! From Seed to Substance'. It's a mod which, in my mind, shares the same role and vibe of yours. It expands upon secondary resources, adding more depth, nuance and utility.
In VS, everyone needs light and medicine, but when thinking of what crafting elements to modify, weapons, tools and food are more obvious and immediately impactful. However, I really like the ideas added here and in Oils!.
Since your changes and additions involve a lot of oils, I like the idea of synergy between the two mods. Of course, tying your work to someone else is a lot, so it's more feasible to just add some recipe compatibility where possible.
But yeah, honestly if I could also synthesise in more detailed yet grounded beekeeping, reductive processing (like boiling salt water for sea salt, ect.) and processing natural fibres from plants and animals, I think it'd be very awesome. Very out of scope for this specific mod, of course, but I see a lot of intuitive interactions that connect these elements, stuff that would be difficult to achieve just by patching various existing mods together.
SageOceiros
What mod is that again? Hraabepex?
Super cool, definitely with hraabepex on the compatibility / collab, these two mods feel like two sides of the same coin.
Joblerone
Yes I havent disabled the recipes yet. When I do touch the vanilla recipes I will just replace any recipe that uses vanilla candles with my own. Will also have more expensive recipes for vanilla candles for those who want to get them for decoration.
does this mod have a way to make vanilla candles for lanterns?
Dont get 0.0.3. It has a bug that doesn't let the mod load. It's been fixed on 0.0.4.
This looks to be shaping up to be a fantastic mod addition! I am also not a fan of infinite lighting sources, and have long wanted a system that requires re-fueling oil lamps and lanterns.
If you touch fat, be sure to work with expanded foods as it has some recipes to turn fat into lard, and then into hardened lard, which can be used to make candles.
this mod looks great and I cant wait to try it. though it would be great to add compatability with "Oils! From Seed to Substance". that way there are more options for candles than just bees wax. Plus, that mod has a ton of great stuff, but is mostly GUI crafting, but you have done a very cool in world crafting system. compatability would be awesome. Eitherway though great looking mod!
KM1102
I can have 2 versions for download. 1 "Full version" and 1 "Lite version" (Lite getting rid of some micro). Let me try and finish my to do list so I can properly organize it and edit it rather than have it be 2 independent versions to develop.
This is great mod for immersion, but is it possible to disable burn out of candles? Im hosting server for my friends and mantaining lanterns would be tedious for players that didn't log in for a while. But all things considered great idea for a mod!
Neat!
Dang this is pretty cool. It'd fit really well into a "hardcore" type collection.