Mods / A Wearable Light
Category:
#Cosmetics
#Crafting
#Simplification
Author: misterandydandy
Side: Both
Created: Feb 13th 2023 at 2:06 AM
Last modified: Feb 2nd at 12:42 PM
Downloads: 24035
Follow Unfollow 286
Author: misterandydandy
Side: Both
Created: Feb 13th 2023 at 2:06 AM
Last modified: Feb 2nd at 12:42 PM
Downloads: 24035
Follow Unfollow 286
Latest file for Various v1.19.x:
AWearableLight-v1.1.1.zip
1-click install
Just Short Info For Now
For my mod you will need - CommonLib - Vintage Story Mod DB the last version because I am using it for configs. big thanks to DArkHekRoMaNT for the amazing CommonLib 😎
A Wearable Light to equip to the player.
Item types at the moment -
Head-Torch, Head-OilLamp, Head-Candle1, Head-Candle2.
Waist-Heavy-Belt-Brass-Lantern, Backpack.
Available Slot?
Head.
Waist.
Backpack.
More to come?
Feature : Togglable Light
Players can (Ctrl + Right Click) to turn on and off the light at will. Within Hotbar
Config.
"DisableItem": False,
"Comment": "Removing items from game",
"DisableRecipes": False,
"Comment": "Removing items recipes from game",
"DisableSound": False,
"Comment": "On/Off sounds for items when being turn on and off.",
"RmoveTradable": False,
"Comment": "Rmove tradable items from traders",
waiting on the mod to be updated
"TemporalTinkerer": False,
"Comment": "Set it to true if you want to it enable",
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.1 | 11892 | Feb 2nd at 12:42 PM | Show | AWearableLight-v1.1.1.zip | Install now | |
v1.1.0 | 672 | Jan 27th at 5:54 PM | Show | AWearableLight-v1.1.0.zip | Install now | |
v1.0.10 | 2256 | Nov 26th 2023 at 11:45 PM | Show | AWearableLight_v1.18.15-v1.0.10.zip | Install now | |
v1.0.8 | 5951 | Apr 26th 2023 at 10:02 PM | Show | AWearableLight_v1.18.1-v1.0.8.zip | Install now | |
v1.0.7 | 187 | Apr 26th 2023 at 9:39 PM | Show | AWearableLight_v1.18.1-v1.0.7.zip | Install now | |
v1.0.6 | 243 | Apr 26th 2023 at 12:49 PM | Show | AWearableLight_v1.18.1-v1.0.6.zip | Install now | |
v1.0.5 | 176 | Apr 25th 2023 at 8:08 PM | Show | AWearableLight_v1.18.1-v1.0.5.zip | Install now | |
v1.0.4 | 921 | Mar 18th 2023 at 12:24 PM | Show | AWearableLight_v1.18.0-v1.0.4.zip | Install now | |
v1.0.3 | 681 | Feb 22nd 2023 at 5:35 PM | Show | AWearableLight.zip | Install now | |
v1.0.2 | 372 | Feb 21st 2023 at 10:52 PM | Show | AwearableLight.zip | Install now | |
v1.0.1 | 260 | Feb 17th 2023 at 1:07 AM | Show | AWearableLight.zip | Install now | |
v1.0.0 | 295 | Feb 13th 2023 at 2:08 AM | Show | AWearableLight.zip | Install now |
Can i craft/buy the lantern yet, or is the author still working out the kinks with that?
You could just fix it by changing your config instead. No need to re-write and zip the mod again.
Go into \ModConfig\A Wearable Light.json and set "DisableTradable" to true.
This makes all of the add operations from trader-clothes.json work as expected. The author needs to fix this by changing all the values from true to false.
surio
To those interested in fixing the mod to have items available with traders
edit values in "\AWearableLight-v1.1.2\assets\awearablelight\patches\awlconfig\traders\trader-clothes.json" file to
` },
"file": "game:entities/humanoid/trader-clothing.json",
"condition": {
"when": "DisableTradable",
"isValue": "false"
}`
thanks to Pervy_Sage for initiating this discussion.
SkullyDog this is something so many ppl in servers want to have, but it might render the mod OP and prevent admins for adopting it into server gameplays.
Crafting recipes for the head torch and waist belt don't seem to exist in the handbook:
EDIT: I think this is intentional; you have to buy some items from traders.
Having a little error spring up now and then! Here's the crash log (sorry I don't use GitHub)
Running on 64 bit Windows 10.0.19045.0 with 32524 MB RAM
Game Version: v1.19.8 (Stable)
7/18/2024 4:25:58 PM: Critical error occurred in the following mod: awearablelight@1.1.1
Loaded Mods: acorns@0.5.3, aculinaryartillery@1.1.5, ancientarmory@1.0.1, attributerreborn@1.0.6, balancedthirst@0.0.33, bettertraders@0.0.7, blacksmithname@1.1.6, chiseltools@1.12.3, decor@1.1.1, fancysky@1.1.6, fixedpaths@1.0.1, caninae@1.0.16, pantherinae@1.1.9, geodesandgemstones@1.1.1, HangingOilLamps@1.0.1, hideandfabric@1.3.0, hideplayername@2.0.6, hideplayerpins@1.0.0, mannequinstand@1.0.3, moremolds@1.4.2, moreparchment@1.0.0, pondfrogsiii@1.2.3, newzealandfrogs@1.1.1, pondfrogsi@1.2.3, OrnamentalFish@3.0.0, palisademod@1.1.0, playeralias@1.1.5, primitivesurvival@3.5.8, rainfrogs@1.2.1, rpgitemrarityreborn@1.0.5, rpvoicechat@2.3.9, smokychimneys@1.0.0, spyglass@0.5.1, litbrig@0.5.0, translocatorengineeringredux@1.5.1, game@1.19.8, abcsreborn@0.2.2, ancienttools@1.5.18, beehivekiln@1.6.1, beltcraft@1.0.0, betterfirepit@1.1.4, betterjonasdevices@1.1.0, betterruins@0.3.5, blacksmithenhancements@1.0.5, butchering@1.6.1, commonlib@2.5.0-rc.2, cooperativecombat@1.1.1, decayingcreatures@0.0.3, decoclock@0.9.3, displaycasewall@1.0.3, expandedfoods@1.6.9, extrainfo@1.7.0, fancyplanters@1.2.0, fromgoldencombs@1.5.1, hangingbaskets@1.1.0, herbarium@1.2.0, hudclock@3.4.0, itemizer@1.0.2, kemono@0.0.18, kevinsfurniture@1.2.0, lichenredux@1.8.0, medievalexpansion@3.13.1, metaltongs@1.1.3, moredoor@1.0.0, passthruchutes@1.0.1, rivers@3.1.0, rpgdifficulty@1.0.7, sailboat@1.3.1, sleepvote@1.0.7, slidingdoor@1.0.0, stonebakeoven@1.1.3, storageoptions@1.0.2, th3dungeon@0.2.1, vinconomy@0.2.10, creative@1.19.8, vsinstruments@1.2.7, survival@1.19.8, woodstain@1.1.0, xlib@0.8.6, awearablelight@1.1.1, betterbamboo@1.0.2, bugnetcompatibility@1.0.1, em@2.6.3, helvehammerext@1.6.0, playercorpse@1.10.1-rc.1, rifteye@0.3.6, stonequarry@3.3.1, vanity@2.2.0, wildcraftfruit@1.2.1, xdiseases@0.0.2, xskills@0.8.8, bricklayers@2.5.5, tailorsdelight@1.5.7, dressmakers@1.2.1, upholstery@1.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at AWearableLight.EntityPlayer_LightHsv_Patched.Harmony_EntityPlayer_LightHsv_Postfix(EntityPlayer __instance, Byte[]& __result) in C:\Users\andy-\Documents\GitHub\VS-AWearableLight\ModTemplate\src\Util\Patches.cs:line 44
at Vintagestory.API.Common.EntityPlayer.get_LightHsv_Patch2(EntityPlayer this)
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.<>c.<onBeforeRender>b__8_0(Entity e) in VintagestoryLib\Client\Systems\Render\RenderEffectsAndDynLights.cs:line 49
at Vintagestory.Common.GameMain.GetEntitiesAround(Vec3d position, Single horRange, Single vertRange, ActionConsumable`1 matches) in VintagestoryLib\Common\GameMain.cs:line 244
at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.onBeforeRender(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Hi, I have translated the mod into german.
de.json
Is it possible to have the light be brighter as you add more backpacks?
I have 4 different clothing traders as well as several other kinds of traders I can reach in a long loop around my home. I have hit them all around six times now and never seen any sign of the belt lamp or any other from this mod on sail from any of them. So I'm just going to use creative to get one, but I don't want to do that unless I get rid of the correct amount of gears at the same time. Does anyone know how many gears the belt lantern should cost??
Was it too dark?
Russian translation https://drive.google.com/file/d/1F5RwUYWHaGej48NkCR7GZgHcVSlZ_RJ0/view?usp=sharing
How can I make item "Brass Lantern(Unlit)"?
It looks like there's no recipe of Brass Lantern(Unlit).
misterandydandy Sturben me! I went and used your "When": "Tradable" code from the Github with "isValue": "true" instead of what you told me and didn't get a light for several trades. Then I went back and did it how you told me and got a light on the first trade after their inventory updated! Smh.
Gotcha, thank you.
Yes I know about the issue I'll be fixing it as long with other things. Set it to false.
Pervy_Sage
I've been trying to buy the tool belt with a lantern from a clothing trader for a while now and he never has anything from A Wearable Light in stock.
I looked in trader-clothes.json and found that it is possible to be sold but is it turned off? I don't know enough about what I'm looking at but it seems given the value assigned?
"file": "game:entities/humanoid/trader-clothing.json",
"condition": {
"when": "DisableTradable",
"isValue": "true"
"DisableTradable" does that mean it can't be traded? If that's true then what's the wording I need to enable them?
All the items that are tradable have this value for "when":
There a new update coming soon
https://ko-fi.com/misterandydandy#
Something that you lot have been asking for 😛
misterandydandy 🤩 Yes please.
I can Pervy_Sage
Can you make this compatible with Advanced Backpack Construction System Reborn?
I'd have to add special handling to make this sort of thing work with Lantern, as it only checks hand and offhand slots.
Falco You have to put it at the bottom of the bar and then shift + right click and it will turn on.
I can't turn the light off. Not that I need to, but it would be nice if this were a configurable keybind.
iodide I haven't tested it myself so I don't know.
Can anyone confirm if this works using v.1.19pre?
Sorry for the long wait I have now updated it too v1.18.15
Ryuu Still working 1.18.15
misterandydandy
Polish version
pl.json
{
"item-clothes-head-torch-on": "Latarka na głowie (Włączona)",
"item-clothes-head-torch-off": "Latarka na głowie (Wyłączona)",
"item-clothes-head-oil-lamp-on": "Lampa naftowa (Zapalona)",
"item-clothes-head-oil-lamp-off": "Lampa naftowa (Zgaszona)",
"item-clothes-head-candle1-on": "Świeczka (Zapalona)",
"item-clothes-head-candle1-off": "Świeczka (Zgaszona)",
"item-clothes-head-candle2-on": "Świeczka (Zapalona)",
"item-clothes-head-candle2-off": "Świeczka (Zgaszona)",
"item-basepart-*": "Świeczka (Podstawa)",
"item-clothes-waist-heavy-belt-brass-lantern-off": "Lampion mosiężny (Zgaszony)",
"item-clothes-waist-heavy-belt-brass-lantern-on": "Lampion mosiężny (Zapalony)",
"item-backpack": "Plecak (Lampion mosiężny)",
"game:heldhelp-headlantern-rightclick": "Przełącz światło",
"game:heldhelp-bags-rightclick": "Załóż",
"game:tabname-awearablelight": "Niesiony Źródło Światła"
}
is it still working on 1.18.10?
Do the wearable lights increase hunger like other carryable lights in the game?
Hi, I also have to put the belt lantern into my hotbar to to turn it on/off. 'L' is not being used, perhaps you could toggle with that key to avoid conflicts?
Is there a way to change the keybind to toggle the light on/off? I think the Movement Mod I'm using overrides it with their ctrl+right click dash function, I can't turn off the backpack one at all (Haven't tried the others yet though). Ideally I'd like to change it to maybe right ctrl+Rmb or just an unintrusive keyboard button if it doesn't need a mouseclick included. I've also tried changing my sprint and crouch binds and still couldn't get it to work.
it would be cool if you could keep adding more light to your player. like an extra light on adds +2 light
it would be cool if you could keep adding more light to your player. like an extra light on adds +2 light
Loco Some of the items don't have a recipe you have to buy them from traders.
Hello I am playing on version 18.1 stable. When i first installed it, items were in the hanbook but with no recipes. I saw that I needed the latest commonlib so I updated it to the currect version. Still no recipes
I would love to have it work like that Nemo4ever I'll have to take a look again..
We need a mod like baubles in Minecraft, so you can open your player GUI find a spot for the lamp and just toggle it from there instead of one more keyboard command.
@CaveSalamander i had tried while wearing it, but once i saw your comment, it worked.
Michaloid I had this same issue and I have sneak/sprint inverted as well, turns out the key for me was Shift+RMB while holding the item in your hotbar. Hope this works for you as well
I went to the controls menu and haven't seen the turn on/off prompt there. And usually mods that bring new controls are put there so idk. Imma check the logs to see if anything comes up. Nope, nothing appears.
Michaloid I don't have that issue so I am not sure what is going on? is there anything within logs? and when you Ctrl + Right Click it should turn it on and off.
No, it simply doesn't turn on. I have shift to run and ctrl to crouch, does this impact anything?
misterandydandy
it should work? Michaloid just make sure you aren't holding it down.
I press ctrl + right click and it doesn't do anything, tried shift too and nothing. how do i turn the brass lantern belt?
misterandydandy can you put a silver-lined brass lantern + backpack into the crafting grid? Or is it only the normal non-lined brass lantern?
Hi Kapibarion so for the backpack you have to put lantern and backpack into the crafting grid to make a new backpack. if you look for items of the name within handbook you should beable to find recipes.
Head-Torch, Head-OilLamp, Head-Candle1, Head-Candle2.
Waist-Heavy-Belt-Brass-Lantern, Backpack.
I'll get around recording a video.
Hello misterandydandy ,
Could you please explain how to use your mod? In particular how to attach a lantern to a backpack or a waist? I have both backpack and a lantern and there is no slot or any way to attach the lantern to the backpack.
Thank you.
I'll do it tonight Craluminum Thanks for letting me know 😁
Could you turn ItemBags class into collectible behavior, please?
Edel_Recke I never had a issue with it? can you post logs
If i use this mod (besides some others; can post all if needed), the RAM usage get#s very high and VS crashes after 20-30 seconds
Frepo t's because you decompile it.
It should be MethodType.Getter where the 1 is.
If you could message me on discord instead because my phone doesn't like this website lol 🤣 Mister_Andy_Dandy#4403
Heeey! This is great! A head lamp is just what I've been wanting for this game. I stole your code into a project of my own to start learning harmony (coz your mod seems small and easy to start with).
I got an error right away after copying over the code from the EntityPlayer_LightHsv_Patched class. my compiler doesn't recognize the second line "[HarmonyPatch("LightHsv", 1)]", (cannot convert from 'int' to 'System.Type[]').
It doesn't seem to want the "1" value there. I was wondering what version of harmony you've referenced? Or rather which 0Harmony.dll file (I see we both are using version 2.2.2.0).
I am planning on adding more to it Smile
Can I suggest a waist-slot lantern accessory that works similarly?
There can also be potential for a light-up necklace that is quite costly as and end-game option.
Keen to see what else is added to maybe add this to our community server
RayoRey
it should if you are using one of them and to turn on Ctrl + Right Click.
How does it turn on? does not produce light