Mods / Seamarks -- Beacons & Lighthouses

Tags:
Technology User Experience Roleplay Mapping Ocean Immersion Immersive Travel & Exploration
Author:
Fowl
Side:
Both
Created:
Jul 8th at 1:59 AM
Last modified:
Aug 25th at 1:33 AM
Downloads:
6087
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
seamarks_1.0.1.zip  1-click install

This mod allows players to create beacons (including lighthouses) that are visible outside of normal render distance to help navigate around the world. It's intended to help players who play without the vanilla map (and with great mods like Frontier's Map) to better navigate oceans and may eventually be a handy world building feature for RP servers. These beacons produce blips of light that persist even after the chunk containing the beacon is unloaded or the world restarts

The mod introduces two types of beacons: fire pits and oil lamps. Fire beacons are fueled by wood/coal/peat and can be seen from a few hundred blocks away. Lamp beacons (based on Argand lamps used in lighthouses) are fueled by oil (linseed and olive oils in base game, other modded oils should be compatible) and can be improved by lining the reflector with plates (similar to lanterns) or by adding a Fresnel lens overtop to produce light visible from up to thousands of blocks away.
Lamp beacons only point in one direction but they can be mechanically powered like querns to spin and be seen from all angles.

View distance, fuel efficiency, and other settings are configurable and can be tuned live with Config Lib

 

Spoiler!

"Yer fond of me lobster, ain't ye?"

Chunk-independent rendering of the beacon blips is modeled on Farseer's far-terrain renderer
QoL animation trigger when staring at a lamp beacon inspired by Salty's Sun Gaze

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.1 seamarks
1.22.0 - 1.22.7
1588 Aug 25th at 1:32 AM seamarks_1.0.1.zip 1-click install
  • Added new Temporal Optical Lens which casts a teal Temporal Gear colored beam (suggested by Pell)
  • Fixed texture issues with custom rendered blocks
  • Fixed z-fighting in oil lamp beacon shape
  • Added setting to detach oil lamp beacon's spin rate from the world time, allowing it to spin with time paused
  • Added interaction tips to oil lamp beacon
  • Fixed visual sync issues with sweeping beams when attached to world time
    • sweeping beams attached to world time now update their position/speed smoothly
1.0.0 seamarks
1.22.0 - 1.22.6
1974 Aug 1st at 7:15 AM seamarks-1.0.0.zip 1-click install

Feature-complete v1.0.0 release

  • Now automatically compatible with Config Lib. Multiple new config options, including ones for server admins, have been added.
  • Lens Prism has been turned into the Optics Housing which takes Lens Panels to cast beams. This may mess with beacons from previous releases.
  • The mod is now compatible with the Glassmaking mod for a more in-depth (and optional) Lens Panel creation process.
  • Fire beacons now also produce a smoke blip which aids visibility during the day.
  • Beacon beam profiles and the far-out light blips' visuals have been finalized. Feedback is welcome and appreciated.
  • View distance for the beacon blips has been increased overall.
0.0.3 seamarks
1.22.0 - 1.22.4
1324 Jul 22nd at 1:41 AM seamarks-0.0.3.zip 1-click install

Another interim release so folks can test out the new beam visuals while I work towards an acceptable v1.0.0.

Oil lamp beacons now render a shooting beam of light when they're lit. The beam is a short, wide cone when the beacon is without a lens and gets longer and thinner/more concentrated with the prism attached. The beam fades in and out with the sky's light level.

Oils from other mods should now properly work. Every oil adds the same amount of burn time to the lamp. Eventually I'll make it possible for servers to tweak the efficiency of oils individually, so the oils from Vintage Engineering could burn longer than food oils, for example.


If you want to mess with the upcoming multi-beam functionality you can use the following commands while looking at a beacon block:
/seamarksbeamcount <1-3>: Set the number of beams
/seamarksbeamcolor <beam> <color>: Set the color of a specific beam (accepts a name or hex code, i.e 'red' or 'ff0000', or 'reset')

/seamarksbeamwidth <beam> <width>: Set the degree width of a specific beam (accepts 4-90 but beam widths will max out at 20-24 degrees when it's implemented)

Right now these also affect the bare (no prism attached) beacon. When it's fully implemented the bare beacon will just have the single beam coming from the reflector; multiple or colored beams will require taking extra steps when making the fresnel lens block.

0.0.2 seamarks
1.22.0 - 1.22.3
244 Jul 19th at 7:34 PM seamarks-0.0.2.zip 1-click install

This is just an interim release to address some big issues (fueling and blip reliability) while I work on the bigger visual update. 
Default visibility ranges for the beacons were also changed, delete "...\VintagestoryData\ModConfig\seamarksbeacons.json" if you want the new defaults.

0.0.1 seamarks
1.22.0 - 1.22.3
957 Jul 9th at 12:43 AM seamarks-0.0.1.zip 1-click install

Initial release


43 Comments (oldest first | newest first) (threaded | flat)

nolant0n, Sep 8th at 11:12 AM (modified Sep 8th at 11:13 AM)

small wish: feature to use fat too besides oil for oil lamp beacon🙏

SparkySWE, Sep 6th at 4:58 PM

Hi. I can't figure ouy how to make the Temporal Lenses as it requieres a stack of two Temporal gears and you can't stack those. Any help would be appreciated.
image

Hikahi, Aug 25th at 11:11 PM (modified Aug 27th at 12:04 PM)

I can't figure out how to make the oil lamp beacon spin. Putting it on top of an axel does nothing, gears don't connect to it, not sure what the heck I am doing wrong. It can be lit, and it's not throwing any obvious errors in my logs. Help?
Also, I can attach silver plates to the housing, but not lens panels?
Edit, okay, I figured out how to add the lenses to the optic housing, but only if the optics housing is on it's own. If I fit the housing over the oil lamp, the option to open the lens slots isn't available.

Edit 2: Solved my problem, here's the answer if anyone else is stumped:
The oil lamp only rotates if it's placed on a powered axel and is lit
You have to set the optics housing on the ground, install the lenses, pick it back up, and then install it on the oil lamp

Pell, Aug 25th at 2:35 PM

thanks for adding the temporal lens :D looks fantastic on my clock tower, lighting up the clouds from below!

Pell, Aug 23rd at 7:30 PM

some of the textures on the oil beacon and the beacon optics housing (when it is placed on the beacon) are broken. for some reason they are showing plant textures

Fowl , Aug 24th at 1:58 AM
@Pell: some of the textures on the oil beacon and the beacon optics housing (when it is placed on the beacon) are broken. for some reason they are showing plant textures

Thanks for letting me know, will be fixed in the next update either tonight or tomorrow 👍

Pell, Aug 24th at 3:13 PM (modified Aug 24th at 3:13 PM)
@Fowl: Thanks for letting me know, will be fixed in the next update either tonight or tomorrow 👍

no worries, thankyou. any chance of adding another colour of lens? would be cool to have the temporal gear teal colour!

Rythillian, Aug 15th at 3:37 AM

Is there a way to add new oil codes for the oil lamp and not the fire lamp? When I add for example "game:item-fat-rendered" to the extra oil codes, it only works for the fire beacon and not the oil lamp.

Fowl , Aug 17th at 1:09 AM
@Rythillian: Is there a way to add new oil codes for the oil lamp and not the fire lamp? When I add for example "game:item-fat-rendered" to the extra oil codes, it only works for the fire beacon and not the oil lamp.

I'll update the oil lamps to accept non-liquid fuels that have been added to the config in the next release, it currently only takes liquid portions. Rendered fat works with the fire beacon by default since it's a solid with burn time.

Rythillian, Aug 8th at 5:04 AM

Oh woah the governor can be used for any mechanical power, allows you to control the speed of how it spins, that could be very handy. People have been asking for a mod that does that for ages, you could probably release that on it's own and it would be super popular lol.

RockSowe, Aug 2nd at 4:52 AM

3 Type IV Green Lens Pannels and 0.5 RPS makes me long for the unachiavable american dream for some reason...
(peak mod)

Rythillian, Aug 1st at 5:44 PM

Getting some errors in latest? Seems to be related to missing files.

Fowl , Aug 1st at 6:53 PM
@Rythillian: Getting some errors in latest? Seems to be related to missing files.

Ah that's from the Glassmaking mod compatibility. They're harmless and everything should still work properly without Glassmaking installed but I know it's a bit annoying. I'll get them hidden in the next update.

Fowl , Aug 25th at 2:46 AM
@Madalovin: Oh, how do you go about hiding errors for an optional mod compat? I'd like to know for myself. c:

I used the game's patch dependsOn field plus a runtime IsModEnabled check. For patches, I condition them on whether the other mod is loaded:
{
  op: "remove",
  path: "/class",
  file: "blocktypes/customblock.json",
  dependsOn: [ { modid: "othermod", invert: true } ]
}
invert: true means “only when the mod isn’t installed”, I use that to remove class fields that depend on the other mod which avoids the “no such class registered” spam. For things like recipe swaps or hiding creative items I check api.ModLoader.IsModEnabled("othermod") in AssetsFinalize.

Vinter_Nacht, Jul 29th at 4:12 AM

I cannot for the life of me get the oil lamp to spin. From the back, the top, the side, the bottom... It doesn't seem to take power to spin.  How does it work?

Portokalis, Jul 28th at 2:22 AM

DAMN This is amazing! The light is kinda small when far away, is there going to be a config or way to make it bigger? It is kinda hard to distinguish for stars, only if you know it is there, you will see it. Maybe allow to make Lenses from different colors? Is there going to be a way to make it spin faster?

Theta60, Jul 25th at 1:25 PM

Oh God.. Is it bad im Hearing One of the Ultrakill Levels with that Skybox and Lighthouse Animation

Calbain, Jul 22nd at 10:26 PM (modified Jul 22nd at 10:29 PM)

Love the new model, and I really wasn't expecting to see light beams so soon! The way particles shimmer in the beam is a really cool detail, great stuff!

Codemonkey03, Jul 20th at 1:33 AM (modified Jul 20th at 1:50 AM)

I see there may be an update in the future so this may not be relevant for long and it may be a mod conflict on my end but how do you add oil to the lamp? I have buckets of various oils (olive, flax) but I can't seem to figure it out. 


Edit: Oil appears to be a mod conflict, will report back if I figure out which mod.


EditEdit: All the oil Expanded Foods adds don't work but vanilla Linseed and Olive Oil does. There are Expanded Foods versions of these oils as well which is why I got tripped up.

JSR_Guy, Jul 19th at 9:14 PM

Nice, I've been wondering how no one made a mod for light houses up till now.
Tbh, I was tempted to make one myself, but you've beaten my procrastinating ass.

Fowl , Jul 19th at 12:42 AM (modified Jul 19th at 12:43 AM)

Thanks all for trying the mod. Now that I've finished most of what I wanted to do with my other mod I can put more focus into this one. I'm taking everyone's feedback into consideration, the next release is already going to be a substantial improvement.

If anyone wants to go into specifics on a suggestion or otherwise follow along with the work on the next release (which hopefully shouldn't take me too long) feel free to join the Discord, I can post updates. I posted a preview of what I have so far in the description.

DapperHamster, Jul 24th at 4:46 AM
@Fowl: Thanks all for trying the mod. Now that I've finished most of what I wanted to do with my other mod I can put more focus into this one. I'm taking everyone's feedback into consideration, the next release is already going to be a substantial improvement.If

The gas lamp light looks so cool! I would love to see some sort of fire animation & sound for the fire beacon though, along with a brief smoking period before it catches alight like the normal firepit has. 

EnderMelody, Jul 18th at 6:42 PM

linked video doesnt work for me, did the link break?

Fowl , Jul 19th at 7:35 PM
@EnderMelody: linked video doesnt work for me, did the link break?

Looks like it's weird on some browsers and on mobile, thanks for letting me know

Torrinfell, Jul 16th at 11:32 PM

Hello! Me and my friends have been using this mod in a server of ours and having a lot of fun with it.

Is there any chance you'd be able to make the oil lamps compatible with the oils from Vintage Engineering? It'd be a huge bonus for people wanting to use that mod for a high-tech server.

Thank you if you see this!

RockSowe, Jul 15th at 3:23 PM

Cool Mod, love the idea, works decently well.

Small problems:

 

Oil lamp seems to turn off randomly

The Astigmatism / Light ray effect is a bit too strong on weaker light sources.

 

Oil Lamp rotation seems inconsistent with input RPM. Assume this is something just not yet implemented.

 

Other:

 

Highly recommend looking into how Frenel Lenses can be made into distinctive patterns IRL. would be cool

 

Cool mod! keep it up!

thetruemystic_, Jul 14th at 10:20 PM

Does this add the effect to all light sources? A friend is running a server and I'm trying to see if I can figure out a way to disable it as on all lights the effect can be a little overwhelming lol

Calbain, Jul 9th at 5:28 PM (modified Jul 9th at 6:33 PM)

I've been wanting to see working lighthouses in these block games for years, delighted to see someone come up with a solution!

After some testing I can say I'm pretty satisfied with the effect, though I did double the default ranges - I usually run at 800 view distance, meaning I can see the object of the fire beacon and the blocks around it long before I see the glare from it's light. The range of the oil lamp seemed perfect for the islands I was testing on, but I doubt I'll be unhappy about seeing it from twice as far away.

Speaking of, the fire beacon doesn't seem to be working quite right, the beacon effect often going out despite being fuelled, and still casting local light.

Configlib support would be nice, and I'm looking forward to the beacons getting bespoke models in the future. A good start for a great mod!

Fowl , Jul 10th at 10:15 PM
@Calbain: I've been wanting to see working lighthouses in these block games for years, delighted to see someone come up with a solution! After some testing I can say I'm pretty satisfied with the effect, though I did double the default ranges - I usually run at 800

I'll definitely double the ranges of the beacons before the next release. The oil lamp will probably start at 1000, go to 1500 after adding the lens, and go up to 2000 with 4 electrum plates added.
I'll also check out the fire beacon, I probably messed something up when I made it extinguish in the rain. I just figured out ConfigLib support for my other mod so that should be easy to integrate before the next release as well. I plan to look for a really talented VS modeler to commission for the two beacons and lens models. I might attempt to make my own crude placeholder models until then.
Thanks for the feedback!

Sniffr0st, Jul 9th at 1:22 PM

Will this conflict with ChunkLOD, which is a fork of Farseer? 

Fowl , Jul 9th at 2:39 PM
@Sniffr0st: Will this conflict with ChunkLOD, which is a fork of Farseer?

In my testing it works and even properly occludes so a beacon behind a ChunkLOD mountain shouldn't be visible as expected 👍

Sniffr0st, Jul 9th at 4:50 PM
@Fowl: In my testing it works and even properly occludes so a beacon behind a ChunkLOD mountain shouldn't be visible as expected 👍

Sounds awesome. I'm playing with a custom mod which disables player icon on map, as well as map auto-movement or re-centering, so finding my way back if I decide to take a boat trip might be challenging. Going to try this

munke_nutsack, Jul 9th at 4:58 AM

whats the performance impact like?

Fowl , Jul 9th at 2:44 PM
@munke_nutsack: whats the performance impact like?

It's pretty light weight, I haven't noticed any drops in performance at all in testing.

SilentCedric, Jul 9th at 1:23 AM

Neat I was just thinking how I needed a working lighthouse for my current game which has me using the the Frontier's map mod installed and I spawned in on a island chain that I made my base on so this was needed.