Mods / Immersive Lighting
Category:
#Crafting
#Furniture
#QoL
#Utility
Author: techy
Side: Both
Created: Nov 26th at 12:58 AM
Last modified: Dec 1st at 12:42 AM
Downloads: 298
Follow Unfollow 40
Author: techy
Side: Both
Created: Nov 26th at 12:58 AM
Last modified: Dec 1st at 12:42 AM
Downloads: 298
Follow Unfollow 40
Latest file for v1.19.8:
immersivelighting_1.0.1.zip
1-click install
Immersive Lighting Mod
Version 1.0.0
Description
An attempt to make more immersive lighting sources for Vintage Story.
Current Features
Liquid Fuel Lamps
- Burn any combustible liquid at a rate determined by the liquid's burnDuration property
- Visually see the fuel level in the lamp
- Interactions to increase / decrease light & fuel consumption levels by adjusting wick height
- Can contain any liquid but will only light when a combustible liquid is present.
Aqua Vitae Patch
Aqua Vitae (alcohol) updated to include combustionProperties to allow it to be used as a relatively quickly burning fuel in the Liquid Fuel Lamp
Upcoming Features & Enhancements
Spoiler!
Improved light simulation<
- Vary light color by fuel burn temp for cleaner/dirtier fuel feels
- Flickering
- Wind Impact
- Better Particles
- Flint / Steel (striker?)
- Wood light stick (a short lived but very cheap burnable piece of wood, plant, or string to light things with will emit very little light)
- Recipe
- Add smithable parts
- Collar
- Globe
- Reservoir
- (Optionally allow addition of striker for auto lighting variant??)
- Colored glass shades
- Reservoir sizes
- Different metal collars
- more?!?!
- More Candle Colors
- Wick Trimming
- Candle Timers
- Candles burn down
- Improved light simulation (see above)
- More smoke
- Heat generation in area (increased rot/transitions based on heat)
Special Thanks to the following individuals on Discord for their support
Spoiler!
- Pizza2000
- Dana
- ImNuts42
- Nat
- spearandfang
- lazylion93
- & Many others who talk in the Discord mod-development channel
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.1 | 150 | Dec 1st at 12:42 AM | Show | immersivelighting_1.0.1.zip | Install now | |
v1.0.0 | 12 | Dec 1st at 12:36 AM | Show | immersivelighting_1.0.0.zip | Install now |
There was an issue with 1.0.0's packing. I have corrected and re-uploaded it. If you have already downloaded it I suggest deleting and re-downloading it. I corrected 1.0.0 so there should be no issues, but I will also release 1.0.1 with the fix so any mod managers can see the update shortly.
@techy I understand. It was just a suggestion to consider. I have the multiplayer server experience in mind, and in my experience running a multiplayer server, most players will default to the easiest thing they can. This mod really only has value in that sort of a setting if vanilla light sources are either modified to act in similar manner to the modded content with comparable features and material investement, or if vanilla light sources are disabled so that the more immersive modded light sources are the only option.
Just something to think over. ;)
Thalius I don't have any plans to disable the other vanilla light sources right now, once I get some improved light simulation in and things look better I might consider addng a config to handle that and some other things like burn time modifiers but for now I'm keeping my focus on the core functionality.
Right now I'm not happy with how I handle switching between light levels, and am concerned there may be a rendering bug or two things I've noticed but haven't been able to repeat or pin down. Once the lamp is solid and you can change the light level and have the fuels actually affect light color / brightness and get some visual impact like better particle affects and maybe some flickering and being affected by wind (to a very small degree for the lamps) I want to make get onto the candles. Once I have both I'll consider some configs. Right now there's too much code in flux still to try to add configurations (I'm likely to break them on an update)
I'm hoping to have some of the improved light simulation in later this week, next week at the latest. Candles should be a pretty simple affar once I have that so I might consider adding configs in about a month. I need to check with some of the other mods and make sure they actually have combustible properties if they don't I'll have to add some more fuels as well which will have to include the recipes to make them so that may delay things even more.
I've wanted more realistic lighting sources for my server for ages. Very excited to see this, and hope you can pull off what you have planned!
Please consider a config option to disable all vanilla lighting sources, if you've not included that already. (I've not tested the mod yet, as I've moved on to VS 1.20 and am keeping an eye on updates for mods such as this one!)
AzuliBluespots I haven't added any specific compatability with any mods. However it is designed so that ANY fluid which has the vanilla games' combustibleProperties can be burnt in it. The rate at which is determined by those properties. So if they've given the liquids realistic properties it would work. You can put any fluid at all in the lamp, however it will only light when it is a combustible fluid. The info when you look at the block will tell you if the fluid inside it is combustible or not.
This is pretty cool! Is there compatibility with expanded foods? I mean, there's lard and oils in there, and also it enables olive oil iirc.