Empyrion - Galactic Survival

Empyrion - Galactic Survival

s3q9g6 May 3, 2019 @ 12:45pm
How to effectively light up my base?
Is there something Im missing? Because the lights you place in your base only seem to light up the one block they are standing on. Do I really have to create a lamp for each separate block in my base or I am doing something wrong / are the lights "broken" from the developer side?
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Showing 16-25 of 25 comments
VulcanTourist (Banned) May 4, 2019 @ 6:58am 
Originally posted by s3q9g6:
So one last question: Does the shape of the light affect the area/size of the illuminated area, or are the different shapes just a cosmetic thing with no effect on the illumination effect? I notice that there are shapes like "corner light" and "Strip light Double/single corner"; do those do anything special, or can I achieve the exact same lighting-effect regardless of the shape I choose to use?
I like the strip lights - more recent additions than most others - for just this reason; they do illuminate at a 45 degree angle to the wall, and when used as a 90-degree spotlight you can constrain the light in a useful way. Since blocks don't interrupt light, normally placing too many normal lights leads to insane oversaturation, but using the right combination of spotlight-mode lights with the right arcs and limited ranges can put an end to that crazy oversaturation.

I do wish the range constraints had more relevant choices than 5,10,15, and 20 meters, since blocks are two meters each.
Last edited by VulcanTourist; May 4, 2019 @ 6:59am
s3q9g6 May 4, 2019 @ 7:02am 
Thx again. Im gonna experiment with different shapes and modes to find something in my taste. Will probably try to avoid using that "lights shine through blocks"-mechanic, because brain goes error.
Mark Brandis May 4, 2019 @ 11:09am 
Alternative, have on group named to light configuration. Put all lights into this group that shall have the same properties. Then change the group settings for all lights in this group. Move the lights then to the final group they should reside.
Light adjustments done in bulks :)
s3q9g6 May 4, 2019 @ 11:44am 
Originally posted by Mark Brandis:
Alternative, have on group named to light configuration. Put all lights into this group that shall have the same properties. Then change the group settings for all lights in this group. Move the lights then to the final group they should reside.
Light adjustments done in bulks :)
Thx, though it wont be necessary since the configuration from the last light I placed automatically carries over to the next one I place, after that I just group them together and use signals / custom power shortcuts.
Sabaithal May 4, 2019 @ 11:50am 
Also once you're done be sure to take a look at the lit areas during both day and night to better tune them to fit both.

Or you could just use a global function that turns all the lights on/off.
Last edited by Sabaithal; May 4, 2019 @ 11:51am
s3q9g6 May 4, 2019 @ 12:04pm 
Originally posted by Sabaithal:
Also once you're done be sure to take a look at the lit areas during both day and night to better tune them to fit both.

Or you could just use a global function that turns all the lights on/off.
Yeah Im planning to have all outdoor lights in one group which I turn off at day and only activate at night. And then have like 2-4 different groups for the insides (1 per room/floor) which I activate when needed.
s3q9g6 May 4, 2019 @ 12:33pm 
Okay, one last question regarding lights (This time for real lol): I want to lighten up my base surroundings during night, I've placed lights (max intensity and range, Spotlight ON/OFF) on my outside walls and that lights up the surrounding terrain really good...... for like 7 meters off my wall : /

I would want see a bit further than that into the darkness to tell if something dangerous is close. So the question is: is there more powerful lighting available for bases, something like an actual big spotlight kind of like in real life? I know there are spotlights for Vessels but those dont work in bases, right?

So do I have to place "portable work lights" all around my base or is there another way to light up the terrain?

Evolvei May 4, 2019 @ 12:36pm 
You can put posts with a light on top with the connect feature.
VulcanTourist (Banned) May 4, 2019 @ 3:02pm 
Originally posted by s3q9g6:
I would want see a bit further than that into the darkness to tell if something dangerous is close. So the question is: is there more powerful lighting available for bases, something like an actual big spotlight kind of like in real life? I know there are spotlights for Vessels but those dont work in bases, right?

So do I have to place "portable work lights" all around my base or is there another way to light up the terrain?

There are no base spotlights, unfortunately. At one time the game could have been modded to extend the CV spotlights to bases, but the developers walked-back the object property that made it possible. Best you can do is to use the [N] Connect to... feature to create "streetlights" where they can be helpful.

The portable lights, while convenient because they suck no power, have a limited range of illumination AND I recall that you must be inside that range for them to even be visible at all. Past a certain distance away you see no light at all.
s3q9g6 May 4, 2019 @ 11:12pm 
Originally posted by Evolvei:
You can put posts with a light on top with the connect feature.
Yep, thats probably the best alternative atm. Thx :D
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Date Posted: May 3, 2019 @ 12:45pm
Posts: 25