RimWorld

RimWorld

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Eccentric Extras - Flares
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Mod, 1.3, 1.4, 1.5
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2.458 MB
Jul 20, 2021 @ 10:44am
Apr 30 @ 12:41pm
9 Change Notes ( view )

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Eccentric Extras - Flares

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Adds a number of illumination devices to help light up areas when it gets dark! Create temporary light sources to help mitigate movement, work speed, and surgery success penalties!

Mod Contents

This mod adds 10 new utility weapons:

  • Torches - A primitive torch that can be lit and thrown for emergency lighting. They can be quickly crafted at a Crafting Spot or Tailoring Bench.
  • Flares - A pyrotechnic tube that burns brightly when lit, manufactured flares are longer-lasting and brighter than primitive torches. Like torches, they can ignite flammable objects if thrown directly on them.
  • Flare Guns - A lightweight, single-shot pistol that fires a parachute flare. Parachute flares can only be used outdoors, but light up a larger area than a hand-held flare.
  • Chemlights - A small plastic tube filled with luminescent chemicals. They are much lighter than flares and have a much smaller light radius, but last for a very long time and have no risk of starting fires. Comes in red, orange, yellow, green, blue, purple, and darklight variants.


This mod also adds 7 new utility apparel:
  • Torch Pack - A utility pack containing a number of primitive torches, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Pack - A utility pack containing a number of pyrotechnic flares, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Gun Pack - A utility pack containing a flare gun and a number of flare rounds. It can be fired manually or automatically used when the wearer is in a dark, unroofed area.
  • Chemlight Pack - A utility pack containing a variety of chemlights, which can be selected and manually thrown or automatically used when the wearer is in darkness.
  • Flare Leg Pack, Flare Gun Pack, and Chemlight Leg Pack - Variants of the standard utility packs that are worn on the legs instead of on the waist, in order to free up the waist slot for other tools. Torches are too bulky to fit in a leg pack, though.

Additionally, Flares also adds:
  • Illumination Shells - These shells carry large parachute flares that can light up a large area for far longer than a regular flare gun round can, but must be launched from a mortar.

Combat Extended

This mod is natively compatible with Combat Extended and should self-patch so long as it is loaded after CE in the mod list.

With Combat Extended enabled, torches, flares, and chemlights become single-use grenade-style weapons. The flare gun uses 26.5mm flare rounds.

Recommendations

If you are not using Combat Extended, a sidearm mod such as Simple Sidearms can be used to carry illumination devices alongside regular weapons!

Flares look great when you're using Realistic Darkness!

Known Issues

  • Due to a flaw in vanilla pawn logic, colonists will not automatically reload packs until they are completely empty. You can force a colonist to do a partial reload, but it will waste some of the materials; switching to a variable cost per charge causes pawns to constantly reload as soon as they use a single charge, which makes them extremely disruptive for work such as mining and construction.

Links and Credits

The legacy version of Flares for RimWorld v1.0~1.2 can be found here

Creative Commons sounds for this mod were downloaded from freesound.org: Flare Gun[freesound.org] | Road Flare[freesound.org]

Eccentric Tech is a companion mod series to The Eccentric's Angels, a RimWorld-inspired webcomic on Reddit!
76 Comments
Rageador May 14 @ 5:21am 
My bad, I must've skimmed over it without realizing!
Aelanna  [author] May 13 @ 9:00pm 
@Rageador - They should be craftable at the vanilla Machining Table, same as the utility weapons that they emulate.
Rageador May 13 @ 6:03pm 
Question about the leg flare packs, are they only obtainable from traders?
Aelanna  [author] May 3 @ 6:00pm 
@The_Silver_Nuke - Thanks for the feedback, I will see what I can do about having more explicit timers for flares besides the visual shrinking! In the case of the latter, though, while I can definitely look at an option for extinguishing light sources so as to not grant benefits to enemies, flares can actually only ignite fires on initial impact, they will not do so afterwards.
The_Silver_Nuke May 3 @ 5:57pm 
Hey, would it be possible to add a timer for how long the flares will last? In Anomaly the Bioferrite Flares will give a timer for how long they'll be active. I feel like that would be an important thing to add here as well. Also, an option to extinguish the flare once tossed would be nice, considering it starts fires.
The_Silver_Nuke May 3 @ 5:52pm 
Does throwing torches into buildings when raiding locations make the locals hostile? I feel like it should if it doesn't, after all we'd be burning their homes.
Keshash May 1 @ 1:21pm 
Long-time fan of this mod, now it's even cooler. Great work with the new VFX!
TheSquirrelofHuscurl May 1 @ 6:01am 
i've been using this mod for a while for the tactical kit feel but this mod is an absolute lifesaver when the literal first major anomaly event you get is unnatural darkness
Tal'Raziid Apr 30 @ 9:33pm 
The addition of leg and waist items is great!
Karmdal Apr 30 @ 1:27pm 
finally updated, great work anna!