ARK: Survival Evolved

ARK: Survival Evolved

Additional Lighting
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Update: Jul 19, 2021 @ 8:17am

v1.40

Added
Light Sequencer
A structure that lets you play custom sequences on all connected lights.
- 16 output channels
- 64 connections per output
- Max sequence length is set to 128 steps (Can be increased through the ini options. SequencerMaxSequenceLength=128)
- Use the LightSequencerTool to create connections.
- Open the SequencerUI through the PieMenu.
Short Showcase

Reworked
GlowBugs
- Added a second type of GlowBugs to choose from. (Realistic)
- Reworked radius setting of GlowBugs. (Already placed ones might need to be tweaked for the desired result)
- Made default GlowBugs more glowy

ColorTool
- This tool now allows you to copy/paste the structure colors of all lights in this mod. (No dye required)
- It's even possible to colorize other structures, by enabling it through the ini option (AllowColorizeAllStructures=true)


Changed
- All tool guns got a custom item description on their icons.
- Lots of tool gun UI improvments.
- You can now name Light Switches
- Fire lights can now take sparkpowder as fuel.
- Fire lights default color strength is set to high when placed.
- On disabling RingOfFire, the mesh is auto set back to visible.

Fixed
- Fixed handheld animations.

Update: Jul 9, 2020 @ 5:01am

v1.39a

Changes
- The sensor on switches is now deactivated by default.

Fixes
- Switches now save the sensor state. Should not reset on server restarts.
- Switches now show the correct amount of max. connections on dedicated servers.

Update: Jun 23, 2020 @ 6:53am

v1.39

Changes
- Readded linux files. Mac players should be able to use this mod again.
(There was a misconception about, if removing the files is save or not. Turns out it's not.)

- Every light has its sensor now disabled by default. LightSwitches now have a sensor integrated.
This should improve the overall server performance, since the sensors all had to run on the server.

Set this ini option to true. to enabled the sensor again for each light.
AllowPersonalLightSensor=False


- You can now visualize all connections of a LightSwitch through the PieMenu.
- LightSwitches can now be pin activated.
- Metal lights now have a metallic sound when punched.


Fixes
- DockCeilingLantern now saves the height setting.

Update: Apr 15, 2020 @ 6:10am

v1.38 Hotfix

Changes
- Halved modsize. (It's magic, i know)
- All placeable lights now have atleast stone tier dmg settings. Lights that look mostly metallic have metal tier dmg settings.

Fixes
- Glowbugs and RingOfFire can be interacted with again.

Update: Apr 10, 2020 @ 12:09pm

v1.37
Added
- AL Admin Box
Spawnable with
admincheat gfi "AL_AdminBox" 1 0 0
(Contains all the items. Only admins can interact with the box)

Changes
- You can now craft the AL_HandheldTorch inside the players inventory.
- Construction Table don't need to be placed onto structure floors anymore.
- Removed all cable particles. You won't see cable connections even when using electricity

Fixes
- Fixed animations for handheld lights.

Update: Jun 23, 2019 @ 12:22pm

v1.36


New Lights
- BowlFirePost
- ZenGardenDynamicLamp B

Changes
- All ceiling lights most likely have their length settings reset once with this update. I'm sorry, it had to be done.
- The ability to connect lights to switches from the lights menu was removed.
- FireLights should be more present and feel more powerful on high settings.
- Fire particles should be better visible at daytime.
- Added suddle glow effect to candle particles and made the flame a bit shinier.

BugFixes
- Fire particles for the HandheldTorch are now visible, when get dropped to the ground, or equipped to a saddle.
- FireLights shouldn't magicaly turn off, when walking away while facing the other direction.
- RingOfFire can be painted with the paintbrush again.
- WoodenCeilingLamp should be able to be placed on sloped surfaces without ploblems.

Update: Apr 17, 2019 @ 4:11am

v1.35 Small Easter Update


Added
New Lights
- FloodLight
- StringLightsHanging
- StringLightsStraight
- StringLightsSloped
StringLights don't emit light and can't be deactivated. They are just decorative.
The color of StringLights can be changed from the MultiUseMenu or with the AL_ColorChanger. There are seven different colors available (Cyan, Green, Magenta, Rainbow, Red, White, Yellow).
StringLights do snap together, the snapping can be disabled with the ToggleToolTip Hotkey (G Key by default).

Controller
- AL_ColorChanger (Recieve and apply color settings of StringLights and ColoredLanterns)


Changes/Additions
- AL_RemoteController won't change the manual horizontal(fixture) rotation of Spotlights anymore.
- Made GlowBugs more glowy

Update: Apr 5, 2019 @ 11:35am

v1.3


Added
FireLights Engram Lvl7
- AL WallTorch
- AL StandingTorch
- AL DroppedTorch

- RingOfFire (Own Engram LVL21) (Doesn't do damage)

CandleLights Engram Lvl21
- BambooCandleStick
- HangingBambooCandles
- BambooWallCandle
- DynamicBowlCandle

Handheld
- Handheld Torch (Own Engram LVL7)
- Handheld MoonLight (Own Engram LVL32)
- Added saddle skin for: SkullCandleStick, Starlight, Heartlight

Misc
- SmallSteps(Engram unlocks both step types)
- Big Steps
Helps you to reach certain heights. Note, these structures are meant to be used temporarily and will be destroyed 60 minutes after placement.


Fixes
- Handheld Heart/Starlight are craftable in the construction table again.


Changes/Additions
- Added Ini option to change the Hue of the light default(unpainted) color (Range= 0.0 - 359.0)
FireDefaultColorHue=16.000000 CandleDefaultColorHue=16.000000 BulbDefaultColorHue=16.000000
You can search for a HSV/HSL color generator online and just insert the hue value of the chosen color.

- Increased storage capacity for the lights.
- You can now change the amount(density) of Glowbugs from the MultiUseMenu.
- The length of GlassBuoy can now be changed.


Ceiling Lights
- Changing the length of a ceiling light, will change the whole mesh including collliders now.
- There is always a second collider at the fixture, incase the light is inside the ground, or something.


Optimizations
- Added many more LODs.

Update: Mar 20, 2019 @ 4:21am

v1.2
Patchnotes


New Lights
- MetalWallLamp04
- WoodenCeilingLamp
- ZenGardenPostLamp
- ZenGardenDynamicLamp
- ZenGardenWallLamp

Skin
- Emergency Helmet Classic Blue
- Emergency Helmet Classic Red
- Emergency Helmet Classic Yellow
- You can use these to skin the appearance of the Miner's Helmet.

New Engram Entries
Groups
These engrams will enable multiple recipes for the construction table
- CandleLights
- FireLights
- WoodenBulbLights
- MetallicBulbLights
- ColoredLanterns
- Spotlights
- EmergencyHelmetsClassic

Single
- GlowBugs

Engram Changes
- Changed the engram level requirements.
Engram
Level Req.
ConstructionTable
7
FireLights
7
PostitionController
7
CandleLights
21
Handheld CampingLamp
21
Handheld Candelabra
21
Handheld Lantern
21
Handheld SkullCandleStick
21
SkyLantern
21
WoodenBulb
32
ColoredLanterns
32
GlowBugs
32
BasicLightSwitch
32
RemoteSwitchConnector
32
Handheld HeartLight
32
Handheld StarLight
32
Handheld Lantern 2
32
MetallicBulb
50
Spotlights
50
DiscoBall
50
HandheldSearchlight
50
Advanced Lightswitch
50
RemoteController
50
EmergencyHelmetsClassic
63
StickLight
63

Fixes
- Fixed enabling the sensor with the RemoteController wouldn't work without a server restart.

Changes/Additions
- MetallicBulbLights now need electronics to be crafted. You can of course override the crafting recipe.
- ColoredCeilingLanterns are not restricted to ceilings anymore.
- Made the GlowBugs a little bit smaller. Not the radius, only the Glowbugs themself. They became a little bit to big for my taste at VeryLarge radius setting.
- Doubled inventory size of the ConstructionTable.
- The light sensor is now activated by default again for all lights.
- Added Ini option to deactivate the sensor for all lights and hide all related menu entries.
AllowLightSensor=True

- Reduced the emissive strength of bulb lights. If you want them to look like before, you'll need to change the Ini Option
BulbEmissiveStrength to ~2.00000



RemoteController
- Removed modes. Now it's LMB to apply, RMB to recieve.
- Only actually recieved settings will get applied now. You can pull the basic settings from one light and apply them for example to a ceiling light, without changing the length setting.
- Recieved settings will get saved and loaded when equipping the controller again.
- Added a list of all recieved settings on the left of the screen.


Handheld
- LightStick now needs electronics to be crafted, but not for repair.
- Added more dye regions to most handheld lights.
- Reduced durability consumption on high setting from 160% to 130%.
New Ini options
HandheldIntensityMult=1.00000 (Range 0.1-3.0) HandheldRadiusMult=1.00000 (Range 0.1-2.0) HandheldDurabilityConsumptionMult=1.00000 (Range 0.1-100.0)



Spotlights
- Spotlights can now additionally be rotated horizontally (left/right) from the MultiUseMenu.
- You can now activate different rotation sequences for Spotlights.
- Sequences are seperated for the Fixture(Horizontal) and the Emitter(Vertical) and can be played simultaneously.
- The sequence speed can be changed from the MultiUseMenu.
- You can fine tune sequences with the manual rotation settings.
New Ini options
SpotlightIntensityMult=1.00000 SpotlightRadiusMult=1.00000 AllowSpotlightSequences=true



The usage of fuel/electricity
- Added Ini option to toggle the usage of fuel.
DisableFuelUsage=True

- Added Ini option to change the overall fuel consumption interval for the lights.
FuelConsumptionIntervalMult=1.00000

- Added Ini option to make lights that would run on electricity, run on sparkpowder.
UseElectricity=True


Light Type
Fuel Type
Fire
Thatch or Wood
Candle
Oil
WoodenBulb
Sparkpowder
MetallicBulb
Electricity/Sparkpowder (switchable via Ini)

Electric lights are also able to be powered by TekGenerators.


The final fuel consumption interval, gets influenced by the following settings/values.
- Intensity and Radius settings of the light
- Intensity and Radius multiplier in the Ini options
- FuelConsumptionInterval multiplier in the Ini options

Every light has its own fuel consumption interval per resource, based on the max intensity and radius values.
For example, a SmallPillarCandle consumes much less fuel than a PostLantern, with the same settings.

Update: Feb 19, 2019 @ 2:26am

v1.15
Fixes
- Fixed all the weird singleplayer bugs, that occured last patch.
- GlowBugs should now replicate correct. They should be visible to people entering the rendering area.
- GlowBugs are now visible, even when the graphic option "High Quality VFX" is disabled.

Info:The new handheld lights have EngramEntries to learn, before they show up in the ConstructionTable