RimWorld

RimWorld

Flashlights
120 Comments
tommeoh Sep 11, 2024 @ 4:08pm 
Yeeoo, may be alternative is Safety Helmet with Light
Sekonda Jul 20, 2024 @ 5:04pm 
How has nobody updated this yet for 1.5? This is the only Mod I can find that has a flashlight; nobody else has done one. Can anyone figure this out or suggest an alternative?
void Apr 29, 2024 @ 9:27pm 
please update <3
Nekaishi Apr 29, 2024 @ 1:11pm 
We need this for rimworld 1.5 given how we have eternal darkness events now. pleeaasseeee pretty please?
mars pug Sep 24, 2023 @ 4:41am 
bru
TheGoofyOne  [author] Apr 21, 2023 @ 8:44am 
No sorry
AmbiguousMonk Apr 17, 2023 @ 3:28pm 
The mod description says this was updated for 1.4, but it's missing the 1.4 tag. Does this currently work with 1.4?
TheGoofyOne  [author] Feb 4, 2023 @ 9:16am 
Yeah it was never updated to 1.4 because of those issues. Please discard ;)
style-b4-power Jan 28, 2023 @ 12:06am 
:( love this mod, but im gonna have to get rid of it. cant see any options when i draft them and there holding a torch and a weapon. have to drop one or the other to be able to control them or un-draft them
m33n Jan 4, 2023 @ 5:19am 
Any plans to update? Thanks
TheGoofyOne  [author] Nov 3, 2022 @ 1:23pm 
The assembly was from way back in 1.1, so this may die here without a little help. I do not know c# and it seems the assembly needs updated. :( Removing 1.4 compatibility for now.
ThatsATau Nov 3, 2022 @ 9:57am 
I can draft em myself, but the weapons simply do not appear. No error logs whatsoever. Looks like my fighters wont get the extra mining bonus. Sad
psesyc Nov 1, 2022 @ 6:30am 
me too,I cant draft them
TheGoofyOne  [author] Oct 28, 2022 @ 5:10pm 
Wow really? I ran it stand alone and didn't see an issue. I'll look into it TY.
EpicleyAwesome Oct 27, 2022 @ 10:52pm 
I don't usually leave feedback on mods but I've enjoyed this one for a while its nice getting rid of the darkness debuff but after the 1.4 update for some reason when my colonists have a flashlight equipped I cant draft them. Im not sure if theres a conflict with another mod but it took me a WHILE to figure out it was because of the flashlights so i just wanted to let you know.
TheGoofyOne  [author] Oct 6, 2022 @ 5:43pm 
Updated to 1.4 and tested stand alone. Works perfectly.
TheGoofyOne  [author] Apr 25, 2022 @ 7:24am 
No sorry. This uses someone else's assembly.
Shampooh Apr 22, 2022 @ 7:41am 
Would it be possible to add settings to determine when lights are automatically turned on? It's bit a silly (and potentially laggy) to have everyone flip their lights on the moment the sun goes a little orange.
TheGoofyOne  [author] Feb 23, 2022 @ 7:49am 
:)
Lama man Feb 18, 2022 @ 3:52pm 
i find it kinda funny THIS mod is the only mod on the workshop with the Key word Flashlight and actually working Flashlights well there are Chemlights but thats a GlowStick so yeah
Dizzy Ioeuy Jan 2, 2022 @ 7:56pm 
Need to add a chemfuel handheld lantern too... oh pretty please.
TheGoofyOne  [author] Sep 11, 2021 @ 2:26am 
No idea. Does it also happen with the turtle helmet?
Rsbrock20 Aug 30, 2021 @ 6:10am 
Something very strange is going on with the lamp helmets. When my miners equip them, the game begins to lag like crazy. It gets so extreme that it becomes unplayable. Any ideas?
spiralings Aug 28, 2021 @ 2:59pm 
thank youuuuuuuuuuuuuuu!!!

I use a mod I forget the name with real dark dark and like it but cant see ♥♥♥♥ so yeah, this def help
Arcanant Aug 4, 2021 @ 6:34pm 
Thanks man. I am using the All your Base mod. Maybe you didn't intently but if it says so it probably is true. Thanks again man! <3
TheGoofyOne  [author] Aug 4, 2021 @ 12:42pm 
TY, but I'm not sure where you're seeing that as I didn't. But, looking through things, I found that the changes that file made aren't even needed in 1.3 so it's been removed and I tested and still have flashlights ;) Uploaded new version...
Arcanant Aug 2, 2021 @ 9:05pm 
Also....

[Flashlights] causes compatibility errors by overwriting BuildingBase in file F:\SteamLibrary\steamapps\workshop\content\294100\1746902829\1.3\Defs\ThingDefs_Items\Buildings_Base.xml
Arcanant Aug 2, 2021 @ 8:49pm 
Any chance to add a hue coloured flashlight? (it is for the Darklight people in Ideology)
Arcanant Aug 2, 2021 @ 5:09pm 
<3
TheGoofyOne  [author] Aug 2, 2021 @ 2:21pm 
Fixed TY
Arcanant Aug 2, 2021 @ 11:03am 
This makes me sad :(

[Flashlights] causes compatibility errors by overwriting ApparelMakeableBase in file F:\SteamLibrary\steamapps\workshop\content\294100\1746902829\1.1\Defs\ThingDefs_Items\Apparel_Base.xml

If you could make a clean patch instead I would really appreciate it.
Arcanant Jul 31, 2021 @ 10:11pm 
My miners thank you! <3
TheGoofyOne  [author] Jul 31, 2021 @ 10:08pm 
Yes, updated and tested in 1.3. Sorry for the delay/
Arcanant Jul 31, 2021 @ 1:54am 
Any plans for 1.3? And addition for darklight alternatives for ideologies?
TheGoofyOne  [author] Apr 10, 2021 @ 6:03am 
TY TY
Nighteat Apr 9, 2021 @ 10:29pm 
cool mod!
Weasle Nov 19, 2020 @ 2:12pm 
cant wait for the fleshlight update
I blame Earthshaker Nov 5, 2020 @ 4:13pm 
Dang. Adding flashlights to spacer armors seemed a no-brainer...
TheGoofyOne  [author] Nov 5, 2020 @ 4:49am 
Neat ideas, but this MOD will sit as it is. It uses an assembly that is not my creation. :)
I blame Earthshaker Oct 28, 2020 @ 4:02pm 
Since 1.2 allows for reloadable equipment in the belt slot, can "batteries" now be added to this mod (also would allow flashlights to avoid the hand slot issue). Dunno if flashlight is automatically only used in low light levels instead on all the time (and/or toggleable), but that would be cool to add if not. Maybe having a flashlight on makes it easier for people to shoot at the flashlight holding pawn, but also mitigates darkness penalty for melee. Finally, would be nice to add built-in flashlights to the end game spacer armors, whether or not would require some sort of fuel up to you!
TheGoofyOne  [author] Oct 4, 2020 @ 4:40am 
Sweet idea though.....
TheGoofyOne  [author] Oct 4, 2020 @ 4:40am 
I have no idea how to do that sorry.
Tyrannical_Elmo Oct 4, 2020 @ 3:29am 
Is it possible to add hand torches :o so like for medieval or tribe playthroughs?
TheGoofyOne  [author] Sep 7, 2020 @ 2:11pm 
im unable
Pydots Sep 7, 2020 @ 11:41am 
would it be possible for you to make is to that the flashlights occupy the utility slot?
This would both make them rechargable and usable with bionics
TheGoofyOne  [author] Sep 2, 2020 @ 2:27pm 
1.2...............
Slavomir Aug 25, 2020 @ 10:40pm 
Will you be upgrading to 1.2?
TheGoofyOne  [author] May 20, 2020 @ 8:41am 
TYVM. I didn't realize TailoringSpeed was changed to GeneralLaborSpeed when I updated this MOD to 1.1. I've updated the MOD.
Shal May 19, 2020 @ 9:28pm 
This mod looks great, but it gives me an error on startup:

Could not resolve cross-reference: No RimWorld.StatDef named TailoringSpeed found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Skele₊ Apr 26, 2020 @ 5:12pm 
Nice :cleandino: