RimWorld

RimWorld

Handy Lantern
88 Comments
Surasu Undying Dec 10 @ 1:15am 
One of the best mods i have seen
FeFePlay Nov 20 @ 11:38am 
hey bro, could you make a cheaper version with tribal torch texture? I wanted my tribal villagers to make a cheap torch to light up the map where they go, and I also wanted the other NPCs to use torches too
Desertan Sep 23 @ 12:17pm 
grande, justo estaba buscando algo como esto pa los bunqueres del odyssey que no se ve nada apenas
seeki  [author] Sep 9 @ 5:38pm 
Since Eternal Lanterns are unique, a second one will not normally appear. If for some reason there are multiple, all but one will be destroyed.
Balthazad Sep 9 @ 2:42pm 
carrying the eternal lantern into a monument with an active quest timer triggers a destruction warning
u know, those "build a 20x30 thing and defend it" quests
not that a pawn would stay long enough inside, but it can triggerr panic irl xD
John Spelldiver Aug 6 @ 11:56pm 
A toggle for the rot stink exposure feature would be nice, yea. Exactly what I'm looking for though, thank you!
The Professor Jul 23 @ 11:57am 
Very cool, thanks for the mod. For difficulty/non-cheat reasons would love to have a version that doesn't prevent rot stink exposure.
stecph Jul 22 @ 11:23am 
I worked, thank you so much!
stecph Jul 22 @ 9:38am 
Thanks for the suggestion, I will try that and let you know.
I use wall lamp, but it's right above their head and well within the "brightly lit" radius.
seeki  [author] Jul 22 @ 8:45am 
First, unsubscribe from this mod and resubscribe to it to perform a forced update. The latest version of this mod is 4.2.0.2.
If that doesn't work, upload your save data file to any uploader and submit it to me.
By the way, what kind of lighting is used for the lighting fixtures in the bedroom, and which mod does it come from?
stecph Jul 22 @ 8:34am 
I am sorry, but they still keep it on while sleeping.
seeki  [author] Jul 22 @ 6:01am 
fixed
stecph Jul 22 @ 4:18am 
I love your cute little mod.
I have a minor issue though, when they go to sleep and the settings is on auto,they turn on the lantern while they sleep, even if the room is fully lit.
If it is not to much of an issue, please can we have a toggle for the anti-rot function? I don't see how can a lantern prevent that;-) Being picky here, it's a great mod, thanks!
seeki  [author] Jul 6 @ 7:11pm 
fixed.
Cundou Jul 6 @ 7:15am 
The auto turn on/turn off seems bugged. When it's dark, they turn the lantern on and off continously. I suspect what happens is: It's dark, so latnern turns on. Since it's on, it is now light, so it turns off. Now it's dark again, turn on. Now it's light again, turn off.

I'm playing the 1.6 unstable branch atm.
DreamState Jan 11 @ 1:11am 
this would be super cool with a flashlight as an option just sayin
Witch Jul 30, 2024 @ 7:02pm 
@LugDee
You might be able to change the texture to make it fit in? (If the author is cool with it)
LugDee Jul 1, 2024 @ 8:59am 
where would i find a similar mod but for a medieval playthrough? I need something like a torchbearer for caving/guards
seeki  [author] Jun 12, 2024 @ 10:12am 
To combat Unnatural Darkness, we've implemented an auto mode for lanterns.
This is a convenient mode that lets the Colonist decide for themselves whether or not to turn on the lantern.
This allows you to be outdoors even when Unnatural Darkness is occurring.
seeki  [author] Jun 12, 2024 @ 1:48am 
I plan to update this item to completely protect against Unnatural Darkness.
wincentweynard Jun 12, 2024 @ 12:30am 
Does thi means that the colonists are also safe from attacks out of the dark?
This coul be very handy in certain events from anormaly.
zaune_thegreywyvern May 14, 2024 @ 4:46am 
Very glad to see a substitute for the old Night Vision mod, but is there any possibility of adding the ability for pawns to turn their lanterns on and off automatically according to local light levels? It'd cut down on micromanagement considerably if there was.
ShyGuySpirit Apr 5, 2024 @ 3:08pm 
Thanks for the reply and thanks for the mod.
seeki  [author] Apr 5, 2024 @ 6:38am 
@ShyGuySpirit
There were many requests to make lanterns possible even in environments where the tech level is Medieval, such as users of Medieval Overhaul, so we have made it possible to make lanterns without any components when creating with ElectricSmithy or FueledSmithy.
If you can provide TableMachining please bear with me as this will look strange.
ShyGuySpirit Mar 29, 2024 @ 2:27pm 
I see that there are two Handy Lantern recipe. One on the Smithy that is 40 steel, 1 chemfuel. The other is on the Machining Table for 1 component, 40 steel and 1 chemfuel.
seeki  [author] Mar 12, 2024 @ 8:55am 
@Vixulium
Is this the item you are looking for?
https://steamcommunity.com/sharedfiles/filedetails/?id=2073947744
Vixulium Mar 12, 2024 @ 3:44am 
Add flashlights and head lamps >.> please? hand held lights for colonists would be a great addition to go with the mod realistic darkness @seeki
seeki  [author] Nov 12, 2023 @ 8:37pm 
@Rubber Ducky
not tested.
Rubber Ducky Nov 11, 2023 @ 10:28am 
work for CE?
shane_357 Oct 7, 2023 @ 7:14pm 
Thanks!
seeki  [author] Oct 7, 2023 @ 7:04pm 
@shane_357
I have no plans to build an unhealthy nuclear powered Lantern.
However, by editing the Lantern mod's xml file, you can change the brightness <glowRadius>, running time <fuelTick>, and required fuel <fuelDef>, so you can customize the lantern to your liking. can do.
shane_357 Oct 7, 2023 @ 4:15pm 
Could we get a 'nuclear lantern' that has a very long burn timer and reloads with uranium? (Also a spiffy green glow?)
Ehbong May 20, 2023 @ 11:44pm 
@seeki Thanks a lot~ It is working now. The kids are equipping the lanterns automatically when I load the save game. :cozybethesda:
seeki  [author] May 20, 2023 @ 9:58am 
@Ehbong
I updated this mod for 1.4 so kids can use this lantern too.
Please let me know if you've updated this mod to the latest version so your child can now equip lanterns.
Ehbong May 20, 2023 @ 9:12am 
Hello~ thank you for this lantern~ Do you have a version of this lantern that is for children in Biotech DLC? Just want them to go anywhere without being in darkness while exploring.
seeki  [author] Jan 20, 2023 @ 10:57pm 
No hotkey icon.
When you select a pawn equipped with a lantern, the lantern's Gizmo icon will be displayed, so you can light the lantern by clicking on it.
Still Jan 20, 2023 @ 10:12pm 
What is the hotkey to turn this on? I have it equipped but can't figure out how to turn it on
Dizzy Ioeuy Nov 25, 2022 @ 11:06am 
This mod is very cool. TY
Unlucky Colonist Nov 18, 2022 @ 2:52am 
We have confirmed that the said event does not occur.
Thank you very much.
seeki  [author] Nov 17, 2022 @ 8:01pm 
@n_244_101_5 Please let me know if the problem is fixed.
seeki  [author] Nov 17, 2022 @ 7:59pm 
I did a quick test on my lunch break and your error doesn't reproduce in my environment.
I have modified this mod for Ver1.4 to be safer by bypassing the process in case of anomalous settlers with strange data.
In addition, I have no intention of fixing this mod for Ver1.3.
Unlucky Colonist Nov 17, 2022 @ 9:40am 
Settlers are no longer able to pick up items.
Can you please check?

The log in question begins on line 4576.
https://gist.github.com/HugsLibRecordKeeper/168d75fce84f59f67f1da8eedc386a51
seeki  [author] Oct 19, 2022 @ 9:03am 
-Supported Ver1.4.
-Lanterns can now be crafted at Medieval tech level. Can be manufactured without the need for components, but increases manufacturing time.If you want to make it without components, please make it with fueled smithy or electric smithy.
-Added rot stink exposure as an immunity target for Eternal Lantern. Unaffected by putrid gases.
seeki  [author] Oct 17, 2022 @ 5:55am 
I have plans to make this mod compatible with Ver1.4. However, since the mod will be done in order, it will be after the release date of the new DLC.
Lugaru Sep 30, 2022 @ 6:00am 
I think this is a great idea and would LOVE to see a portable torch too (wood plus cloth) that is gone when it burns out.
frostyfresh Sep 26, 2022 @ 12:31pm 
The fuel left on the regular red handy lantern was showing up as 1.00% and then .99% etc. as it was used. Also created a constant error loop with a notification from RocketMan. Might be a conflict with the repairable gear mod. Disabling the mod and removing the item from the game fixed the error.
seeki  [author] Aug 28, 2022 @ 6:04pm 
For the early stages of the game when you can't make lanterns, I created a mod that makes cutting trees easier. It would be nice to use this mod to make a Torch lamp.

Chop Wood with Other Skills
https://steamcommunity.com/sharedfiles/filedetails/?id=2811154414
seeki  [author] Aug 28, 2022 @ 6:00pm 
@Nysch
Lanterns require a machining table to craft as they are industrial level products. You can't make it in Fueled Smithy or Crafting spot, so use Torch lamp in the early game or buy it from other settlements.
Myst Leissa Aug 27, 2022 @ 1:15pm 
Where do I craft the Handy Lantern? It doesn't appear in the logical places of the Smithy or the Crafting Spot?
seeki  [author] Jun 24, 2022 @ 9:16pm 
@蔡 rewrite 我很感激。 谢谢你。