[MOD 1.0+] Larger Lamps

Topics and discussion about specific mods
User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

[MOD 1.0+] Larger Lamps

Post by Deadlock989 »

Image

Deadlock's Larger Lamps

Do you get a bit twitchy when things don't line up? Terrified of things crawling in the dark, but you despise having to spam tiny, tiny lights everywhere? Get frustrated when you're mapping out a giant base with even-tiled rotated blueprints and lamps just won't line up correctly? Then try Deadlock's Larger Lamps today!

While not actually substantially larger, the electric Larger Lamp is definitely a lamp that is 2x2 tiles in size and lines up nicely with things like large power poles and substations. It casts a much bigger but slightly less bright glow than regular lamps. It's signal compatible and will work with any vanilla signal colour, and should pick up additional signal colours from other mods as well.

There's also a 2x2 copper burner lamp which burns chemical sold fuels but has no circuit network connection. 4 MJ (one lump of coal in vanilla) lasts one game day (~20 realtime minutes). Useful if you're playing a mod which delays electricity.

Image

Image
Last edited by Deadlock989 on Wed Nov 18, 2020 1:33 am, edited 8 times in total.

User avatar
ZombieMooose
Filter Inserter
Filter Inserter
Posts: 289
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by ZombieMooose »

Nighttime screenshot?
"men will literally learn everything about ancient Rome instead of going to therapy"

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 »

That is night time. You can tell because the lamps are turned on. That's why there's light. Because lamps.

User avatar
ZombieMooose
Filter Inserter
Filter Inserter
Posts: 289
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by ZombieMooose »

Oh wow lol

Okay then, carry on.
"men will literally learn everything about ancient Rome instead of going to therapy"

tiptoetimmi
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon Apr 09, 2018 5:26 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by tiptoetimmi »

Love the big lights! Can you make them work with Dectorio lamp colors?

Thanks!

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 »

tiptoetimmi wrote: ↑
Tue Apr 02, 2019 12:50 pm
Love the big lights! Can you make them work with Dectorio lamp colors?

Thanks!
Done.

tiptoetimmi
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon Apr 09, 2018 5:26 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by tiptoetimmi »

Thank you!! :D

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 »

Next version (uploaded later today): added a simulated burner lamp, the "copper lantern", for all your stone age fumbling-in-the-darkness needs.

Available from game start, no research required. Made out of copper, hence the name. "Burns" chemical solid fuel such as coal, wood, etc. Same broad coverage as the electric large lamp, but yellow-orange. Not signal compatible. Configured so that one piece of coal burns for one game day (416.67 seconds). This means a piece of nuclear fuel would burn for 25.3 realtime days, if you fancy having a nuclear-powered bedside light. Continues burning during the day. Should produce a "burnt result" if the fuel specifies one. Emits 0.25 pollution per minute for vanilla fuels, should respect any emissions modifiers on the fuel.

(How it works: you can't give lamps a burner energy source, so the lamp is really an electric furnace with a void energy source and a large light glow on the working visualisation. Specialist recipes are generated from any detected items that have a fuel value and fuel category "chemical", with the processing time scaled to the fuel value of the ingredient. If the fuel item has no burnt result, the recipe has a result count of 0.)
Last edited by Deadlock989 on Fri May 10, 2019 3:51 pm, edited 1 time in total.

User avatar
Durabys
Fast Inserter
Fast Inserter
Posts: 236
Joined: Mon Apr 18, 2016 3:30 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Durabys »

Deadlock989 wrote: ↑
Tue May 07, 2019 1:38 pm
Next version (uploaded later today): added a simulated burner lamp, the "copper lantern", for all your stone age fumbling-in-the-darkness needs.

Image

Available from game start, no research required. Made out of copper, hence the name. "Burns" chemical solid fuel such as coal, wood, etc. Same broad coverage as the electric large lamp, but yellow-orange. Not signal compatible. Configured so that one piece of coal burns for one game day (416.67 seconds). This means a piece of nuclear fuel would burn for 25.3 realtime days, if you fancy having a nuclear-powered bedside light. Continues burning during the day. Should produce a "burnt result" if the fuel specifies one. Emits 0.25 pollution per minute for vanilla fuels, should respect any emissions modifiers on the fuel.

(How it works: you can't give lamps a burner energy source, so the lamp is really an electric furnace with a void energy source and a large light glow on the working visualisation. Specialist recipes are generated from any detected items that have a fuel value and fuel category "chemical", with the processing time scaled to the fuel value of the ingredient. If the fuel item has no burnt result, the recipe has a result count of 0.)
Nice...but...It is only in the 2x2 version? Sadface. I was thinking if you couldn't also add a 1x1 torch/burner light iteration. Something like an up-to-date HD version of this:
https://mods.factorio.com/mod/Torches

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 »

Tomik wrote: ↑
Tue May 07, 2019 5:39 pm
Nice...but...It is only in the 2x2 version? Sadface. I was thinking if you couldn't also add a 1x1 torch/burner light iteration. Something like an up-to-date HD version of this:
https://mods.factorio.com/mod/Torches
Yeah, it was a mixture of not being able to see the point (who wants to go to the effort of running around fuelling tiny furnaces when they produce a tiny pool of light) and not being too bothered about it. Let's just say that pre-electric, you haven't twigged miniaturisation yet.

Also, you can pretend you're Daenerys Stormborn and kick them over in people's incredibly un-fireproofed tents inexplicably full of extremely fiery things. You can't do that with a Minecraft torch.

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Updated the copper lamp so it looks more like an ancestor of the electric lamp.
Last edited by Deadlock989 on Sat Oct 05, 2019 12:12 pm, edited 1 time in total.

Splicer9
Inserter
Inserter
Posts: 29
Joined: Sun May 06, 2018 6:28 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Splicer9 »

Hello, I get this error on startup. Current.log: https://pastebin.com/TVek3MU2 Thank you for the mod!

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Splicer9 wrote: ↑
Fri May 10, 2019 8:44 pm
Hello, I get this error on startup. Current.log: https://pastebin.com/TVek3MU2 Thank you for the mod!
Should be fixed now, let me know if it isn't.

Splicer9
Inserter
Inserter
Posts: 29
Joined: Sun May 06, 2018 6:28 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Splicer9 »

Fix confirmed, thank you for the swift update/fix! :mrgreen:

GodFire
Burner Inserter
Burner Inserter
Posts: 14
Joined: Wed May 07, 2014 2:51 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by GodFire »

For some reason the mod isn't loaded because the recipe for burning nuclear fuel takes no energy...
I'm unsure why that happens^^
Attachments
factorio-previous.log
(9.11 KiB) Downloaded 161 times

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

GodFire wrote: ↑
Thu May 16, 2019 2:12 pm
For some reason the mod isn't loaded because the recipe for burning nuclear fuel takes no energy...
I'm unsure why that happens^^
Hi. Yeah, that error makes no sense to me. It is complaining about an exclamation mark character (!) on line 16 of one of my files. There is no exclamation mark on that line, or on any line in that file.

Why do you think it has something to do with nuclear fuel? There is nothing in the log about that.

I also notice the log has a whole bunch of warnings about duplicated mods, and another about a corrupted zip file (pyrawores_1.3.3). Could your mod folder be corrupted somehow?

If you want me to investigate further I will need a save game that uses your mod set (minus Larger Lamps), even an empty world / new game started with that particular mod set.

User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by fishycat »

Deadlock989 wrote: ↑
Thu May 16, 2019 6:15 pm
GodFire wrote: ↑
Thu May 16, 2019 2:12 pm
For some reason the mod isn't loaded because the recipe for burning nuclear fuel takes no energy...
I'm unsure why that happens^^
Why do you think it has something to do with nuclear fuel? There is nothing in the log about that.

I also get the nuclear-fuel error, let me know if you need something else.

error.png
error.png (19.94 KiB) Viewed 8099 times

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

fishycat wrote: ↑
Thu May 16, 2019 6:32 pm
I also get the nuclear-fuel error, let me know if you need something else.
OK, that helps.

Are you running some other mod that modifies nuclear fuel's burn value?

If so, which mod - or can you tell me what the fuel value is? In vanilla it's 1.21 GJ.

I think this is probably a wraparound issue where the generated fuel value is exceeding max float and wrapping back around to a negative value.

User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by fishycat »

hmm that was on my steam game. I set up a new game with Krastorio mod. pretty sure it's in there, because in my other game with zipped version I have a bobs game and there was no error when I updated

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

fishycat wrote: ↑
Thu May 16, 2019 6:44 pm
hmm that was on my steam game. I set up a new game with Krastorio mod. pretty sure it's in there, because in my other game with zipped version I have a bobs game and there was no error when I updated
Probably, GodFire also has Krastorio installed.

Will investigate.

Post Reply

Return to β€œMods”