[MOD 0.17] Deadlock's Larger Lamps

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Deadlock989
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[MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » Sat Mar 30, 2019 2:29 pm

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Deadlock's Larger Lamps

Do you love grids and hate people? Terrified of things crawling in the dark, but despise having to spam tiny, tiny lights everywhere? Get frustrated when you're mapping out a giant giga-base with even-tiled rotated blueprints and all the lamps won't overlap nicely or be actually symmetrical? Then try Deadlock's Larger Lamp today!

While not actually substantially larger, the Larger Lamp is 2x2 tiles in size and lines up nicely with things like large power poles and substations. Fully signal compatible. It casts a much larger but slightly less bright glow than regular lamps.

Image

Bonus: a 2x2 copper lamp. Burns chemical solid fuels. Useful if you're playing a mod which delays electricity.

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Last edited by Deadlock989 on Fri May 10, 2019 4:48 pm, edited 4 times in total.

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by ZombieMooose » Sat Mar 30, 2019 2:47 pm

Nighttime screenshot?

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 » Sat Mar 30, 2019 2:54 pm

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

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by ZombieMooose » Sat Mar 30, 2019 3:42 pm

Oh wow lol

Okay then, carry on.

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by tiptoetimmi » Tue Apr 02, 2019 12:50 pm

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

Thanks!

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 » Tue Apr 02, 2019 10:14 pm

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

Thanks!
Done.

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by tiptoetimmi » Wed Apr 03, 2019 1:23 pm

Thank you!! :D

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 » 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.

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.

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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Tomik » Tue May 07, 2019 5:39 pm

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
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Re: [MOD 0.17] Deadlock's Larger Lamp

Post by Deadlock989 » Tue May 07, 2019 6:10 pm

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.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » Fri May 10, 2019 3:51 pm

Updated the copper lamp so it looks more like an ancestor of the electric lamp.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Splicer9 » 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!

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » Fri May 10, 2019 10:01 pm

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.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Splicer9 » Fri May 10, 2019 10:23 pm

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

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by GodFire » 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^^
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » 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^^
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.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by fishycat » Thu May 16, 2019 6:32 pm

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.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » Thu May 16, 2019 6:37 pm

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.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by fishycat » 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

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 » Thu May 16, 2019 6:45 pm

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.

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