RimWorld

RimWorld

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Eccentric Extras - Flares
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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2.496 MB
20 Jul, 2021 @ 10:44am
8 Sep @ 11:12am
17 Change Notes ( view )

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Eccentric Extras - Flares

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Adds a number of illumination devices to help light up areas when it gets dark! Create temporary light sources to help mitigate movement, work speed, and surgery success penalties!

Mod Contents

This mod adds 10 new utility weapons:

  • Torches - A primitive torch that can be lit and thrown for emergency lighting. They can be quickly crafted at a Crafting Spot or Tailoring Bench.
  • Flares - A pyrotechnic tube that burns brightly when lit, manufactured flares are longer-lasting and brighter than primitive torches. Like torches, they can ignite flammable objects if thrown directly on them.
  • Flare Guns - A lightweight, single-shot pistol that fires a parachute flare. Parachute flares can only be used outdoors, but light up a larger area than a hand-held flare.
  • Chemlights - A small plastic tube filled with luminescent chemicals. They are much lighter than flares and have a much smaller light radius, but last for a very long time and have no risk of starting fires. Comes in red, orange, yellow, green, blue, purple, and darklight variants.


This mod also adds 7 new utility apparel:
  • Torch Pack - A utility pack containing a number of primitive torches, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Pack - A utility pack containing a number of pyrotechnic flares, which can be manually thrown or automatically used when the wearer is in darkness.
  • Flare Gun Pack - A utility pack containing a flare gun and a number of flare rounds. It can be fired manually or automatically used when the wearer is in a dark, unroofed area.
  • Chemlight Pack - A utility pack containing a variety of chemlights, which can be selected and manually thrown or automatically used when the wearer is in darkness.
  • Flare Leg Pack, Flare Gun Pack, and Chemlight Leg Pack - Variants of the standard utility packs that are worn on the legs instead of on the waist, in order to free up the waist slot for other tools. Torches are too bulky to fit in a leg pack, though.

Additionally, Flares also adds:
  • Illumination Shells - These shells carry large parachute flares that can light up a large area for far longer than a regular flare gun round can, but must be launched from a mortar.

Combat Extended

This mod is natively compatible with Combat Extended and should self-patch so long as it is loaded after CE in the mod list.

With Combat Extended enabled, torches, flares, and chemlights become single-use grenade-style weapons. The flare gun uses 26.5mm flare rounds.

Recommendations

If you are not using Combat Extended, a sidearm mod such as Simple Sidearms can be used to carry illumination devices alongside regular weapons!

Flares look great when you're using Realistic Darkness!

Known Issues

  • Due to a flaw in vanilla pawn logic, colonists will not automatically reload packs until they are completely empty. You can force a colonist to do a partial reload, but it will waste some of the materials; switching to a variable cost per charge causes pawns to constantly reload as soon as they use a single charge, which makes them extremely disruptive for work such as mining and construction.

Links and Credits

The legacy version of Flares for RimWorld v1.0~1.2 can be found here

Creative Commons sounds for this mod were downloaded from freesound.org: Flare Gun[freesound.org] | Road Flare[freesound.org]

Eccentric Tech is a companion mod series to The Eccentric's Angels, a RimWorld-inspired webcomic on Reddit!
152 Comments
Aelanna  [author] 22 Sep @ 1:21pm 
@darkzero - The held (weapon) flares or the packs? Are you getting any errors?
darkzero 22 Sep @ 11:53am 
As a heads up this mod doesn't play nice with Modular weapons 2. It doesn't allow the flares to be tossed manually.
Aelanna  [author] 8 Sep @ 11:12am 
@RaidianaS - I just pushed v2.6.2 that should fix this (again), thanks for the report!
Aelanna  [author] 8 Sep @ 11:03am 
@RaidianaS - Strange, I thought I'd fixed this issue. I'll take a look at it!
RaidianaS 6 Sep @ 9:56pm 
One issue I've notices is with siege raids. Raiders will seldom bring explosive shells, and will instead just fire illumination flares at my colonists. This makes siege raids trivial.
Montieth 8 Aug @ 2:47pm 
What an awesome mod concept. This and chem-light leg bags.
Logical Terror 1 Aug @ 11:08am 
just wanted to chime in, if you added this mod(any more really) mid play through a rare situation could occur where rimworld's engine replaces a reference id of a specific item with that of one from a newly added mod. When this happens reference ids get shuffled and if they dont make sense, it causes errors like missing mountains. This can happen when adding any mod, not just this one.
Aelanna  [author] 26 Jul @ 5:18am 
@LotLP - Well, if you change your mind, I'd appreciate some help in diagnosing what mods might be causing incompatibilities. Mod authors can't improve or fix mods in a total vacuum.
LotLP 26 Jul @ 5:11am 
Yeah it seems weird, and I'm sure someone that doesn't have my specific my specific modlist won't have my issue. But when I activate this mod in particular, the issue that I mentioned happens. But if someone else happens to have this issue and look in this mod description, maybe it'll help them :)

Thank you for your hard work and excellent mod that just so happens to not work for me!
Aelanna  [author] 24 Jul @ 7:21am 
@LotLP - There is nothing in this mod that explicitly alters buildings or structures of any kind. Do you have a log or anything that would actually indicate that this mod is causing your issues?