Timberborn

Timberborn

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Configurable & Moddable Lights [U7 ✅]
   
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26 Mar @ 8:10am
30 Aug @ 9:44pm
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Configurable & Moddable Lights [U7 ✅]

In 3 collections by Luke ✞ Jesus Saves ✞
Luke's U7 Compatible Mods
94 items
Non-gameplay mods
26 items
Configurable Mods
24 items
Description
Certain buildings in the game does not have a real "light" (for example Lantern or Brazier) but is just a texture due to Unity's Light constraint. This mod adds an actual light source to these buildings that are configurable as well.

For players: This mod adds actual light sources (and configurable) to Lantern (Folktails and Iron Teeth) and Brazier (Iron Teeth) buildings.
For modders: You can use this mod to add light sources to your mod's or the game's buildings using JSON specs.

You should check out Even More Lights for more building lights!

Configurable Lights

For each supported buildings (either through this mod or for additional mods), you can configure the light source's color, intensity and range (see screenshot above). You can also force any night-time light to be always on or force turning it it off for that building or all buildings of the same kind.

Tip: You can Shift + Click the slider to enter a specific number. The Shift button may be changed in Keybindings (User interface -> Alternate button action)

You can also use configurable hotkeys to copy and paste the setting. The default is Ctrl Shift I for copying and Ctrl Shift O for pasting. To change it, go to Settings -> Keybindings, they are under the User Interface section.

Known issues: I heard the dev removed the light source from the game due to Unity's constraint. From my testing, as long as you don't put them too close together (or set the range and intensity too high), it should be fine.

For modders: adding user-configurable lights to your buildings

Note: see the above issue, while my mod supports multiple lights in a building, it is not recommended because it may cause certain lights not working.

1. Create a JSON Spec file like `Blueprints\RealLights\MyBuilding.json`. In the example, I use Brazier:

{ "RealLightsSpec": { "PrefabNames": [ "Brazier.IronTeeth" ], "Lights": [ { "Range": 4, "Intensity": 3, "IsNightLight": true, "Position": { "X": 0.5, "Y": 0.5, "Z": 0.6 }, "Color": { "r": 1, "g": 0.89, "b": 0.03, "a": 1 } } ] } }

Note: while a property is probably not used, it's still required for the JSON parser.

2. Check in game, with Dev mode on (Alt + Shift + Z), you can see an option to toggle the light source sphere to see where the light is coming from (see screenshot). You can also adjust the slider to preview where it should be and modify your spec file accordingly.

And that's it! If you need any help, please ping me on the Timberborn's Official Discord server.

===
v7.3.0: The panel is now collapsible (and it's also collapsed by default).
v7.2.0: You can Shift + Click the slider to manually enter a specific number now.
v7.1.4: Should work with April 10 update now.
v7.1.3: added a scrollbar. Also fixed some bug with Turning off light logic.
v7.1.1: you can now also turn the light off for a whole set of buildings, in preparation for my next extension mod.
v7.1.0: should work for April 02 update. Added ability to turn a light off and hotkeys for copying and pasting Light setting between buildings as well.

Mod source code (feel free to use it however you want): https://github.com/datvm/TimberbornMods
12 Comments
Luke ✞ Jesus Saves ✞  [author] 30 Aug @ 9:45pm 
v7.3.0: The panel is now collapsible (and it's also collapsed by default).
Imricdaelf120741 25 Aug @ 7:18pm 
I like this and it adds some nice flair to the night cycles.
What I don't like (personal preference) is that I can't hide the settings so I don't see them every time I click on a building.
Vas 26 May @ 5:41pm 
I kind of expected more range out of these. I barely notice a difference between default range and max 20 range. Whats the range number in anyway? Blocks or some other internal thing?

Any chance for a setting to copy settings from lights, or even copy to all lights of that type, plus a save default for all lights built (in any save) to default to that new option?

And perhaps some configs to allow higher ranges.
Luke ✞ Jesus Saves ✞  [author] 22 Apr @ 3:38am 
v7.2.0: You can Shift + Click the slider to manually enter a specific number now.
Luke ✞ Jesus Saves ✞  [author] 11 Apr @ 10:38pm 
v7.1.4: Should work with April 10 update now.
Luke ✞ Jesus Saves ✞  [author] 2 Apr @ 12:32pm 
v7.1.0: should work for April 02 update. Added ability to turn a light off and hotkeys for copying and pasting Light setting between buildings as well.
Rune Trantor 1 Apr @ 12:35pm 
Man, been hoping for this mod for ages since I noticed all 'light' buildings aside from like, the campfire, dont actually produce light.
Anythin 30 Mar @ 3:19am 
I can confirm, it does not work with Emberpelts
Luke ✞ Jesus Saves ✞  [author] 28 Mar @ 9:19am 
Most likely won't work with Emberpelts unless the author reuse "Lantern.Folktails" or "Lantern.IronTeeth". You will need to ask the mod's author to add it.
corrpendragon 28 Mar @ 7:51am 
Has anyone tried this with Emberpelts?