Scrap Mechanic

Scrap Mechanic

Lights++
36 Comments
Vajdani  [author] 12 Oct @ 6:35am 
You could join the r/ScrapMechanic server [discord.com], and go to the modding-general channel.
Fernas99 12 Oct @ 6:21am 
can you give me your idiscord please?
Vajdani  [author] 10 Oct @ 5:49am 
I don't know what to tell you, other than that the mod works fine. You can see in this video that everything is working flawlessly.
Fernas99 10 Oct @ 4:22am 
I see that only the outer color changes, not the color of the light beam or the light itself.
Also, it doesn’t take the color from the RGB block.
Without these two features, it’s completely useless to me.
Vajdani  [author] 22 Sep @ 10:25am 
I didn't want to mess with other mods' parts, so I didnt override them.

The light not changing colour is an intentional feature, it can be painted separately from the casing itself. If you press your Tinker keybind(default is U ) while looking at the light, you can toggle between paint modes, which allows you to paint the light instead of the casing.
Fernas99 22 Sep @ 8:48am 
I use lights a lot, like spotlights, for stage setups, rides, etc., and I’ve noticed 2 problems with this mod.

The lights from other mods (which I use much more) are not compatible with this feature.

When I turn on a light and change its color, the light always stays yellow. With the modpack, I normally use the RGB block to change the color as I prefer, even with automatic gradient effects. Unfortunately, the result is very disappointing because it just stays yellow.

If these 2 issues get fixed, I’ll be supporter number 1 xD
Vajdani  [author] 22 Sep @ 12:48am 
You can report bugs right here in the comment section.
Fernas99 21 Sep @ 3:43pm 
ti ho mandato la richiesta di amicizai per segmalare un bug. mi e stata respinta e non posso rimandarla o scriverti in privato. 1 stella per la poca collaborazione. mi e inutile con questo bug.
GhoulishGoblin 31 Aug @ 11:40am 
does this work?
Vajdani  [author] 26 Aug @ 10:36am 
To quote the description:

The drawback of the override option is that, due to how Scrap Mechanic handles overriden parts, lights already placed in the world will be broken. They can be fixed by simply picking them up and putting them back down, but in warehouses for example, you wont be able to do that(since they are build protected).
dkp.paka 26 Aug @ 7:11am 
yes its broken
gui might have died? pressing use on any of the lights does nothing, and none of them respond to logic.
Vajdani  [author] 26 May @ 12:18pm 
Whats the issue?
yippie 26 May @ 10:32am 
I dont think the mod works anymore. At least for me.
Kevan 12 Mar @ 9:30pm 
Does anyone know if there is a way to have lights render farther away or is it a baked in setting like the strength of bearings? I have a giant base in survival and a strong pc, but whenever I step back to take in my base, only half of the lights actually render due to it being so a large distance.

I looked through the .json file for lights but couldn't figure out which number changed that if you even can at all.
Yes I know this will cause more lag but like I said, I have a pretty good pc and can always change it back.
Apocabot 18 Feb @ 6:19pm 
I understand, I just thought it would be a good idea to add something like this :)
Vajdani  [author] 18 Feb @ 2:56am 
That would be a bit more tricky to do, but it is definitely possible. I'm not sure I'll be making it though.
Apocabot 17 Feb @ 6:36pm 
The mod is cool, I really liked it. But it would be cool if you also added the ability to change the color of the logical gates (the display color separately from the frame). It would be quite good to diversify the creation of all sorts of computers and also not make your eyes dazzle when you try to understand what is responsible for what.
Vajdani  [author] 9 Feb @ 4:05pm 
thank you bro i will use this feedback to improve my mod greatly
Спасайте пиво 9 Feb @ 3:39pm 
хуйян:steamhappy: переделывай
afdelta01 7 Feb @ 7:53pm 
Thanks bud! I just noticed it, I'll test it later.
Vajdani  [author] 7 Feb @ 4:52pm 
I've fixed the issue related to HexInk, it works correctly now.

I've also added the crafting recipes. Sadly, the recipes for the override lights don't work yet.
afdelta01 7 Feb @ 3:20pm 
Can u figure out a way to get the hexink mod to work with this? Or have a unicolour mode? The current light setup means I cannot use both mods at once rn :c
lophatkao 6 Feb @ 10:48am 
useful and helpful - 4.5/5

please add recipes for modded craftbot and it would be 5/5
Aristarh1161 5 Feb @ 1:42am 
сагласен з dykalis і Ford Steemwheels казалосьби така мала мелоч а така прикольная функція
dykalis 3 Feb @ 8:48pm 
Это должно быть в ваниле, надеюсь Акселоты возьмут на заметку
Ford Steemwheels 3 Feb @ 4:10am 
Это должно быть в ваниле, надеюсь Акселоты возьмут на заметку
Vajdani  [author] 2 Feb @ 6:25am 
Ill add those later
Foxhell 2 Feb @ 6:21am 
but and the craft recipes for survival mode?
Vajdani  [author] 2 Feb @ 5:22am 
Yes, thats the entire point of the mod :3 that you can paint those two separately :3 Press U on your keyboard :3 and you'll be able to paint the bulb :3
Foxhell 2 Feb @ 4:44am 
the color paint tool not changes color of light?
Ben👾 2 Feb @ 4:12am 
support for "Custom Gamemode" and "Craftbot Recipes"
00Fant 2 Feb @ 12:00am 
Nice, Finaly better lights!

also
unknown81311... dont be a durf :buzzed:
unknown81311 1 Feb @ 1:47pm 
im gonna 00fant this mod 🤬🤬💢💢
dima73 1 Feb @ 12:33pm 
my transleit: pls make sensor on 255 bloks which can redact
google translation: make a sensor for 255 blocks that can be changed
The Red Builder 1 Feb @ 12:07pm 
You are gonna get DMCA'd for copying my style frfr (obviously a joke)