t7854 Posted June 12, 2015 Share Posted June 12, 2015 Currently almost no one makes Night Lights - they are expensive to make, expensive to fuel, lower your sanity fast, don't provide warmth in winter or cool you down in summer. I don't even see them in bases in the ultra-late game as decoration. They are just that useless. I propose a simple mechanism to make them very, very useful, potentially a bit OP - make them proximity-activated like the Maxwell lights. If they use up fuel only when a character is nearby they will make excellent "streetlights" and emergency sources of light without wasting any of it. This way they can be placed in the underworld to light areas you commonly visit, near places you've placed farms, twigs, grass etc for harvesting during the night, to illuminate roads you travel commonly (especially in winter when you get a longer night, but they won't warm you and be OP) and of course they can serve as regular lights (just really expensive ones you don't want to go overboard with lest you go crazy) and you don't have to waste very valuable fuel when you're not using them I don't think it's going to be too hard to code such a mechanism nor will it require new animations and models but it will change the way they are used very quickly and for the better. What do you guys think? Link to comment Share on other sites More sharing options...
Mobbstar Posted June 12, 2015 Share Posted June 12, 2015 I like this idea. Sadly I am too busy with other mods, or I would try to do this. Link to comment Share on other sites More sharing options...
Lampofulmine Posted June 13, 2015 Share Posted June 13, 2015 I definitely think its a really good idea ! Maybe to make it even better, the lights would only switch on during night phase ?! In order not to make the lights a so advantageous feature for the game ! During the day off, during the night on ! Link to comment Share on other sites More sharing options...
Catweaselcrow Posted June 13, 2015 Share Posted June 13, 2015 I use the "Fueled By Madness" mod. It makes night lights a lot more useful. They no longer use nightmare fuel, and provide a variable amount of light depending on your sanity level (none at max sanity, and the most at very low sanity), http://forums.kleientertainment.com/files/file/281-fueled-by-madness/ Link to comment Share on other sites More sharing options...
GiddyGuy Posted June 17, 2015 Share Posted June 17, 2015 I definitely think its a really good idea ! Maybe to make it even better, the lights would only switch on during night phase ?! In order not to make the lights a so advantageous feature for the game ! During the day off, during the night on ! But wouldn't this also make them very great for getting your sanity lowered in the morning to get nightmare fuel since you could just wait for nighttime to stand in the darkness to lower your sanity instead? Link to comment Share on other sites More sharing options...
TheTraditionalGentleman Posted June 17, 2015 Share Posted June 17, 2015 I really like this idea. Making our own "Maxwell lights" would be really nice. I've always wanted to build a couple night lights, but unless you play as Maxwell they destroy your sanity, and, like you said, are expensive to make and to fuel (until you go to the ruins). Link to comment Share on other sites More sharing options...
MrMoosetache Posted June 17, 2015 Share Posted June 17, 2015 I don't know, I wouldn't want anything that constantly decreases my sanity anywhere near my cave base, no matter how helpful it is. But if you take away the sanity loss (and allow them to turn off when away) than now they are O.P., because its possible to farm large amounts of nightmare fuel if you put your mind to it. I can't think of a solution, except maybe making the crafting recipe harder. Link to comment Share on other sites More sharing options...
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