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Night Light?...


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So um... After all that light-producing stuff being added to the game, maybe something good should also be done for Night Light? Currently it does not provide warmth, requires nightmare fuel to work, and lowers sanity very slow at -3/min (+7/min for Willow).

I also rarely see it being used even in caves - players usually use a dfly furnace or campfire pit near the entrance and moggles/miner hat (and sometimes beefalo) while exploring caves and ruins.

Whaddya think?

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A concept I had (and actually applied to another of my mod type of flames) is to allow the Night Light's flame, and maybe the Nightmare Lights in the ruins too) to heat up Thermal Stones to a shadow state.
Now past this idea you can think of a variety of things, an effect that now aged pretty badly since this was something I though about before RoT (so before Glass Cutter & Wanda) was that having this stone in the inventory would buff the efficiency (aka damages / durability) of shadow gears in exchange of some charges of the stone, a "malus" being having an extra sanity drain just by having it in pockets.

I still kinda like the utility of that stone state concept but nowadays I'm sure it would feel a little recycled despite featuring more uses to two items in new scenarios, unfortunate.

If night light could be fueled by haunting, I would use it much more in cave bases for both reviving points and general purposes (from early to mid-game, before archives activation and Toadstool kill).

Right now in cave base for reviving point I have to use astral detector (which is acquired relatively late compared to the purpose I use it for), lesser glow berry or pseudoscience station that was previously cleared from clockworks (both are randomly generated and player has no influence on their location other that ability to destroy it). Glowcaps with enlightened shards also work, but just like astral detector, they come too late compared to the cases when cave/ruins explorer might need them the most.

Fueling night lights with fire staff (to the brightest stage) would give both items extra utility.

Another idea I had for night light is to apply buff to shadow gear (including shadow tentacles) while player is in range of lit night light: that could be damage, durability, other effects (on players, enemies or environment). And that would work especially well in combination with previous suggestion about fire staff interaction, moreover, placing night lights strategically could add layer of complexity to clearing/rushing ruins and be one more thing to think about in fight/building.

Warning not a serious idea: 

Spoiler

This isn't a serious idea because I doubt Klei will ever change this item. So balance will be bad but I'm trying to have fun with this comment.

Essentially, you can make a night light that channels the nightmare flames through other gems. The flame's color changes to match the gem is was crafted with.

Purple Night Light: 

"Greedily consumes it's fuel and yearns for more'

-Survivor 

When fueled drains HP of Nightmares (crawling horrors/ terrorbeaks) at -Xhp per second within it's limited range. Duration of flame greatly reduced when fueled(up to double duration decrease depending on range and how much HP it drains).

Yellow Night Light: 

"Shines brightest in total darkness."

-Survivor 

Cannot be fueled. instead gives off a dim light that changes depending on the phases of the moon. Off during full moon, and slowly grows until torch strength during new moon (maybe better). 

Green Night Light: 

"The nightmare burns nice and slow."

-Survivor 

Increased duration per fuel used.

Orange Night Light: 

"Lazily calls out to the flames."

-Survivor

Has a one tile radius and consumes fires around itself to fuel itself. This makes it the fling-o of the magic tab (if you place a lure plant next to it). If placed next to a fire pit, it allows for the transfer of log fuel flames into nightmare fuel flames. Light radius reduced.

Blue Night Light: 

"Feeds off the chilling regrets of the Dead"

-Survivor

Gonna steal this one off @Pig Princess. Can be fueled by being hunted by dead players for a few second (blue flame aesthetic fits and it's said that ghosts give off a "cold" aura aka temperature drops). The cold of the Dead fuel this night light, but every time they do so it triggers a massive sanity loss in an aoe to everyone around it as they feel a "chill" go down their spine.

Red Night Light: 

"Feeds of the nightmares of the living"

-Survivor

Small change to the current one as it's a bit boring. Standing near this night light while insane allows it to drain x HP from the player, after absorbing enough "nightmares" it turns on. The longer you stand near it the longer it fuels itself until reaching tier 3 then it automatically turns on. Moving away from it's small range turns it on and it will not drain HP while lit. 

If I could mod I'd make it a mod, then again I'm on console xD.

On 7/22/2022 at 5:16 AM, Duck986 said:

Why not use a lantern then? It's easier to refuel and can be both held and dropped

And it requires a resource that spoils, which I can't be bother wrapping and preserving, instead of ubiquitous nightmare fuel.

 

And the previous posts want to change it into a normal fire. It does not make sense to even have it in the game then. Leave it as it is. It is not an S tier structure but it's not that underwhelming, and it fits well thematically for what it provides / does.

On 7/22/2022 at 1:30 PM, Cheggf said:

Yeah you're right the lantern is probably the best light source in the game and you don't really need to make any others. 

Spoiler

Tell that to the Splumonkey who steal it away from you.. there’s a reason people use miners hats/moogles while in caves I learned that lesson the hard way.

12 minutes ago, Duck986 said:

Fireflies and slurtle slime left the chat

fireflies are limited unless you go out of your way to get them at waterlogged biome.

slurtle slimes barely refills anything AND you have to kill those annoying Slurtles to get. May as well get light bulbs if you are already down there.

5 minutes ago, Spino43 said:

fireflies are limited unless you go out of your way to get them at waterlogged biome.

oasis lake.

5 minutes ago, Spino43 said:

slurtle slimes barely refills anything AND you have to kill those annoying Slurtles to get. May as well get light bulbs if you are already down there.

you still use it nowhere else except probably blowing up docks turf.

Both can be preserved for a rainy day when you have time.

The weirdest thing about it is that it is still vulnerable to shadow hands stealing the light, even tho it itself causes nearby players to lose sanity. So imho it should be immune to shadow hands

17 minutes ago, Spino43 said:

o kill those annoying Slurtles to get

you can just spam feed them poop pellets, no killing required

26 minutes ago, Duck986 said:

oasis lake.

wow 3 per year

 

31 minutes ago, Spino43 said:

slurtle slimes barely refills anything AND you have to kill those annoying Slurtles to get. May as well get light bulbs if you are already down there.

not trying to defend the use of it because it sucks but you can feed them with minerals (like red gems) to get the slime

I think it'd be cool if the light only worked for insane players. Being insane makes the light glow for you and spawns more shadow monsters than normal whilst also giving you the full sanity penalty as standing in darkness. To sane players, it would look like they are standing in complete darkness.

A last resort to light in a sense.

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