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Spotlight appreciation post.


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I've tried out using spotlights with&without skills and I've gotta say, they're pretty great!

Base kit, they already feel much better due to lower power consumption, sleep mode and increased light size. However, with energy saver and generator efficiency skills their affordability really shines(heh). I've even made a few more around my base, since they only work when they need to now.

Spotlight skills allow to further expand the size of the light, to the point where it's actually quite nice, as well as making the spotlight give off a little heat, which I hope doesn't make it too bad in summer, cause it's honestly pretty nice in winter (the heating is not that strong, but it keeps you fairly warm while you're in range, which I think could be especially nice for pub bases). And with crown shards, we can have some decent infinite light source without having to kill Toad, so that's a plus too.

Overall, I love the updated spotlights, they're cheap to keep powered and can last a while, which lets you "set and forget" a few at base using GEMerators, and makes it easier to light up some places you probably wouldn't have otherwise.

I've been using the spotlight ever since I originally buffed them and make them portable in my own mod, before Klei, and I'm glad it's a base feature now, it makes it so much more useable, and the heatlight is surprisingly good as well! Been using it all winter.

4 hours ago, skile said:

I've tried out using spotlights with&without skills and I've gotta say, they're pretty great!

Base kit, they already feel much better due to lower power consumption, sleep mode and increased light size. However, with energy saver and generator efficiency skills their affordability really shines(heh). I've even made a few more around my base, since they only work when they need to now.

Spotlight skills allow to further expand the size of the light, to the point where it's actually quite nice, as well as making the spotlight give off a little heat, which I hope doesn't make it too bad in summer, cause it's honestly pretty nice in winter (the heating is not that strong, but it keeps you fairly warm while you're in range, which I think could be especially nice for pub bases). And with crown shards, we can have some decent infinite light source without having to kill Toad, so that's a plus too.

Overall, I love the updated spotlights, they're cheap to keep powered and can last a while, which lets you "set and forget" a few at base using GEMerators, and makes it easier to light up some places you probably wouldn't have otherwise.

If the lights are intelligent enough to shut off when not needed, they should also be intelligent enough to not run the heat element when it’s not cold. That solves the Summer overheating problem with upgraded lights.

I personally still wish the lights caused Bats to flee away from them (like how spiders sometimes flinch at open fires) this would be useful both Early Game (When Nona needs to bust open cave holes and go spelunking for Gems for her Generators) And also Late Game (When Bats get powerful buffs thanks to Shadow Rift Acid Rain)

5 hours ago, skile said:

Spotlight skills allow to further expand the size of the light, to the point where it's actually quite nice, as well as making the spotlight give off a little heat, which I hope doesn't make it too bad in summer

I've been playing as Winona in the beta on a world and made it to summer and can confirm that the hotlight upgrade for the spotlight does not increase your heat in summer.

33 minutes ago, GimplyGoose said:

I've been playing as Winona in the beta on a world and made it to summer and can confirm that the hotlight uprgade for the spotlight does not increase your heat in summer.

Then it's literally perfect. 

It is decided, I am a spotlight main from now on.

 

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