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Some great things about using night lights


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1. Night time boat visibility. It has incredible range in light and doesn't make you hot or cold. It's a safe light as long as you're fine with having to lose a bit more sanity or have clothing to negate it.

2. Instead of using star callers to light up base areas when having no other light source. It's very cheap to maintain, enough range to give even bigger bases some light and let you do all the crafting you want till you can either replace with mushlights or keep it forever whatever you prefer.

3. Specific spots you farm things at like dreadstone outcrop.

4. In general you don't need to have any other fuel or carry either of the star staffs.

5. Can have some specific areas in ruins set them up just to have the light to fight clockworks.

Only thing that will require is you carrying nightmare fuel and the setup. It's not too expensive post ruin raid, it's simple to upkeep and cheap enough especially after fuelweaver and when rifts are open. Carry one or two things less in inventory as a great value result imo.

And it makes me not afraid to get up and go to the bathroom in the middle of the night.

For real though don't spoil my secrets! The sanity drain is easily countered by clothing as well, not completely though at night but I'm Willow so it doesn't' bother me :whistle: Great fishing boat light during winter.

Damn you are right, honestly I never use night lights because I just got used to campfires and star callers, but it seems like night lights has quite a lot of uses. I spend a lot of time in the ocean so I think I will use it more atleast for that. Thanks for the new perspective!

13 hours ago, Well-met said:

needs conventional fuel and the range is actually terrible

Is requiring conventional fuel a bad thing pre-rifts? Beefalo produce that regularly, or caged birds from surplus seeds (if you can be bothered).

People are talking about how they've got too much NMF now, but before that they were saying that it made the night light unusable, and it should just run on sanity.

So the range is good, but are the other options not more practical for 95% of the game? (Considering you want heat in winter, even post-rifts.)

1 hour ago, Bumber64 said:

Is requiring conventional fuel a bad thing pre-rifts? Beefalo produce that regularly, or caged birds from surplus seeds (if you can be bothered).

People are talking about how they've got too much NMF now, but before that they were saying that it made the night light unusable, and it should just run on sanity.

So the range is good, but are the other options not more practical for 95% of the game? (Considering you want heat in winter, even post-rifts.)

Generally the night light is the best option for light on boats. As you can just have seasonal fish for warm and cold. Star callers are hazardous to boats and polar star always freezes you too easily. Deck lamp is actually terrible I use it only as a trash can lol. Campfires are alright but I think have a bigger footprint on a boat (someone test that idk). 

The nightlight is exceptional for its range of light and not providing additional hazards. Sanity drain is too small to matter tbh.

1 hour ago, Bumber64 said:

Is requiring conventional fuel a bad thing pre-rifts? Beefalo produce that regularly, or caged birds from surplus seeds (if you can be bothered).

People are talking about how they've got too much NMF now, but before that they were saying that it made the night light unusable, and it should just run on sanity.

So the range is good, but are the other options not more practical for 95% of the game? (Considering you want heat in winter, even post-rifts.)

so for the first year after the deck illuminator came out i used both on boats and on land. part of the problem is it eats a LOT of resources quickly and if you are not touching land for a while it can be pretty detrimental especially if you are doing something like a lights-out world. stuff like twigs and wood are better spent elsewhere whenever possible

It's surprising how many uses this thing can have, but it's either good for boats or later game when resources are abundant and you have the time and resources to set those up around. Should save time for anyone if well used enough, nice to have a light that doesn't act as a hazard.

But I agree on collision I wish it didn't have a thick hitbox.

It would be cool if the structure lived up to it's name and only activated at night like spotlights. A minor complaint, but it would be a nice way to save fuel/keep a bunch lit for decor. Fill em up at day, then they all turn on at night and you can take your base pics.

One thing I like it for is to keep a "Life Giving Amulet" at the ready. I only play multiplayer so I can happen to have revive duties on my shoulders. Precrafting a Night Light allows to store almost all of the materials needed to make an amulet after hammering it. It's only a bit more expensive in gold and still need to provide a little extra fuel which I always have on myself, but it's cool to have that inventory-slot free revive technique which I pulled quite a lot already.

On 11/7/2024 at 6:52 PM, ADM said:

One thing I like it for is to keep a "Life Giving Amulet" at the ready. I only play multiplayer so I can happen to have revive duties on my shoulders. Precrafting a Night Light allows to store almost all of the materials needed to make an amulet after hammering it. It's only a bit more expensive in gold and still need to provide a little extra fuel which I always have on myself, but it's cool to have that inventory-slot free revive technique which I pulled quite a lot already.

Genius!

you should get that in here:

 

On 11/3/2024 at 8:29 PM, arubaro said:

I wish shadow hands dont steal their light and had reduced collision since is an small structure 

Me too it doesn't make sense Charlie trying to put fuel off IMO 

I use those in boats a lot in spring because when u drop umbralla opened on top of it and reverse aura with new crown u gain sanity while rowing and it worths 

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