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The Nightlight will have its own fuel storage. It will refuel automatically from the storage once its fuel drops below a set limit. The feature only works when you are within its loaded area.


This would make Nightlights perfect for underground lighting.

  • Like 9

Seems kind of unnecessary. They're were already really easy to fuel light sources assuming you spent any decent amount of time insane, and making them be ignored by shadow hands just makes them even better (since you'd usually be insane if you were using one). Making them automatically fuel themselves just doesn't seem like a very needed change.

2 hours ago, Baark0 said:

Seems kind of unnecessary. They're were already really easy to fuel light sources assuming you spent any decent amount of time insane, and making them be ignored by shadow hands just makes them even better (since you'd usually be insane if you were using one). Making them automatically fuel themselves just doesn't seem like a very needed change.

It is obvious that this auto-refuel setup will consume slightly more fuel than the original design, so this proposal is not intended to cut down fuel costs. On the contrary, since fuel gathering is already manageable, I’m suggesting auto-refuel purely for convenience. Players no longer need to carry spare fuel around or manually refill the device repeatedly.

4 hours ago, Baark0 said:

Making them automatically fuel themselves just doesn't seem like a very needed change.

for building

4 hours ago, Baark0 said:

Seems kind of unnecessary

in building theres no kinda replacement for nightmare lights, nightlight is the closest thing to it

 

4 hours ago, Baark0 said:

They're were already really easy to fuel light sources assuming you spent any decent amount of time insane

theyre not asking for better efficiency for fuel

  • Like 2

Oh and considering how electricity interacts with the ickers, making them a lot quicker to kill, you can get loads of nightmare fuel that way making fueling stuff like the nightlight very easy. I can't see a reason for why the nightlight shouldn't have a slot for fuel.

It would be nice if pure horror had some sort of interaction with the nightlights.

  • larger light radius and sanity drain 
  • a warding effect causing shadows to be docile or do less damage to players in its range 
  •  warding off gestalts preventing them from spawning or attacking.

There are a lot of neat things that could be done, I always kinda hoped for a magic item rework or adjustment of sorts similar to how a bunch of farming stuff got looked at to make more sense and be more valuable. A fair amount of the magic items did their jobs well like the ice staff and the pan flute, but others like the fire-staff felt like more expensive ranged torches with no light and the nightlight a goofy way to waste nightmare fuel. 

I do hope other magic items get looked at, retaining some of their previous functionality but having additional features that would make them more valuable or see actual use. 

Also, the idea of being able to upgrade the ice staff was great, I wish we had something similar with other magic items. 

Edited by ZeRoboButler
  • Like 4
6 minutes ago, ZeRoboButler said:

Also, the idea of being able to upgrade the ice staff was great, I wish we had something similar with other magic items. 

I feel like it'd be cool to make an upgraded fire staff using the heat glands from Geothermites, dealing extra fire damage, an increased burn duration, and a special fire that doesn't light mob loot on fire.

6 minutes ago, Well-met said:

it doesnt need any more buffs its perfect now

The only thing they did was prevent the flame from being doused by night hands and flingos. It's still expensive and the fire doesn't last very long at all. These changes would still not get people to use the night light over other light sources. It still needs some extra help in order to be truly perfect. 

Edited by GrapeVruit
  • Like 1
11 minutes ago, Well-met said:

its not expensive, every world reaches a point where you drown in NM fuel. thats just up to you to decide how early that point is reached.

Either way, the light doesn't last long enough to really be worth it. If it were buffed to last 2.5 or 3 days instead of over 1, then it'd probably see more use. 

  • Like 1

I like this idea mainly because it would make Night Lights function sort of like Maxwell's Lights from Adventure Mode (which had a similar mechanic where they auto-lit when the player walked near, but didn't require fuel). Night Lights thematically feel a lot like Maxwell's Lights, at least to me, so having them act similarly would make sense, and make lighting more convenient as you wouldn't already need a light source to start your Night Lights.

  • Like 2
9 hours ago, IAmAFurrz said:

for building

Star and moon caller staffs are better for providing light to build with, and if you want a constant source of light over an area, mushlights with enlightened shards/winter's feast lights exist. Night lights shouldn't be able to compete with the infinite light sources, as they're structures you can make super early into the game. Also, Night Lights 100% wouldn't get the elastispacer effect, so you'd have to add more fuel to their inventory slot quite frequently in order to maintain the light radius.

The reason I brought up efficiency was because Night Lights are already drastically more efficient light sources, as nm fuel is a super common resource that your world will be drowning in. Fueling your lights with nm fuel is much cheaper than fueling it with regular fuel, hence why I believe it doesn't need further buffs, as the main draw of the item is the super cheap fuel source that is nm fuel.

15 hours ago, Well-met said:

it doesnt need any more buffs its perfect now

have you considered this would be a good addition for building? nightmare fire is cool but nightlight cant be sustained infinitely, slot would simply make it last extremely long

9 hours ago, Baark0 said:

Star and moon caller staffs are better for providing light to build with

this is not about light, this is about nightmare fire looking cool, and me wanting it for building, not for survival.

9 hours ago, Baark0 said:

mushlights with enlightened shards/winter's feast lights exist. Night lights shouldn't be able to compete with the infinite light sources,

user isnt asking for infinite light, they asked for a fuel slot so they can last longer.

and why cant night lights be able to compete? genuinely what arbitrary rule was made up for this? maybe make it so elastispacer can be used on it so it can be made infinite (you complain that itd overshadow mushlights but those are also lategame building stuff, costing the same shard. this simply would give more cool build ideas because nightmare fire looks extremely unique compared to every option you listed 

9 hours ago, Baark0 said:

as they're structures you can make super early into the game

yea, isnt progression skipping amazing? the slot doesnt make it better, it just makes it look cool for lategame since 'super early into the game' you wouldnt have so much nightmare fuel that you'd want to waste it on night lights. this is not making it any better at lighting functionally, it just makes maintanance for refueling automatic

9 hours ago, Baark0 said:

as nm fuel is a super common resource that your world will be drowning in.

cool, i'd also be drowning in wood too eventually. that'd really make campfires too broken isnt it?

9 hours ago, Baark0 said:

it doesn't need further buff

this isnt a buff????? this is just making it automatically fuel. **** it, make it drain MORE nightmarefuel so its less efficient, are you happier with that now?

you say 'nmfuel is super common resource that your world will be drowning in', yet youre unhappy someone is suggesting a good way to waste it? amazing logic

  • Like 2
15 minutes ago, IAmAFurrz said:

have you considered this would be a good addition for building? nightmare fire is cool but nightlight cant be sustained infinitely, slot would simply make it last extremely long

this is not about light, this is about nightmare fire looking cool, and me wanting it for building, not for survival.

If you want this change for building, ask Klei to let you use the embalming spritz on fire pits to pause their fire level. Adding an auto-refuel option to night lights is a really weird and frankly not great solution to night lights not being able to have the shadow fire visual effects running 24/7, because now you have to run around to all your night lights and fuel them with nightmare fuel every few days, otherwise you'd lose the vfx.

19 minutes ago, IAmAFurrz said:

user isnt asking for infinite light, they asked for a fuel slot so they can last longer.

and why cant night lights be able to compete? genuinely what arbitrary rule was made up for this? maybe make it so elastispacer can be used on it so it can be made infinite (you complain that itd overshadow mushlights but those are also lategame building stuff, costing the same shard. this simply would give more cool build ideas because nightmare fire looks extremely unique compared to every option you listed 

Night lights are an item you can craft within the first autumn, while mushlights drop from a boss that requires a ton of resources to kill, and enlightened shards require you to complete the entire first half of the lunar questline in order to obtain them. An item as easy to make as night lights have no business competing with structures that require several bosses to be killed. This isn't an arbitrary rule, this is basic game progression. 

  • Like 1
23 hours ago, Baark0 said:

An item as easy to make as night lights have no business competing with structures that require several bosses to be killed

if you want to say 'youll need to refuel it in a few days' that means youd need to farm 40 nmfs in a few days (if stack size is limited to 40). that is not even close to infinite, and if the player does have that many nmf then.... guess what? they can manually refuel it ANYWAY. wtf is up with you and not wanting a auto refuel option? its not competing with infinite light bc it requires upkeep, and its not even easy to refuel like muslights with lightbulbs

1 hour ago, IAmAFurrz said:

wtf is up with you and not wanting a auto refuel option?

Simply put, I think an auto-refuel option is completely unnecessary, and I'd rather the Klei devs spend their time on mechanics and systems that are more interesting and more likely to make the game better.

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