#Configurable & Moddable Lights

20 messages · Page 1 of 1 (latest)

turbid meteor
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Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3452443425
Mod.io: https://mod.io/g/timberborn/m/configurable-moddable-lights

Certain buildings in the game does not have a real "light" (for example Lantern or Brazier) but is just a texture due to Unity's Light constraint. This mod adds an actual light source to these buildings that are configurable as well.

For players: This mod adds actual light sources (and configurable) to Lantern (Folktails and Iron Teeth) and Brazier (Iron Teeth) buildings.
For modders: You can use this mod to add light sources to your mod's or the game's buildings using JSON specs.

Configurable Lights

For each supported buildings (either through this mod or for additional mods), you can configure the light source's color, intensity and range (see screenshot above). You can also force any night-time light to be always on.

Known issues: I heard the dev removed the light source from the game due to Unity's constraint. From my testing, as long as you don't put them too close together (or set the range and intensity too high), it should be fine

mod.io

This mod adds an actual light source to certain buildings that are configurable as well.

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For modders: adding user-configurable lights to your buildings

Note: see the above issue, while my mod supports multiple lights in a building, it is not recommended because it may cause certain lights not working.

  1. Create a JSON Spec file like Blueprints\RealLights\MyBuilding.json. In the example, I use Brazier:
{
    "RealLightsSpec": {
        "PrefabNames": [ "Brazier.IronTeeth" ],
        "Lights": [
            {
                "Range": 4,
                "Intensity": 3,
                "IsNightLight": true,
                "Position": {
                    "X": 0.5,
                    "Y": 0.5,
                    "Z": 0.6
                },
                "Color": {
                    "r": 1,
                    "g": 0.89,
                    "b": 0.03,
                    "a": 1
                }
            }
        ]
    }
}

Note: while a property is probably not used, it's still required for the JSON parser.

  1. Check in game, with Dev mode on (Alt + Shift + Z), you can see an option to toggle the light source sphere to see where the light is coming from (see screenshot). You can also adjust the slider to preview where it should be and modify your spec file accordingly.

And that's it! If you need any help, please ping me.

turbid meteor
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v7.1.0: should work for April 02 update. Added ability to turn a light off and hotkeys for copying and pasting Light setting between buildings as well.

turbid meteor
turbid meteor
turbid meteor
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v10.0.0:

  • Works with Timberborn v1.0 now.
  • Color selection is now a single button instead of a set of sliders.
  • Collapsible panel is now provided by TImprove 4 UX instead.

Be sure to check out Even More Light update with today's Bloom update, it makes beautiful light effect!

Steam:

Mod.io:

turbid meteor
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v10.0.2:

  • Really fixed the crash this time.
  • You can now use V1 Duplicate and Copy Setting. The built-in copy is still there but I think the new one is better.
misty estuary
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damnn this looks beautiful!!

unborn prairie
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@turbid meteor Lights are not turning on for any building in night or in day (Forced).

turbid meteor
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there's a possibility that there are too many lights close to each other, Unity simply disables some of them randomly

unborn prairie
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Let me try few things to see if any other mod is conflicting.

unborn prairie
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@turbid meteor Not working even with your mods only.
Save file attached. (Minimal no of mods installed) All are yours and its dependencies.

turbid meteor
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with Force Night Light on

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ah I notice this setting 🙂

unborn prairie
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Hmm. Will try after work today. 👍

unborn prairie
turbid meteor