RimWorld

RimWorld

290 ratings
Eccentric Tech - Flares [Legacy]
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2
File Size
Posted
Updated
1.591 MB
2 Sep, 2019 @ 5:40pm
25 Aug, 2020 @ 10:16am
6 Change Notes ( view )

Subscribe to download
Eccentric Tech - Flares [Legacy]

Description
LEGACY MOD

This mod is for older versions of Rimworld. Please check out Eccentric Tech - Flares 2.0 for Rimworld 1.3!

========

Contents

This simple mod adds four new items:

Flares
requires Machining
Crafted at Machining Table using 20 Wood and 40 Chemfuel

A pyrotechnic device for lightning up areas at night. When ignited and thrown, it lights up an 8-tile radius area for 90 seconds (approximately 2 in-game hours). Be careful! If it hits someone or lands in flammable material, it will light it on fire!

Flare Gun
requires Gunsmithing
Crafted at Machining Table using 20 Steel, 40 Chemfuel, and 1 Component

A simple gun that fires parachute flares that light up a 16-tile radius area for 60 seconds (approximately 1.5 in-game hours).

Chemlights
requires Machining
Crafted at Machining Table using 30 Chemfuel

A plastic tube with luminescent chemicals that glows when the glass capsule inside it is broken and its contents are mixed. It lights up a 6-tile radius area for 120 seconds, and doesn't have the risk of fire that flares have. Also comes in red, green, blue, and yellow!

Definitely not for light switch raves.

Illumination Shells
requires Machining
Crafted at Machining Table using 5 Steel and 10 Chemfuel

A mortar round packed with a large parachute flare instead of explosives. When launched, it illuminates a 20-tile radius area for 90 seconds.

Combat Extended

This mod is natively compatible with Combat Extended and should self-patch so long as it is loaded after CE in the mod list.

Combat Extended changes the usage and crafting of the flare items:

Flares

10 Flares are crafted using 10 Wood and 5 Chemfuel. They are categorized as and used like grenades.

Flare Gun

Flare Guns require 20 Steel, 10 Chemfuel, and 1 Component to craft. They are single-shot firearms that use 26.5mm Flare ammunition.

26.5mm Flare (Illumination)
Crafted at Loading Bench using 8 Steel, 5 Cloth, and 12 Chemfuel.

These large-caliber illumination flares are crafted in batches of 50 and stack up to 75 in one tile.

Chemlights

10 Chemlights are crafted using 10 Chemfuel and stack up to 75 in one tile. They are categorized as and used like grenades.

81mm Mortar Shell (Illumination)
Crafted at Machining Bench using 30 Steel, 30 Chemfuel, and 2 Components.

These illumination mortar rounds are crafted in batches of 5 and stack up to 75 in one tile.

========

Recommendations

If you are not using Combat Extended, a sidearm mod such as Simple Sidearms is recommended so flares can be carried alongside regular weapons!

Flares look great when you're using Realistic Darkness!

Known Issues

Occasionally, more than one flare might be created when they land. This is a limitation of the implementation used, and I do not know how to fix it... yet!

========

Credits

As before, this mod was mainly created for my own personal amusement and education. Comments and feedback are appreciated!

Creative Commons sounds for this mod were downloaded from freesound.org: Flare Gun[freesound.org] | Road Flare[freesound.org]

Check out The Eccentric's Angels Comic on Reddit!
Popular Discussions View All (1)
6
6 Sep, 2020 @ 1:43pm
(Bug) Neither flare object nor any light source spawn - SOLVED
sitemoth
69 Comments
condottiere 29 Jul, 2021 @ 6:00pm 
Hii Aelanna! I'm still on 1.2, and still using this mod. When I found it a while back, I had no idea you had a whole comic and other related mods. I used this one alone out of the set for a looong time. As I understand it, RW bases light/darkness impact on pawn skills on the active pawn's lighting, not the target being shot at. It's a little gamey, but being able to pop a chemlight or flare at the feet of my pawns in a nighttime firefight has been a real lifesaver. And speaking of literal lifesavers, all my doctor/medic pawns carry one with them, for use with the Stabilize mod and Smart Medicine mod, to treat pawns on the spot.

I'll check out the other mods, and will look forward to using v2.0 when I make the switch to 1.3!
Aelanna  [author] 20 Jul, 2021 @ 11:32am 
For Rimworld 1.3, please check out the 2.0 version of this mod here:

https://steamproxy.net/sharedfiles/filedetails/?id=2552628275
Aelanna  [author] 30 May, 2021 @ 3:37pm 
My bad, I forgot to update the link here even though I'd switched over to using the unofficial fork myself. Odd that Workshop didn't complain about my own mod list, though...
Vortek Gamer 27 May, 2021 @ 5:08pm 
I was just about to message that as well because what you have link right now is not updated to 1.2 but the other one is. the old one have not been updated for almost about a year now
Mr. Mauer (Mollari) 22 Apr, 2021 @ 5:12pm 
theres a continued jectools, you may want to link there for dependency
vorshlumpf 25 Jan, 2021 @ 5:33pm 
That was it. Thanks a bunch!
vorshlumpf 25 Jan, 2021 @ 3:27pm 
Good call, @d_valroth. I'll try that out.
d_valroth 25 Jan, 2021 @ 2:15pm 
Offhand it sounds like Jecstools is missing. Do you have the version of it that's fixed for 1.2?
vorshlumpf 25 Jan, 2021 @ 12:57pm 
I get 14 red XML errors in my debug log that seem to point to this mod. The first one starts with:

Could not find type named CompAnimated.CompProperties_Animated from node <li Class="CompAnimated.CompProperties_Animated"><secondsBetweenFrames>0.10</secondsBetweenFrames><stillFrames><li><texPath>Things/Special/Eccentric/Flare_0</texPath><drawSize>1</drawSize><graphicClass>Graphic_Single</graphicClass></li><li>
.
.
.

Could it be a load order issue? I didn't notice a problem with my one chemlight I've used so far.
mr_sebitor (twitch) 21 Jan, 2021 @ 9:34pm 
This Mod has save me to many times in Night Raids, and i would love a faction with the maids