RimWorld

RimWorld

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Handy Lantern
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Mod, 1.3, 1.4, 1.5
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533.720 KB
14 May, 2022 @ 10:24am
12 Jun @ 10:10am
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Handy Lantern

Description
Overview
A lightweight handy lantern that illuminates the surroundings that can be equipped in the utility slot, and a rare eternal lantern as a quest reward frame will be added to the game.

Handy Lantern
It is a light source item that can be equipped.
You don't have to carry 8kg of wood for torch lamps when mining or repairing the kill zone under the roof.
The production cost is reasonable with component 1, steel 30, and chemfuel 1, but you will need a little more chemfuel for long-term use.
  • Handy Lantern can be lit for up to 24 hours, can be used as lighting even when placed on the ground, and can be reused by refueling.
  • It does not deteriorate even outdoors.
  • Refueling work and ON / OFF switching is possible only while the lantern is equipped.
  • The drawback of this lantern is that it is easier for the beast to find when hunting. It means that if you turn on the lantern and shoot a beast that may fight back, it will not escape and it will be easy to change to a manhunting state.
  • As a result, the risk of hunting increases, but you can get a lot of shooting experience points, so you can use it to improve your shooting skills.
  • The wearer does not need a gas mask because it prevents rot stink exposure, a new element in Rimworld Ver1.4.
  • The effect that makes it easier to find for beasts does not exist while the lantern is turned off, and it is invalid for beasts that do not fight back.


Eternal Lantern
In addition to all the functions of the lantern, it can be used forever without refueling.
Eternal Lantern ensuring the exclusive wearer eternal health and the ability to work vigorously subject to a peaceful environment
The only way to get it is the quest reward.
  • Work speed increases while equipped.
  • The divine light of the eternal lantern prevent you from common disease and decline with aging.
  • It reduces pain and strengthens immunity against illnesses that you already have.
  • It also prevents food poisoning and hangovers. You can eat and drink as much as you like.
  • The Eternal Lantern is a legendary artifact with uniqueness and cannot be obtained more than once.

Caution
Redistribution of this MOD data is prohibited.

Acknowledgments
I am deeply grateful to http://steamproxy.net/profiles/76561198044599324/myworkshopfiles/ ,Mr. ryouta and http://steamproxy.net/profiles/76561198106547545/myworkshopfiles/ for their great support in the production of this mod.

Provided by mp3
http://otologic.jp/


If you like my mod please support me. (^ω^)
[ko-fi.com]
71 Comments
LugDee 1 Jul @ 8:59am 
where would i find a similar mod but for a medieval playthrough? I need something like a torchbearer for caving/guards
seeki  [author] 12 Jun @ 10:12am 
To combat Unnatural Darkness, we've implemented an auto mode for lanterns.
This is a convenient mode that lets the Colonist decide for themselves whether or not to turn on the lantern.
This allows you to be outdoors even when Unnatural Darkness is occurring.
seeki  [author] 12 Jun @ 1:48am 
I plan to update this item to completely protect against Unnatural Darkness.
wincentweynard 12 Jun @ 12:30am 
Does thi means that the colonists are also safe from attacks out of the dark?
This coul be very handy in certain events from anormaly.
zaune_thegreywyvern 14 May @ 4:46am 
Very glad to see a substitute for the old Night Vision mod, but is there any possibility of adding the ability for pawns to turn their lanterns on and off automatically according to local light levels? It'd cut down on micromanagement considerably if there was.
ShyGuySpirit 5 Apr @ 3:08pm 
Thanks for the reply and thanks for the mod.
seeki  [author] 5 Apr @ 6:38am 
@ShyGuySpirit
There were many requests to make lanterns possible even in environments where the tech level is Medieval, such as users of Medieval Overhaul, so we have made it possible to make lanterns without any components when creating with ElectricSmithy or FueledSmithy.
If you can provide TableMachining please bear with me as this will look strange.
ShyGuySpirit 29 Mar @ 2:27pm 
I see that there are two Handy Lantern recipe. One on the Smithy that is 40 steel, 1 chemfuel. The other is on the Machining Table for 1 component, 40 steel and 1 chemfuel.
seeki  [author] 12 Mar @ 8:55am 
@Vixulium
Is this the item you are looking for?
https://steamproxy.net/sharedfiles/filedetails/?id=2073947744
Vixulium 12 Mar @ 3:44am 
Add flashlights and head lamps >.> please? hand held lights for colonists would be a great addition to go with the mod realistic darkness @seeki