Space Engineers

Space Engineers

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[Outdated/Dead] Power Spotlight - A new more powerful but also more demanding light source [Darkness]
   
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Type: Mod
File Size
Posted
Updated
535.210 KB
13 Aug, 2014 @ 1:43am
23 Aug, 2014 @ 12:01pm
5 Change Notes ( view )

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[Outdated/Dead] Power Spotlight - A new more powerful but also more demanding light source [Darkness]

Description
These spotlights have the same model than the vanilla spotlights, they however have increased material requirements aswell as higher vulnerability (they stop working at a much lower damage).

They are however no replacement but a separate item to use.

The small power spotlights also have a fixed crafting requirement over the vanilla ones.

Stats

large power spotlight
- Radius: min=2m, max=50m
- Falloff: min=1, max=30
- intensity: min=0.5, max=15
- power consumption: 100 kW
- crafting requirements:
- 13 SteelPlates
- 30 InteriorPlates
- 32 Construction Sets
- 5 LargeTubes
- 4 Bulletproof Glass Components

small power spotlight
- Radius: min=1m, max=30m
- Falloff: min=1, max=20
- intensity: min=0.5, max=10
- power consumption: 20 kW
- crafting requirements:
- 3 SteelPlates
- 6 InteriorPlates
- 8 Construction Sets
- 1 LargeTubes
- 1 Bulletproof Glass Components

Please note that this spotlight was actually designed for darkness gameplay in mind.
In addition, the absolute maximized setting (max radius, max intensity, least fallout) will most likely cause unpleasant lighting issues. I had the best results with radius=30m, falloff=5, intensity=10 for small ships.
But that sure depends on your personal taste.

* Special thanks to BeJay for helping me fix some issues the 01.044 patch caused.
76 Comments
H.E.C.U Soldier 16 Apr, 2023 @ 1:06pm 
i noticed a typo it says fallout instead of falloff
Estredar 7 Jan, 2016 @ 1:45pm 
@plaYer2K Hi again, simply to know if the mod is dead, if not is it possible to have it in DX11? I cant believe the spotlights ingame still have less lighting power than the helmet spotlights, big issue that Keen doesnt seem to keen on fixing.
Cookie 30 Sep, 2015 @ 1:33pm 
I have some problems with it, the light source is independent from the spotlight model, so if i fly away with the ship, the emitted light still pops up at the old location.
plaYer2k  [author] 26 May, 2015 @ 1:03am 
Well the thing about that light distance is that, based on my tasts from months ago of course, the light illumination had a quadratic fade effect. So to double the actual light cone, you had to multiply the range with 4.

But i will look into it again soonTM.
CommanderGizmo 25 May, 2015 @ 11:23pm 
I really love these lights. They are the best I've found for dark worlds. However, I do find them still falling a bit short on distance at times. Do you think they could get extended to 75 or 100, even if it is a new block?
CommanderGizmo 25 Feb, 2015 @ 1:20pm 
Me either. That's the problem. Haha
plaYer2k  [author] 25 Feb, 2015 @ 9:46am 
@Estredar
Thanks but apparently me and some other modders have different understandings of "balance".
Like for me a thruster can not have 12x the force per block while just increasing the power consumption by 3x. That gives 4x more thrust per watt and thus is unbalanced in my honest opinion. Not to mention the increase of thrust per surface.

But like i said, that is my consideration and others release stuff i wouldnt want to play with when it wouldnt be just for the style of these blocks.

@CommanderGizmo
Sorry but i dont do models :D
CommanderGizmo 25 Feb, 2015 @ 8:50am 
Would it be possible to model a low profile side mounted light?
Estredar 25 Feb, 2015 @ 7:38am 
And you mod is awesome, maybe you should tell other modders how you changed the power demand because you're the only one who made it thus far in the entire community.
plaYer2k  [author] 25 Feb, 2015 @ 7:34am 
Yeah i was confused too. I checked them and they worked fine for me.
I however forgot to ask again in here if anyone still had an issue with it or not.