Mods / Fueled Wearable Lights

Tags: #Clothing #Cosmetics #Crafting #QoL #Utility
Author: Maltiez
Side: Both
Created: Aug 17th at 3:52 PM
Last modified: Oct 18th at 9:08 PM
Downloads: 30010
Follow Unfollow 549

Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
fueledwearablelights_1.1.0.zip  1-click install


Requires Overhaul lib and Attribute Rendering Library

 

Adds wearable light sources that require fuel to function and can be toggled by hotkey ('L' by default). To refuel, drag fuel item onto the wearable light source item in inventory.

Adds calcium carbide - fuel for carbide lamp.

You can add gold or silver lining to lamps to increase light output.

Added items:

  • Oil lamp (refueled by fat, one fat item gives 8 in-game hours of fuel)
  • Clay oil lamp (refueled by fat, one fat item gives 12 in-game hours of fuel, but produces less light than metal oil lamp)
  • Candle lamp (refueled by candles, one candle gives 16 in-game hours of fuel)
  • Carbide lamp (refueled by calcium carbide, one carbide item gives 4 in-game hours of fuel up to total 32 hours)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 fueledwearablelights
1.21.2 - 1.21.5
8549 Oct 18th at 9:08 PM fueledwearablelights_1.1.0.zip 1-click install

Removed back mounted lantern

1.0.5 fueledwearablelights 3238 Oct 7th at 10:24 PM fueledwearablelights_1.0.5.zip 1-click install

Now if a lamp is turned on or off is mentioned in its name

1.0.4 fueledwearablelights 3511 Oct 1st at 8:51 AM fueledwearablelights_1.0.4.zip 1-click install

Added setting for max fuel fraction that can be wasted while refueling

1.0.3 fueledwearablelights 1429 Sep 28th at 3:21 PM fueledwearablelights_1.0.3.zip 1-click install

Fixed config not being applied

1.0.2 fueledwearablelights 4850 Sep 14th at 12:13 PM fueledwearablelights_1.0.2.zip 1-click install

Fixed lamps not turning off when out of fuel

1.0.1 fueledwearablelights 5580 Aug 29th at 7:32 PM fueledwearablelights_1.0.1.zip 1-click install

Fixed lining texture for candle lamp, fixed settings not applied, added recipes for adding lining to already crafted lamps

1.0.0 fueledwearablelights 97 Aug 29th at 6:55 PM fueledwearablelights_1.0.0.zip 1-click install

Added candle and carbide lamps, added carbide and a crafting chain for it.

Lantern on a pole is no longer available to craft, will be removed in the future.

0.4.1 fueledwearablelights 1288 Aug 26th at 3:02 PM fueledwearablelights_0.4.1.zip 1-click install

Changed slots to new ones added in latest overhaul lib update

0.4.0 fueledwearablelights 286 Aug 26th at 12:50 AM fueledwearablelights_0.4.0.zip 1-click install

Recompiled for 2.1.0 version of the ARlib

0.3.1 fueledwearablelights 366 Aug 23rd at 9:06 PM fueledwearablelights_0.3.1.zip 1-click install

Added config options, rebalanced light output

0.3.0 fueledwearablelights 34 Aug 23rd at 8:57 PM fueledwearablelights_0.3.0.zip 1-click install

Added clay oil lamp

0.2.1 fueledwearablelights 48 Aug 23rd at 6:34 PM fueledwearablelights_0.2.1.zip 1-click install

Added config

0.2.0 fueledwearablelights 46 Aug 23rd at 5:46 PM fueledwearablelights_0.2.0.zip 1-click install

Added leather and metal variants, added lining that increases light output, rebalanced light and fuel values.

0.1.0 fueledwearablelights 308 Aug 19th at 7:37 PM fueledwearablelights_0.1.0.zip 1-click install

Added pole lantern

0.0.3 fueledwearablelights 230 Aug 17th at 10:01 PM fueledwearablelights_0.0.3.zip 1-click install

Added compatibility with Cut Fat mod

0.0.2 fueledwearablelights 60 Aug 17th at 8:16 PM fueledwearablelights_0.0.2.zip 1-click install

Changed mod icon

0.0.1 fueledwearablelights 84 Aug 17th at 4:04 PM fueledwearablelights_0.0.1.zip 1-click install

Initial release


29 Comments (oldest first | newest first)

💬 TomTom21, Nov 23rd at 9:00 AM (modified Nov 23rd at 1:13 PM)

I can't really light it up I wear it and it's fueled but nothing. I have combat overhaul if that affects anything

EDIT: it wasnt combat overhaul I think it was Immersive lanterns. maybe because it uses the same button to open up their menu other than that works fine now

💬 Guardianrezintal, Nov 9th at 7:14 PM

Having an issue where I can't refill the headlamps. Always says "Night Visino Mask is already at maximum fuel capacity" even though it's empty/newly made. Specifically trying to get a candle headlamp with gold lining to work.

💬 Savasthek, Oct 23rd at 6:22 PM

Would love to use this!

Is there a chance you could put out a 1.20.12 backport?

My server is always behind the version curve due mod updates taking awhile.

💬 Xredrago, Oct 20th at 1:20 AM (modified Oct 20th at 3:30 AM)

Jobnor I'm still trying to get em to work honestly xD...

Edit: managed to let em display again on the creative menu without crashing, but the name change when state change still triggers an index out of bounds...

💬 Jobnor, Oct 19th at 3:46 PM

Xredrago those actually sound sick and I hope this mod gets waist lanterns, too

💬 Xredrago, Oct 18th at 9:29 PM (modified Oct 18th at 9:29 PM)

Kinda sad that the previous update broke the custom lanterns I added (based on the old wearable lights mod, I managed to add custom fueled waist lanterns); the name update made the game crash so I had to remove the extra stuff mod I made for that...

💬 eerino, Oct 16th at 5:46 AM

does this add a backpack slot too? I have a slot with a backpack icon next to the head lamp slot. Thanks!

💬 Daneela, Oct 15th at 5:56 PM

this is the exact implementation i wanted for handsfree lighting, wonderful mod as usual

💬 Tahvohck, Oct 1st at 12:11 PM

It'd be awesome if this had compatibility with Oils! (patched here), though I don't know how your code would interact with refueling via a liquid instead of a single item.

💬 Vanra, Sep 30th at 6:34 PM

Thank you for fixing config, it works. 

BUT: there is small issue with changing config: if fuel efficiency exede fuel capacity it doesnt allow for refueling displaying ingame red error that "nightvision is full" despite being empty.

💬 Vanra, Sep 22nd at 4:02 PM

TideTurner Yeah I know... sadly reloading world doesnt change anything.. unless info on tooltip is not supposed to change when I increase Fuel Capacity? 🤔

💬 TideTurner, Sep 22nd at 3:42 PM

@Vanra Like any other config option, the server/world must be exited/shutdown for the config changes to apply. Please don't forget that.

💬 Vanra, Sep 17th at 11:32 AM

So I been experimenting with config of Lamps, and i kinda confused.

Via Config Lib I can see fuel capacity, efficientcy and light levels... but no matter what I change there is no update ingame nor I dont see any change in behaviour in game.

💬 Maltiez , Sep 14th at 12:55 PM

Calbain VS light is very weird, like brightest blueish light will be dimmer, then dimmest red one. I dont want to touch this aspect on VS until it is fixed. At least with same light hue and saturation light brightness makes sense and you can compare between them.

💬 WillowTheSinner, Sep 14th at 8:34 AM

Do these cause a forward facing light shaft or just an AoE like a lantern? Can these also be equipped to Elk? I'd like to have some high-beams while I'm going to place to place.

💬 purple8cloud, Sep 12th at 4:58 PM

light keeps turn on even if fuel goes off(until turn off and on)

💬 Calbain, Sep 3rd at 5:46 PM

Would be nice to have some color temp difference between them

💬 Maltiez , Sep 1st at 4:00 PM

Update Overhaul lib

💬 Ironbeagle570, Sep 1st at 8:37 AM

Now it may seem stupid do you equip them as i cannot seem to put it on, is it potentially a incompatabilty issue?

💬 Vin8181, Aug 29th at 8:55 PM

I had three ideas: first, I thought about using a crucible, but in the game that would be used to obtain a liquid, and I think it would complicate the recipe too much. Second, I also thought about the bloomery, just adding the items and letting it cook one day, so the same charcoal coke that cooks it is the one that would be used in the recipe, because high temperatures are needed to cook calcium carbide. The third idea was maybe to block the recipe with cooking temperatures above 1300 degrees so that it can only be created with coke In a pot, combining coke, lime, and fluorine could produce an item similar to the recipe for obtaining potash. I think the last one is the simplest way, but I don't know much about coding.

💬 Maltiez , Aug 29th at 4:42 PM (modified Aug 29th at 6:59 PM)

Vin8181 describe in more detail how should process of making calcium carbide look like in game using in game items and mechanics

 

edit: added carbide lamps, but you will have to imagine adding water, may be later I will make so you need to fill lamp with water too, but for now it needs only carbide

💬 Vin8181, Aug 28th at 9:57 PM

This mod is great. Do you have any plans to add carbide lamps? because the idea of a lamp that works by adding water blows my mind and to make (cook) calcium carbide you only need coke, fluorine, and calcium, which would give those materials a purpose in the game.

💬 DocDor, Aug 24th at 6:19 PM

Would this work still with 1.20?

💬 Samuel_REDACTED, Aug 24th at 12:41 PM (modified Aug 24th at 12:41 PM)

Is this useable in 1.20.12 or older? Asking cause I can't seem to find the old Wearable Lights mod that was available for the 1.20 versions

💬 Maltiez , Aug 19th at 8:20 PM

Update overhaul lib to latest version

💬 GarnetAnimations, Aug 19th at 8:17 PM

How exactly are you supposed to refuel the wearables? I tried refueling both the head oil lamp & the lantern on a pole to no success it just exchanges which one is on my mouse. So I am incredibly confused lol

💬 FatherSarge, Aug 17th at 9:39 PM

Any chance of a config in the next update that lets us add our own fuel and determine fuel burn length? I've been using a mod called cut the fat that lets you cut up fat into smaller pieces, I'd like to add those to the fuel options

💬 Maltiez , Aug 17th at 8:25 PM

Nope

💬 DanaCraluminum, Aug 17th at 8:23 PM (modified Aug 17th at 8:23 PM)

Does fuel continue to burn when unequipped?

 (edit comment delete)
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