More lights from Mel (and other modelling stuff)

Alright. Seems like my new refactoring is done.
(It’s more of a renaming than refactoring, but still)

  • “Iron lamp” is now tin, requires BS lvl 1. Forged from tin.
  • “Iron lantern” is now brass, requires BS lvl 2. Forged from bronze.
  • Naming is now more coherent. First the item, then the material. “Torches” are “fiery things hanging on walls”. “Lanterns” are “enclosed lighting sources hanging on walls”. “Lamps” are “enclosed lighting sources standing on the ground”. “Braziers” are “big fiery things standing on the ground”.
  • All enclosed lights (lanterns, lamps) should switch off during daytime. Open-fire lights (torches, candles, braziers) do not, they burn constantly.
  • Recipes for your mason: stone candelabras. Heavy and resilient. (I don’t remember if I told it before so here you are)

Alpha 20 (unstable) compatible!
Only GitHub link is updated. Please download from GH for the time being and report any bugs you encounter!
I will update Praise link as soon as I ensure this release is stable.

PS. No idea why text strings were not working. They do now.

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Great news! I love your lights. Use them in all of my towns. :clap:

1 Like

I got this error after adding your mod to my game when loading up my save. :frowning:

[details=Summary]release-698 (x64)[M]
Uncaught TypeError: Cannot read property ‘level_requirement’ of undefined
TypeError: Cannot read property ‘level_requirement’ of undefined
at http://radiant/stonehearth/ui/game/modes/build_mode/building_designer_2/place_floor_deco_tool.js:138:35
at Object. (http://radiant/radiant/js/radiant/object.js:295:19)
at Function.each (http://radiant/stonehearth/ui/root/js/libs/jquery-1.10.2.min.js:4:5401)
at Object.radiant.each (http://radiant/radiant/js/radiant/object.js:293:15)
at http://radiant/stonehearth/ui/game/modes/build_mode/building_designer_2/place_floor_deco_tool.js:136:30
at Object. (http://radiant/radiant/js/radiant/object.js:295:19)
at Function.each (http://radiant/stonehearth/ui/root/js/libs/jquery-1.10.2.min.js:4:5401)
at Object.radiant.each (http://radiant/radiant/js/radiant/object.js:293:15)
at http://radiant/stonehearth/ui/game/modes/build_mode/building_designer_2/place_floor_deco_tool.js:135:27
at n. (http://radiant/radiant/js/radiant/object.js:295:19)[/details]

EDIT: Also receive this error when starting a new game.

[details=Summary]release-698 (x64)[M]
@stonehearth/services/server/job/job_info_controller.lua:260: Crafter job stonehearth:jobs:mason has a recipe named “signage_decoration:candelabra_stone” that produces an item not in the manifest lodewall_lights:candelabra_stone
stack traceback:
radiant/modules/common.lua:237: in function 'report_traceback’
radiant/modules/common.lua:468: in function ‘verify’
…nehearth/services/server/job/job_info_controller.lua:260: in function ‘_initialize_recipe_data’
…nehearth/services/server/job/job_info_controller.lua:243: in function ‘_build_craftable_recipe_list’
…nehearth/services/server/job/job_info_controller.lua:107: in function 'activate’
radiant/modules/common.lua:515: in function ‘create_controller’
…earth/services/server/job/player_jobs_controller.lua:48: in function ‘_ensure_job_id’
…earth/services/server/job/player_jobs_controller.lua:77: in function 'get_job’
stonehearth/services/server/job/job_service.lua:65: in function ‘get_job_info’
…/server/encounters/quiet_unlock_recipe_encounter.lua:15: in function ‘start’
…ervices/server/game_master/controllers/encounter.lua:128: in function ‘start’

…hearth/services/server/calendar/calendar_service.lua:302: in function ‘_fire_alarms’
…hearth/services/server/calendar/calendar_service.lua:378: in function ‘_on_event_loop’
…hearth/services/server/calendar/calendar_service.lua:37: in function 'instance’
radiant/modules/events.lua:291: in function <radiant/modules/events.lua:285>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:285: in function 'trigger’
radiant/modules/events.lua:398: in function '_trigger_gameloop’
radiant/modules/events.lua:446: in function '_update’
radiant/server.lua:61: in function <radiant/server.lua:58>[/details]

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1st one - still don’t know what causes this, but I suppose it’s my mod.
2nd - will look into this. Strange, because I’ve not encountered any errors myself when starting a new game.

Maybe it’s a compatibility problem with other mods I’m using. I can try to do more testing to see if it’s that.

Sorry, I won’t be very helpful.
Still can’t replicate the 2nd one. My manifest seems ok, no idea what causes this.
1st one got reported. Also no idea what is the cause.

I can’t seem to replicate the second error again either. I reinstalled the mod, so maybe I messed something up the first time. My bad.

Great to see you back in the saddle, @MelOzone! I’ve been staying away from mods while I focus on the vanilla game experience, but I think you’ve lured me back into that rabbit hole… too many pretty lights at the bend in the tunnel! :laughing:

2 Likes

There’s a little typo in your blacksmith_recipes.json file. The brass lamp is there called via “;amp_brass_recipe.json”. Sneaky little semi-colon :wink:

4 Likes

Thanks! Fixed. Please redownload from GH.
(my keybord is rather old and many buttons have long since lost their markings).
Also, that was the reason for the mod being bugged on old saves when you already have a blacksmith (1st problem). It should work fine now.

2 Likes

New steel lantern render

This one is supposed to replace the horror we have now:

I’m more happy with the new one but it still lacks something. Perhaps it’s the color.
Overall, the new one is more massive. Because endgame stuff is more massive. Blacksmith’s endgame is full plate. Massive!
Obviously it won’t shine like this in the game. sadpanda

5 Likes

New steel lantern is in the mod! Now I’m more or less happy.

Also I’ve bumped all light ranges up around x2, so now your city should be noticeably more visible at night.
The flame colours are slightly changed:

  • Braziers are very bright. They flicker less than they used to (in comparison with the campfire)
  • Lantern is slightly less bright since there is less fire in it (a candle or a wick). It does not flicker (protection from wind)
  • Torch is mostly unchanged, it gives a more reddish light (oiled canvas). Torches are quite bright but not as bright as braziers. Intended for mines or as early and easily available temporary sources.
  • Lamps also do not flicker. They are the least bright of all since they are envisioned as indoor/table light sources (but I in no way limit you in using them!). Still bright enough for a room tho.

Candelabras are still red cuz I’m lazy.

Upd: new push on Github, added attempt at transparency. It doesn’t work yet (I’m trying it with steel lantern). @fantasyworm, @Relyss, can you please take a look?

Upd2: I’m trying to create a more informative description in the 1st post using details tag. But in my browser only the preview looks correctly. The post itself looks messed up. Is it normal for you (the list of contents should be collapsed by default).

4 Likes

The first list/picture is working correctly, according to what I see, as well as the third. However, the second isn’t collapsed at all. It seems to not be added between the commands for the collapse.

1 Like

@Golden Thanks! So that’s not just me. What browser are you using? Is it Firefox?

Seems like it’s either Discourse problem or FF rendering HTML tags incorrectly :glum:
However the preview showing correctly strongly suggests it’s Discourse. Google suggested it was a known problem with older versions of Discourse but it supposedly got fixed in the latest builds.

Edit: The initial post now holds short descriptions of every light currently available on Github. With pictures! You can see the lights even before you install them! Weeeeee! :jubilant:
I prioritise GH build updates over others.

Add a line break before and after the command. At least with the code fragments, if it does not have a space before and after it fails to render too.

2 Likes

Woah! It works! You’re an alicorn Twilight a whiz Bruno!

More or less happy with the progression now. Indoor lamps give little light while open fire sources and late-tech lights are bright and powerful.

Update v1.1c includes iron and steel torches and also makes wooden one smaller. It can now be used in small tunnels.

I’ve also did a thing long overdue and moved the topic to “Active mods”. For further messing with Magica (if any) I will create a separate thread.

Everything in this mod looks wonderful, great job on all the lights! Just wanted to give ya a heads up, on the latest build for Alpha 21 it’s saying Invalid Manifest in red in the Settings Mod tab. Thanks for the great items, look forward to using them someday.

1 Like

Are you talking about Alpha 21 build 3362? Perhaps you’re using the outdated “Praise” version? Because I’ve just checked the Steam build and it seems to work just fine with my latest GH version.

PS. Also, sorry if I’m slow to respond. Got myself drawn into real life and Starbound again xD

Oh ummm lemme check…

Okay yeah I’m playing Alpha 21 build 3362 with the download from Githubbed just downloaded it again and fired up the game and it’s still telling me Invalid Manifest in red in the mod settings.

Haha, well variety is the spice of life. It’s good to change things up. :jubilant: I’d hope nobody using mods would behave like the authors life revolved around it. Thanks again for all the work you’re doing, decorations really make towns amazing.

Okay it was a problem on my end not with the mod. I just realized I had the folder in another folder with the same name. :glum: Ah well no more Invalid Manifest issue lol. Thanks again Mel you rock!

2 Likes