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Good Lighting

When one particularly frustrated colonist got tired of fixing lamps that shone worse than a torch, he took them apart and discovered the terrifying truth: [i] — “They… are empty. There’s literally nothing inside. How did they even work?”[/i] The colony engineers decided enough was enough and rebuilt all the lamps from scratch. Thus, [b]Good Lighting[/b] was born. ⚙️ Lighting Adjustments In the mod settings, you can expand or narrow the lighting to fit your base layout. Every vanilla lamp (including sun lamps) gets a radius slider. Power consumption is dynamic: the larger the radius, the higher the grid load. 💡 Solar Lighting An individual "Sunlight" toggle transforms standard lights into sun lamp equivalents while keeping their unique properties. Wall lights save space and fit any interior, while floodlights work perfectly outdoors and are short-circuit proof. Note: The automatic nighttime shut-off for vanilla sun lamps does not apply to this mode. The "Colored Lights" research can affect sun lamps, reducing power consumption by 50%. This can be optionally enabled in the mod settings. 🔦 Tactical Lighting Engineers didn't stop at stationary lamps; now your colonists are equipped with built-in flashlights for field operations. Flashlights can be activated manually, but only when the pawn is Drafted. No refueling or external power required. Requires "Batteries" research to unlock. 🔗 Compatibility: [list] [*] No DLCs required [*] No dependency mods required [*] Can be added or removed at any time [*] Compatible with existing saves [*] Compatible with third-party modifications [*] Multi-language support [/list]