Fire Lights

by DataCpt

Adds lights to fires, explosions, muzzle flashes, bullets, rockets, projectiles and more! Fully customisable!

Content
22 days ago
1.1 - 2.0
11.7K
Combat Armor Enemies Environment

b Flashligh multiplier bugs / compatibility

8 months ago

Put the multiplier on 2:
https://gcdnb.pbrd.co/images/LAYFbtPzrlF0.png?o=1

When using the following mod to keep the lights on when you leave the car:
https://mods.factorio.com/mod/leave_the_lights_on
Now when you leave the car, the light is quite far away:
https://gcdnb.pbrd.co/images/ckkXhrWHacJh.png?o=1

When I also add this mod:
https://mods.factorio.com/mod/realistic-flashlight-fixed
It looks even weirder:
https://gcdnb.pbrd.co/images/UzNE9jX6mBM8.png?o=1
And when leaving the car (with the previously mentioned mod)
https://gcdnb.pbrd.co/images/GIJX8xoxJU3m.png?o=1

8 months ago
(updated 8 months ago)

That is a good example of a mod loading order issue!

They could fix it by putting this mod as an optional dependency but that's not ideal, there might be other ways to have theirs load later but I'm not sure. I don't think I can move my flashlight modification code to an earlier spot in the chain without breaking compatibility with other mods that change them.

8 months ago

But also the top example, without other mods, shows misplacement of the flashlight. Its almost coming from the doors now.

8 months ago

Yeah I've gone through a few rounds of adjustments already, trying to get a balance that's mostly okay without flashlight mods as well as with them.

The problem comes from there being a lack of "anchor", anyone that adds flashlights has to wing it using pixel offsets and clearly they aren't landing on the same number.

I'll have another look but I might just have to remove the setting.

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