Im brand new to Starbound modding, I was able to mod the drills to have better drill speeds/damage at higher tiers for faster mining at diamond drill level. I am working now on a mod for the Lantern Stick, I looked at other Lantern Stick mods but these cause it to become a Perfectly Generic Item. I am led to believe that it is because the mods I am looking at use: Code: "statusEffects" : [ { "kind" : "glow", "amount" : 1.5, "color" : [80, 80, 100] } ], instead of : Code: "statusEffects" : [ "lanternglow" ], So I looked into the lantern glow status effect in /stats/effects/lanternglow but now im stuck as none of them are for changing the brightness, just the color and position. Right now the most success Im having is changing the color in lanternglow.animation. and setting the pointlight to false which stops it from doing the raycasted shadows(which, when off, is super useful for finding ores) What im looking for is like... a size param so that I can control how big the light is, Anyone know more about this and can give me a point in the right direction?
It seems like Starbound Team discarded old lua script, which actually took input from a .statuseffect. This is a void function, but you can try making an edited version of lanternglow.lua (Not going to lie, I don't know if it will work) Code: function init() script.setUpdateDelta(3) end function update(dt) animator.setFlipped(mcontroller.facingDirection() == -1) end function uninit() end Maybe changing value of set.UpdateDelta to a higher value will increase its power, but I can't guarantee that. If it really works, then it sucks you now can't change its color. EDIT: These things now have "animation" frames, that way you can change its color.
Changing script.setUpdateDelta(3) to any higher number won't affect the shine brightness. I tried to edit the item directly at the armors folder. No result. Tried it with: Code: ... "maxStack" : 1, "statusEffects" : [ { "stat" : "lanternglow", "amount" : 1.4, "color" : [100, 80, 40] } ], "colorOptions" : [ ... To the advice of people's self coding, which was the same, just the "stat" will be declared as "kind" (which turned my item into a Gen. Perfect Item). As well tried it directly at the core script "lanternglow.animation" as Code: { "lights" : { "lantern" : { "active" : true, "position" : [-1.0, 1.0], "color" : [100, 100, 80], "amount" : 1.1, "pointLight" : true } } } No Results. Am I missing anything right here? The lantern stick is still glowing with the same amount of power. Any other changes e.g. drill power, durability, amount of required items to build an item, player stats changes, etc. are working. So there is no issue sides of my modinfo nor clustering the text files to the respective directionals (e.g. items\armors\backitems\lanternstick). Anyone has a hint about this issue? I noticed that few mods like the Backpack mod isn't working either with its "glow" effect parameter instead. No glow afterall.
They totally changed the way the game handles status effects, glow is now an internal process which can't be altered in any way, as far as I could see. They enhanced (in the long term) other status effects, but screwed Glow, I even tried making a whole new status effect, without luck, glow was always the same, there is no variable which controls the glow level. Shame. You can check the .lua script for any glow effect, you will find out it just does updates.
They are said they will look into adding animators to guns and armor. So you should be able to modify it again eventually.