Lantern’s Light A RimWorld 1.
Lantern’s Light
A RimWorld 1.6 mod that brings Lantern Corps rings, powers, suits, batteries, staffs, shields, flight, teleportation, constructs, healing, rage, fear, avarice, hope, compassion, love, and questionable space jewelry decisions directly into your colony.
This started as a Green Lantern mod. It is not just that anymore.
Lantern’s Light now includes the Green, Red, Yellow, Orange, Blue, Indigo, and Star Sapphire Corps. Each Corps has its own ring, resource, recharge method, projected suit, shield, travel style, abilities, and settings.
The Rings Choose Their Bearers
Green answers willpower.
Red answers grief and rage.
Yellow answers fear.
Orange answers avarice.
Blue answers hope, compassion, and healing hands.
Indigo answers compassion, particularly in prisoners who appear to be running dangerously low on it.
Star Sapphire answers love, especially when someone’s romantic partner is in danger.
A pawn can only bear one Lantern ring at a time. The universe is dramatic, not stupid.
Current Corps
Green Lanterns are flexible all-rounders. They use Willpower for blasts, shields, constructs, world travel, and the Shuttle Construct.
Red Lanterns are brutal rage-fueled monsters. They use Rage for blood plasma attacks, barriers, Rage Surge, crimson flight, and Biotech-enabled Bloodfire Spew.
Yellow Lanterns weaponize Fear. They can use Fear Blast, Parallax Seed, yellow shields, fear constructs, yellow flight, and Remove Safeguards to overcharge past safe limits.
Orange Lanterns are powered by Avarice. They can claim defeated enemies, manifest orange echoes, protect their hoard, and generally prove that “mine” is a complete belief system.
Blue Lanterns are powered by Hope. They focus on restoration, support, healing, hope barriers, blue flight, Hope Aura, and regrowth options for missing natural body parts.
Indigo Lanterns are powered by Compassion, whether the bearer started with much of it or not. Their rings may choose prisoners during recruitment, especially those with violent histories or traits suggesting empathy was never their strongest skill. They carry a bound Indigo staff and can use Mercy Bind, Compassion’s Burden, Shared Pain, Proselyte’s Touch, Conversion Rite, Indigo Channeling, barriers, and Pilgrim Step teleportation.
Star Sapphires are powered by Love and protect the people closest to them. They can tether themselves to a romantic partner, shield them from harm, teleport to their side when they are attacked, imprison enemies in violet crystal, fire violet blasts, and travel through violet light.
Shared Lantern Systems
Lantern’s Light uses a shared Corps framework instead of everything being hard-coded for Green only.
Shared systems include Corps resources, recharge systems, projected suits, optional masks and headpieces, shields, travel visuals, construct colors, resource gizmos, one-ring-per-pawn protection, and loose ring return.
This should make future Corps easier to add without duct-taping the code to a raccoon and hoping it survives launch.
Travel, Constructs, and Recharging
Most Lanterns can fly directly to world tiles with custom takeoff and landing behavior. Indigo Lanterns skip the flight and use Pilgrim Step to vanish into indigo light and appear directly at a distant location.
Constructs stay linked to the ring. If the ring runs dry, linked constructs vanish. No charge, no rage, no fear, no avarice, no hope, no compassion, no love, no imagination.
Green, Red, Yellow, Orange, Blue, and Star Sapphire Lanterns use their Corps Power Batteries. If the correct battery is unavailable, a Lantern can manifest one at a resource cost.
Indigo Lanterns do things differently. Their ring provides a bound Indigo staff, which can be used to restore Compassion through a short recharge ritual. The staff stays with its Lantern, moves into their inventory when another weapon is equipped, and disappears if the ring is removed.
Mod Settings
Lantern’s Light includes separate settings pages for each Corps.
Settings cover charge costs, damage, shield HP, travel, cooldowns, durations, suit masks and headpieces, scan chances, Rage gains, Fear effects, Remove Safeguards penalties, Avarice costs, Orange summons, Hoard Shield behavior, Blue healing filters, Hope Aura, regrowth, Indigo arrival chances, violent-history bonuses, Conversion Rite costs and cooldowns, staff recharge strength, Compassion gains, Star Sapphire Love costs, partner shields, tether upkeep, Heart’s Call, crystal strength and duration, arrival chances, tiara visibility, and more.
Basically, if something explodes, screams, flies, teleports, heals, punches, burns, steals, hoards, summons the dead, forcibly develops empathy, traps someone in a giant love crystal, or makes a pawn question their life choices, there is probably a slider for it.
Compatibility Notes
Built for RimWorld 1.6.
Requires Harmony.
Biotech adds support for Red Lantern Bloodfire Spew.
Existing Green Lantern systems were kept as stable as possible while expanding the mod into a broader Lantern Corps framework.
Disclaimer
This is a fan-made project inspired by Lantern Corps comic lore. It is not endorsed by DC, Warner Bros., Ludeon Studios, the Guardians of the Universe, the Sinestro Corps, the Orange Lantern Corps, the Blue Lantern Corps, the Indigo Tribe, the Star Sapphire Corps, or any tiny blue space bureaucrats.
No cosmic ring will actually fly into your room and judge your willpower, rage, fear, greed, hope, compassion, love, or questionable relationship history.
Probably.
Special Thanks
Special thanks to 恰似宛然一笑生花 for the Chinese translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3608344860&searchtext=Dr-Ake
And a big thanks to Peralta.Exe for helping with the ideas and direction for how the Yellow Lantern powers should work.