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LED Lights (1.4+ Fork)
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Mod, 1.4, 1.5, 1.6
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14 Jan, 2023 @ 5:11am
1 Jul @ 12:08pm
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LED Lights (1.4+ Fork)

Description
I did not create this mod, I merely adapted it (including the main preview image) from cucumpear's 1.3 mod "LED Lights", which you can find here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=843715469

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Description of "LED Lights 1.3" by cucumpear:

I do not recommend adding this to an existing save as there have been issues with lights replacing ore. If you do want to try, back up your save first!

If you can't find all of the growing lights, they're grouped by automatic and manual, so click the rope light to see all of them!

A range of power-saving LED lights. A full rewrite of Loki88's LED Lights mod, which has been discontinued and can be found on the Ludeon forum. Textures were taken or adapted from Loki's mod.
Includes ceiling lights, wall lights, rope lights, a floor rope light, growing lamps and a medical lamp.
Due to the new patching system, the lamps will not conflict with other mods that affect beds. The building underneath an existing lamp issue is also resolved.
The wide range lights are now visually distinct.

Here are all of the lights:

- LED Rope Lights: A tiny lamp that is draggable like a power conduit. They consume 1W per segment, can be placed on walls and must be directly connected to power. Rope lights will transmit power like a conduit. After researching Colored Lights, seven more colours will be available. Each segment can light up a 3x3 area.


I mod for free, but if you want to you can buy me a cuppa on Ko-fi[ko-fi.com] to fuel my tea addiction and give me a warm fuzzy feeling.
- LED Rope Growing Lights: They work exactly as normal rope lights, but will light the area of effect brightly to allow full-speed plant growth. Each segment uses 5W.
- LED Floor Lights: Basically slightly more expensive rope lights that are embedded in the floor and therefore invisible. My personal alternative for conduits that would otherwise be visible.

- LED Lights: Perfect for lighting up small areas and only uses 7W. The radius will be visible before you place the blueprint and when selecting the constructed lamp. The same seven colours are avaiable after researching Colored Lights.
- Wide Range LED Lights: A somewhat more powerful version of the LED Light, consumes 15W.
- HID LED Lights: A more powerful version of the LED Lights, the features are the same, but it has a larger radius and consumes 25W. In addition to the coloured variants I have included a square version that is centered on a 2x2 area (this one will not show its radius as that just turned out derpy).
- Wide Range HID LED Lights: If you really need some silly lighting. Uses 40W. Slightly OP and the game doesn't like lighting up areas that big. Don't like it: don't use it. ;)
- LED Wall Lights: Small LED lights that look quite nice against a wall, but can also be used without being mounted on a wall. Same radius and power consumtion as the basic LED light.
- Wide Range LED Wall Light: The wall version of the WR LED light, also has the same radius and power consumption.

- LED Growing Lights: This power-saving sunlamp alternative comes in three sizes (150, 96 and 69W). They're expensive to build, though! The lights will also display their radii and allow for one-click creation of growing zones. Will now turn off automatically at night.
- LED Medical Lights: A light specifically created for hospital rooms, providing a 5x5 brightly lit area. When placed near medical beds it will function like a weaker vitals monitor. Consumes 69W.

Feedback is always welcome! And please report any issues.

Github link for old versions: https://github.com/cucumpear/LED-Lights-Extended/releases/latest
The pre-Architect Sense version on github: https://github.com/cucumpear/LED-Lights-Extended/releases/tag/v1.1

This workshop entry will be updated to the current version of RimWorld as it is released. The A16 version is available for manual install here: https://www.dropbox.com/s/emf86bzr04d7mvh/LED%20Lights%20Redux.zip?dl=0
More Furniture Patch: https://www.dropbox.com/s/vryy5hezvq51hgp/LED%20Lights%20More%20Furniture%20Patch.zip?dl=0
More Furniture and SD medicaddons Patch: https://www.dropbox.com/s/n587wq3p8b7tyd2/LED%20Lights%20MF%20%5Bsd%5D%20medicaddons%20Patch.zip?dl=0

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1.4 Fork:
I updated the mod for 1.4, adjusting, removing and adding a few things in the process.

Changes:
- Added base game color change option for all lights except medical and growing lights.
- Removed individual colored versions of all LED light types.
- Added Ideology darklight toggle to all lights except growing lights.
- Removed quality from all the lights that had it.
- Added single invisible floor light. (Why? Because I wanted one.)
- Grouped all similar lights together in the architect menu.
- Changed the cost: The amount of silver was mostly, but not always, halved. (Why? When I played with only this mod and base game options for lighting, it seemed unreasonably hard to install lamps in the early stages of the game because of the amount of silver it cost. I think this was intentional in the former versions of this mod, but now that the base game already provides color change and lower power comsumption for lighting, it doesn't make as much sense.)
- Changed research requirements: Regular LED Lights are available after base game "Colored lights" research; medical light research no longer depends on growing light research.
- Adjusted the graphics: Now outlines have at least a little visibility when placing blueprints. Mostly. It's still not ideal. (Invisible lights and rope lights never show outlines.)

Please let me know about any errors you encounter.

I don't know if the issue with ore turning into lights in existing saves persists. I haven't seen such behavior, but you never know. So proceed with caution if you want to add this mod to an existing save.

Removing this mod from a save might work, if you first deconstruct all the lights originating from this mod. Also proceed with caution here.

The mod LED Lights (1.4 Fork) - Pick and Choose is an (entirely optional) addition to this mod that lets you exclude light types from your game, if you so desire. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2917839586



5 Comments
klvlt  [author] 1 Jul @ 12:12pm 
Updated for 1.6. If you encounter any errors, please let me know.
Sakujo 12 Apr, 2024 @ 6:05pm 
The purple growth lights are essential for any smoke leave farm ;)
klvlt  [author] 12 Apr, 2024 @ 10:16am 
Seems to work fine in 1.5. If you encounter any issues, please let me know.
klvlt  [author] 16 Oct, 2023 @ 2:22am 
With the help of another mod, yes. Allow Tool adds a "Select similar things" button (among other useful stuff), which you can right-click after choosing one of the rope lights. Then you can select from "on the entire map" or "in visible area", and all rope lights in the chosen area will be selected.
Lyrdian 15 Oct, 2023 @ 8:49am 
is there a way to select all the ropes? Double clicking doesnt work.