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Simple Utilities: Ceiling Adjusted
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
533.977 KB
16 Mar @ 7:33pm
26 Jul @ 7:46pm
3 Change Notes ( view )

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Simple Utilities: Ceiling Adjusted

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Additions [1.5]
49 items
Description
Original Mod by OwlChemist. This is an altered version previously for my own use, but every man and his dog is updating his stuff now I figured I'd upload this as an alternative. I have kept the original packageID for save compatibility. This means you will need to unsub from Owlchemist's version. Fear not, I flagged them as co-author of this one.


1.4 and 1.5 version of OwlChemist's Simple Utilities Ceiling with the following changes:
-Fixed descriptions on lighting, and added specific detail

- Added Medieval lighting tech (chemfuel)

Chemfuel lighting is more effecient, but not as bright bright as torchlight as it glows in a blue hue.
The Chemfuel Chandelier is locked behind both Complex Furniture, and Smithing research, so as to provide progression.

-Added research requirements for Industrical (electricity) lighting.

The Ceiling Lights are locked behind Coloured Lighting research to provide progression from vanilla alternatives.

-Added research to Ceiling Utilities

The Ceiling Firefoam Popper is locked behind both Firefoam, and Microelectronics to provide progression from the version. This is now considered a late-game upgrade.
The Ceiling Sun Lamp is locked behind Hydroponics and Microelectronics to provide progression from the vanilla version. This is now considered a late game-upgrade.

-Added new spacer lighting tech

Spacer tech lighting is twice as efficent as Industrial tech lighting. There is a ceiling light cell panel which unlocks late game, and require microelectronics research. Light cells use approx half the power as industrial lights.

[ko-fi.com]
16 Comments
Pers 6 May @ 7:33am 
@Monkey Magic
Regarding the long ceiling light image change, it was reflected without any problem.
Monkey Magic  [author] 5 May @ 12:18pm 
@Pers - Ah gotcha. Like I said I don't use VFE so yeh. I'll go ahead and make the changes.

EDIT - I went ahead and changed it for both 1.4 and 1.5 version. Here's hoping that should fix it for both.
Pers 5 May @ 11:10am 
@Monkey Magic
Thanks for getting back to me.
It's true that the operation itself is fine, but the image selection is not due to VFE, but to a mistake in the xml description of this mod.
I think it's because the image specification in randomGraphics is incorrect. long ceiling light, I confirmed that changing Twin_CeilingLight to Square_Double_CeilingLight will work for changing the image.
Monkey Magic  [author] 5 May @ 10:43am 
@Pers - Iunno what to say man. I don't (nor do I ever intend to) use Vanilla Expanded Framework , so iunno what you even mean by changing images. This mod is working fine by as is, so seems like a VFE issue to me ¯\_(ツ)_/¯
Pers 5 May @ 10:22am 
When using Vanilla Expanded Framework to change images, some images cannot be selected.
I found this problem with ceiling light and long ceiling light.
Solus 24 Apr @ 9:49am 
I've been using Simple Utilities - Ceiling (Continued) up until now & swapped to your version on a whim because some of your tweaks seemed nice, but for some reason swapping between the two prevents me from being able to select tiles on the world map, be it for forming a caravan in an existing save or starting a new colony. Obviously I had to unsub from the old one before subbing to this one since they have the same ID, but what fixed it for me was unsubscribing from both & relaunching the game before resubbing to this one & launching again. I guess there's just some variables that don't transfer cleanly or something & need to be erased entirely or something like that, even though it makes no sense that it affects the map instead of anything else. The world may never know... Anyway, just figured I'd give a heads up to anyone else with the same problem. Thanks for the mod!
Monkey Magic  [author] 20 Mar @ 11:48pm 
@SaMaHaJoGu - At first I thought it might be an issue with load order, but I looked into the mod, and it appears they already cater to that. Looks like they are changing a lot of how the UI is displayed, so sounds like an issue the author of Niilo's QoL mod needs to address. Incidentally, I did install and check the mob, but I could not replicate the issue you were having .I'd suggest you also try just enabling the two on a new save and see if it persists, as it could be another mod at fault
SaMaHaJoGu 20 Mar @ 6:42pm 
I found a soft incompatibility with your (and any mod based on OwlChemist’s Simple Utilities: Ceiling) mod and Niilo’s QoL. In the beginning, if you group all lightings, the spacer tech (at least for me) appears to not exist at all. After I ungrouped the lightings, it showed up. And stayed permanently. So if you’re using Niilo’s QoL’s grouping mechanic, the fix appears to be to ungroup and then re-group.
Monkey Magic  [author] 19 Mar @ 6:19pm 
@SaMaHaJoGU - Read the mod description, it tells you which technology research is required for each lighting type. You prolly have a bunch unlocked based on your starting technology level (or save game technology level if you are playing an old save)

For the record, the light cell lighting is locked behing [i[Microelectronics[/b]
SaMaHaJoGu 19 Mar @ 5:27pm 
Where can I get the spacer tech ceiling light in architect? All I see are the chandelier, ceiling light, and long ceiling light. I believe something else, too… but I can’t recall off the top of my head.