RimWorld

RimWorld

Glass+Lights Efficient Lights [Discontinued]
21 Comments
NanoCE  [author] 9 Jan, 2020 @ 7:43pm 
For anyone looking at this page, I have stopped development on this mod. Not that it wasn't useful but at one point in rimworld's history, lights where hella expensive to power, now they are more reasonable, therefore this mod no longer is needed as the main mod matches vannilla power requirements.
NanoCE  [author] 17 Oct, 2018 @ 8:45am 
Updated to Release 1
NanoCE  [author] 29 Aug, 2018 @ 7:00pm 
Good to hear. Just another note, please refer to the main mod comments for questions like that.
MickTheLick 29 Aug, 2018 @ 4:22pm 
Nevermind. I was playing Russian dolls with the mod folder. Worls fine now. ;)
MickTheLick 29 Aug, 2018 @ 4:03pm 
Hi Nano, thank you for making and maintaining this mod. I'm still using B18 at least until the majority of the mods I like to use are updated. Not all modders are as fast as you. I downloaded the B18 version from github and installed it my mods folder but Rimworld doesn't recognise the version number. Is there something I can edit within the mod folder to make it compatable again? Thanks for you time and effort.
NanoCE  [author] 28 Aug, 2018 @ 11:38am 
This mod changes two values in the main mod files. Use the B18 github release and follow the instructions in the comment down bellow. Although the basePowerConsuption you want ot change is on line 33 and 244
Sharindel 28 Aug, 2018 @ 11:01am 
Can we have a B18 version to download, please?
Not all Players will switch instandly to B19.
NanoCE  [author] 28 Aug, 2018 @ 7:19am 
Updated for B19
NanoCE  [author] 12 Jul, 2018 @ 2:01am 
Probably will with the popularity its getting. Hopefully I remeber to when I get back in August.
Zhong Xina 30 Jun, 2018 @ 2:21pm 
I was about to do this myself. Steam is making me lazy lol
NanoCE  [author] 7 May, 2018 @ 11:04am 
This efficency mod is nothing more than a change in a single line of code. I dont think it is really worth the effort to upload this mod but I will tell you how to change the base mod to do the same thing as this mod.
1.Open up the Glass+Lights mod Folder.
2.Now navigate to the ThingDefs folder Glass&Lights>Defs>ThingDefs
3.Open up Buildings_Lights.xml with your choice of text editor. (Notepad++, WordPad, ect. Normal notepad will work, it just will be hard to read)
4. On line 43, there should be <basePowerConsuption>65</basePowerConsumption>, change the 65 to 20. This will change all the ceiling lights, to change the wall lights, modify line 255 and change the 70 to 15.

Note: The 20 and 15 power values are the ones used in this mod, feel free to make the lights more/less power hungry by changing these values.
Riddle 78 7 May, 2018 @ 7:59am 
I primarily play offline,which means the game won't load any mods I pull from the Workshop. A quick Google didn't reveal it,so I ask; Do you have a version of this mod on the Ludeon Forums? I already have the base mod from Ludeon.
gasses888 21 Jan, 2018 @ 9:23am 
@someonesneaky are you using the efficient lights and this patch? or are you just using glass+lights and additional lighting?
someonesneaky 19 Jan, 2018 @ 2:47pm 
Eh, I'll add it there, too.
NanoCE  [author] 19 Jan, 2018 @ 6:35am 
Next time please post on the main mod page.

That is a bit strange and if I remember about it tonight, I might take a look at it and might even update the mod if the mod author can't. Even so, that is a really odd behavior so im unsure what to say.
someonesneaky 19 Jan, 2018 @ 12:56am 
I can't remember if I've ever commented on it, but--

If you add the Additional Lights ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=770743689 ) mod, and load it *after* Glass+Lights, the lights built will use the AL textures but be made with the G+L recipes, and require no power to keep lit -- sort of like battery-powered LEDs. AL *says* it's A15, but I've been using it in every version since then, and it works perfectly.

It's a combination I've loved since stumbling over it accidentally!
NanoCE  [author] 16 Jan, 2018 @ 6:23am 
As long as this mod is loaded after the base mod, you should be fine. There is no reason it should effect any other mod unless that mods effects with my mod. This mod DOES NOT chance the base game lights, there are plenty of other mods to do that.
Garr Incorporated 16 Jan, 2018 @ 4:21am 
I wonder... What if I put Efficient Light ABOVE DeCore in the mod load order? I think that regular lamp power shall be overridden, but this addon should be able to use Efficient Light data.
I can't really let EL override DeCore due to more coloured lamps in the latter.
Anyhoo, thank you for your response!
NanoCE  [author] 15 Jan, 2018 @ 4:53pm 
The base mod will work, but this is required if you want the lights from my mod to be more power efficient. Unfortunately, my mod isnt smart enough for something like that. Installing this wont hurt your experience though.
Garr Incorporated 15 Jan, 2018 @ 4:27pm 
Can it work without Efficient Light installed? I want to use DeCore, which also lowers lamp power consumption, so I don't see the need of another modifier.
Emelio Lizardo 14 Jan, 2018 @ 4:56pm 
Great. Hopefully sometime in the future this will be rolled into the main mod.