RimWorld

RimWorld

Outdoor Lighting
143 Comments
Butterfly 16 Apr, 2024 @ 12:43pm 
Still working properly on 1.5
2243205817 14 Dec, 2022 @ 11:12pm 
It works well with 1.4.
If you need 0 warn,just add " <li>1.4</li>" in about.xml.
HIVEMIND 20 Nov, 2022 @ 7:23am 
wake up samurai
velcroboy333 14 Nov, 2022 @ 3:18pm 
I made an update of this mod here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888755935

@Stormknight, if you ever want to take over again, let me know. Thanks.
MissCarbonheart 7 Nov, 2022 @ 12:53pm 
Please can we have a 1.4 update? Thank you! <3
kebabbery 3 Nov, 2022 @ 10:51am 
I would love to see this on 1.4
Amii 28 Oct, 2022 @ 9:34am 
Will this be getting a 1.4 or does it work with 1.4 does anyone know?
Ramie 25 Oct, 2022 @ 3:51pm 
I love these additional lighting choices, so if it could be updated with the versions, I'd appreciate it. :)
crowb.ird 30 Jul, 2022 @ 6:36pm 
This mod would be goated if you could control when the lights turn on and off
pibble 18 Apr, 2022 @ 5:50am 
How could i go into the mod files to change certain parameters? I would like to extend the 17 to 7 hours limitation due to my biome, thanks in advance!
rpayne88 1 Dec, 2021 @ 11:17pm 
Any possibility you could change them to function based on ambient light level instead of time? It'd be nice if they turned on during eclipses as well.
Mlie 11 Sep, 2021 @ 1:49pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Oukan 25 Jul, 2021 @ 10:09am 
It seems to work fine for 1.3.
Ayane 22 Jul, 2021 @ 11:59pm 
Has anyone tested if it works or not with 1.3?
hoia 21 Jul, 2021 @ 10:09am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
Pookage 20 Jul, 2021 @ 3:58am 
Is there a plan to have the street lamps rotate fully instead of either facing left / right? Perfect mod otherwise!
HeadyZmoK 17 Jul, 2021 @ 5:36pm 
1.3 pls
1337 Kiwi 15 Jul, 2021 @ 8:59pm 
Any possibility for an update to 1.3? It would also be nice if the floodlights lit up, thanks. I use the floodlight to light up my quarry (mod) to give it that industrial feel.
Tak 21 Jun, 2021 @ 9:02am 
I'm looking for a mod that makes daylight ambient, so it travels under roofs a certain distance. I hate that one single roof tile will make light level go from 100% daylight to 0% total blackness, it makes no sense. Does this mod exist anywhere?
Hydromancerx 9 Jun, 2021 @ 12:18pm 
@Stormknight - Could I use your art of the lamp posts to make a "Wind Turbine Lamp Post" mod?
Ramie 2 Jun, 2021 @ 11:18pm 
Thanks for updating! :D
Stormknight  [author] 13 May, 2021 @ 5:56am 
@Vakaria My game is at 1.2 so I haven't tested against 1.0 - it should work though!
Do0m[y] 13 May, 2021 @ 2:01am 
@Stormknight — Thank you for the 1.2 update!
Vakaria 12 May, 2021 @ 6:46pm 
@Stormknight: Thank you! I will make a note on the 1.0 page I uploaded.
Stormknight  [author] 12 May, 2021 @ 5:44pm 
Officially added 1.2 to the supported versions. It should work with 1.0, 1.1, and 1.2 now.
smerthin flop 11 Nov, 2020 @ 6:29pm 
This mod works just fine on 1.2.

I love this mod but I wish the flood and street lamps would turn on during eclipses.
Do0m[y] 1 Oct, 2020 @ 1:06pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Neptimus7 26 Sep, 2020 @ 1:20pm 
Hi! Since this works in 1.2, can you please add the it to the SupportedVersions section in About.xml? Thanks!
Sven 2 Sep, 2020 @ 7:00pm 
Can't find the floodlight...is there a research needed?
Ramie 23 Aug, 2020 @ 10:05pm 
Maybe this mod's version number just needs to be updated to 1.2 and then it won't show as not ready?
Stormknight  [author] 21 Aug, 2020 @ 3:33pm 
Yeah, it runs just fine. :)
Razor 2.3 18 Aug, 2020 @ 5:24pm 
@Trojan It's a pure XML mod; it should be compatible.
Trojan 13 Aug, 2020 @ 1:19pm 
has anyone tried this out as is on 1.2?
Ramie 12 Aug, 2020 @ 10:07pm 
Please update to 1.2 :)
SURA 29 Jun, 2020 @ 1:20pm 
I'm not seeing a toggle for allow/disallow refueling lamps. Is this normal or some sort of error?
evilenterprizez 29 Jun, 2020 @ 2:22am 
Or a switch that activates all connected lights.
PhoenixDIE 20 Jun, 2020 @ 9:34am 
Nice mod stormknight. Hope work slows down for you soon man. Trust i know the feeling man. Gl and keep this awesome shit coming brotha :D
Vakaria 2 Jun, 2020 @ 11:11am 
@Stormknight! Thank you so much for your permission! I will take down that copy whenever you get this updated. I appreciate your sharing it with us!

Link to 1.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2116900836
Stormknight  [author] 1 Jun, 2020 @ 11:51am 
If you'd like to do so, sure! I'm just really struggling with finding time currently, with work being insanely busy.
Karn Liberated 31 May, 2020 @ 5:47pm 
@Stormknight I would LOVE if you agreed to @Vakaria's suggestion!
Vakaria 31 May, 2020 @ 12:39pm 
@Stormknight: I still have a copy of the 1.0 version. If you are not going to post it again, do you mind if I upload it with credit to you? There are a lot of us still in 1.0. Thanks!
weregamer 30 May, 2020 @ 8:12pm 
I've been using this for a while, and find myself considering whether to keep it on my next game because I end up choosing not to use these lights much. All just a bug in your ear, because I know that maintaining a mod can too easily become an unpaid second job.

The schedule should really be exactly the opposite of a sun lamp. That would help even out the base power use better, and would make putting a couple of these in the hydroponics room work as well as it ought - regular lights are redundant while the sun lamp is on.

I wish the power usage was easily configurable; I use Wall Lights with its sliders set so it doesn't take unreasonable amounts of power just to light the base; it would be great if you could add a mod settings UI similar to that mod's.
Vakaria 25 May, 2020 @ 10:59am 
@Stormknight: Would it be possible to just post 1.0 separately? There are still a lot of us on that version. Thanks.
Stormknight  [author] 23 May, 2020 @ 8:49am 
@SageRourke - That's definitely something I want this mod to have an option for, yes - it's how I wanted it to work originally, but it requires a bunch of C# coding, which I am out of practice on, so may be some time before it does (I am currently playing lots of Terraria - I will be back on Rimworld though).
@Kam Liberated - I'm not even sure how to go about doing that. I have version 1.1 so lack a way to test and check what's happening and can't see any documentation on how/why the mod doesn't work on 1.0.
Karn Liberated 22 May, 2020 @ 2:10pm 
Still checking in daily to see if we have a 1.0 fix, would really be appreciated!
SageRourke 21 May, 2020 @ 7:45pm 
@Stormknight sweet mod, much obliged. One request would be that rather than using the game time to determine when the lights turn off and on could you use the light level of the tile on which the outdoor light is on? During an eclipse the outdoor lights all remain off during daytime hours even though it is dark. Or if that code path is too tricky, an option to set the outdoor lights to be on at all times.
Vakaria 16 May, 2020 @ 8:42pm 
My 1.0 is broken as well - missing textures
Karn Liberated 14 May, 2020 @ 3:21pm 
@SteelxWolf still broken on 1.0 it seems.
SteelxWolf 14 May, 2020 @ 10:07am 
does this work for 1.0 or not? because its still got the texture issue error logs