RimWorld

RimWorld

Medieval Sun Lamp
39 Comments
Annabellee 19 Jul @ 3:55pm 
oo, I like the new texture
Vakaria  [author] 12 Jul @ 8:10pm 
@ Nikoleeeeeva: No worries. I'm definitely not offended. Thank you for your interest in this mod and your kind words and work!
Nikoleeeeeva 12 Jul @ 7:48pm 
@Valkaria Haha, don't worry, don't feel pressured or obligated to use it! Like I said, I really liked your mod, and seeing as I had some free time, I wanted to add a texture more in keeping with the game's aesthetic. I was afraid you'd think I was somehow disregarding your work. I'm glad you liked it.
Vakaria  [author] 12 Jul @ 7:13pm 
@Nikoleeeeeva: WOW. I am so honored by this post and that you took such time to make a graphic for it! That is just....wow! Thank you! I probably will not add it to my main mod, but I think this would make a cool patch. I might try to work on that soon. I don't really play RimWorld much these days, but I can't just ignore such a gift. Thank you!
Nikoleeeeeva 11 Jul @ 8:00am 
Hi! I really loved this mod. I was looking for something like this for a medieval run.
Although I wasn't entirely convinced by the brazier's texture, I tried making some new ones. If you want, and are planning to make a future update, feel free to use it. You don't have to give credit or anything.

I hope this doesn't come across as disrespectful or anything like that. English is not my native language.

Here's the textures: https://imgur.com/a/dlplantbrazier-7Zdacup
Vakaria  [author] 10 Apr, 2024 @ 4:41pm 
Updated for 1.5 compatibility with minimal testing. If you run into issues, please let me know. Thank you!
Vakaria  [author] 25 Oct, 2023 @ 5:43pm 
You can edit the XML to change the values in your own copy.
wuj555555 25 Oct, 2023 @ 3:25pm 
So it gives 100% light? is there an option to customize it? plants need only 51% at their minimum
Vakaria  [author] 15 Jul, 2023 @ 1:33am 
@GuyDing22: I have never played with multiplayer. I don't know what this will do there, but the entire thing is XML based so it should run ok. If you have any other simplistic lighting mods, I'd expect a similar behavior. Hope that helps and thank you for using the mod. I hope your gf has fun, too!
GuyDing22 14 Jul, 2023 @ 12:50pm 
Recently got into multiplayer with my gf. Anyone know of/test if this works in multiplayer? It's a staple of single player but I don't want to cause a bunch of desyncs and get her frustrated with the game
Vakaria  [author] 31 May, 2023 @ 8:38pm 
@Bearzapt34: I think so? Should not require research to use.
Bearzapt34 30 May, 2023 @ 8:02pm 
Awesome mod, it's enabled me to do some amazing things thank you. But I was wondering can I use this on a tribal playthrough, while restricted to Neolithic tech level?
Vakaria  [author] 23 May, 2023 @ 7:28pm 
@Master_Tubbily and @Erz: Aww, thank you both so much! I appreciate the kind words :)
Erz 20 May, 2023 @ 11:45am 
Thank you! Exactly what I was looking for :)
Creature 19 May, 2023 @ 12:01pm 
actually amazing mod, thank you :steamthumbsup:
Vakaria  [author] 22 Apr, 2023 @ 2:31pm 
@NJ | B-Dub: Aww! Thank you so much :)
NJ | B-Dub 22 Apr, 2023 @ 8:02am 
I love this so much!
Vakaria  [author] 26 Jan, 2023 @ 9:14pm 
@Gakko: Glad you like it. Thanks for the kind words :)
Gakko 26 Jan, 2023 @ 12:14pm 
Thank you for making this. It's simple and to the point!
BattyMomma 14 Jan, 2022 @ 4:53am 
@Iggy Thanks for letting me know about that, I'll give it a try!
Iggy 14 Jan, 2022 @ 1:48am 
@BattyMomma The mod LWM's Fuel Filter supposedly allows you to select what sort of fuel pawns can use to refuel something. I'd try that to tell them to only burn fungus.
Vakaria  [author] 12 Jan, 2022 @ 3:52pm 
@BattyMomma: You are welcome. :)
BattyMomma 12 Jan, 2022 @ 4:23am 
@Vakaria: Okay thank you so much for getting back to me about that, I'll try keeping the fungus closer and move my wood storage a bit further away. I don't want to mess with the fuel filter unless I have to. It isn't even that big of a problem tbh unless I'm trying to save the wood for something else I just wanted to see if there was some way to filter the fuel that I wasn't seeing.
Vakaria  [author] 11 Jan, 2022 @ 7:23pm 
@BattyMomma: I don't know of a way to handle that offhand. It's really not vanilla behavior so it would have to be modded. I'm not sure of a way to mod it with just XML (C# is beyond my skill level atm.) You can try to either set a zone or somehow restrict where the wood is stored so that the raw fungus is closer to the brazier for refueling. Or, you can make a local copy of this mod and remove the WoodLog option from the XML fuel filter.
BattyMomma 11 Jan, 2022 @ 12:18pm 
Update after a bit of extended use of the darklight lamps: while they'll accept both wood and raw fungus as fuel, my pawns only fuel it with raw fungus if I'm out of wood. I can be sitting on like 1k raw fungus and 200 wood and they'll use the wood rather than the fungus. Is there a way I can set my preferred fuel in this case?
BattyMomma 11 Jan, 2022 @ 5:21am 
@Vakaria It's perfect! Thank you so so much for adding these changes, you're awesome!
Vakaria  [author] 10 Jan, 2022 @ 11:42pm 
@BattyMomma: Ok, see if these changes work for you :)
BattyMomma 9 Jan, 2022 @ 10:17pm 
@Vakaria Okay, I wasn't sure how darklight worked. I thought it was more of a different light type rather than dim regular light. I'm not at all familiar with any of the mechanics around it or the amount of light needed to grow plants since I'm still relearning the game (it's been a couple years so I'm still catching up on the stuff added by the DLCs), but I'm trying to grow devilstrand, healing plants, and other non-food type crops in a room under overhead mountain. The sun lamp has worked perfectly in my "greenhouse" so they're at least safe from cold snaps (thank you ever so much btw), it just makes my pawns unhappy because it's so bright. If making it darklight is totally impossible due to the amount of light plants need to grow just being too bright for dark-loving pawns, simply adding the ability to fuel it with raw mushroom would make things a lot easier for a subterranean colony like mine since it would at least save me from having to send them out to farm as much wood.
Vakaria  [author] 9 Jan, 2022 @ 6:51pm 
@BattyMomma: Yeah, I would need to add a second light all together. I can do this, but I'm not familiar with darklight and it's uses for growing. I can easily make it refuelable with wood and raw fungus, but as a sun lamp, it's still brighter than a torch, even as a dark light. From what I've seen, even dark light braziers put out 50% light. For a sun lamp, its 100% light with a larger radius. This is done purposely, comparable directly to a sun lamp, so that you can grow indoors. I'm not sure what purpose a dark light "sun" lamp would do? Are you wanting the 50% brightness, but with the sun lamp radius? Would you have any examples where you would want this in game, please?
BattyMomma 9 Jan, 2022 @ 1:52pm 
So this probably seems counter-intuitive, but would it be possible to add a second version of the sun-lamp that gives off darklight instead of regular light? I was trying to use this to get around growing devilstrand outside for my Undergrounder colony and the constant blinding light debuff got old fast. If you think of UV growing lights, they aren't actually all that bright (or don't seem to be compared to full-spectrum lights anyway). Possibly have two versions of the darklight sun-lamp like the darklight torches, one that uses mushroom and one that uses wood? Since I use another mod to make my darklight braziers use raw mushroom for fuel like the torches, it would be really nice to have everything use the same fuel eventually.
Vakaria  [author] 31 Dec, 2021 @ 5:31pm 
Glad you like the mod. Thank you for your kind words. Have a great New Year!
DahBakon 31 Dec, 2021 @ 3:07am 
i have no idea why no-one has just made the soalr pinhole light 100% but this has saved me! thanks so much
Vakaria  [author] 30 Dec, 2021 @ 5:33pm 
Thank you SpookyEngie! I am not sure how to add a slider, but I would love to do so. Thanks for the kind words!
SpookyEngie 30 Dec, 2021 @ 1:48am 
Is not as balance as normal sun lamp but i don't thing there need to be any change since this is design mainly for medieval/tribal save.
Would be nice if you added slider in the mod setting to change how much fuel it consume or how much growing area it have but that completely optional.
Great job on this mod :SBpanda:
Vakaria  [author] 28 Dec, 2021 @ 5:39pm 
Thanks for the feedback. I've updated the stats (see attached screenshots). I think I'm calling this one good. Thanks again!
Tardo The Ass-Monkey 28 Dec, 2021 @ 9:15am 
I agree with TutrleShroom. If this thing runs for free, it becomes infinitely better than a regular sunlamp, even if it had a smaller area. The current sunlamp requires so much power that it can kill bases if you aren't careful. So having one that is free, or even one that simply requires a bit of wood every quadrum, totally destroys the existing one.
Vakaria  [author] 27 Dec, 2021 @ 10:58am 
@tubfan : I like the idea of refueling via psyfocus. I might check into that sometime.
@TurtleShroom: I really don't want to refuel more often. As I put in the description, in later game, this just means more FPS drops as they do this. I wouldn't mind refuelling otherwise, but I don't want to mess with that. Thanks for your comment.
TurtleShroom 27 Dec, 2021 @ 10:13am 
You should balance this by making it require fuel either every day or every few days. It's simply absurd right now in terms of how OP it is.
tubfan 27 Dec, 2021 @ 6:45am 
Now, my Medieval kingdom using "transparent roof" for greenhouse (yap,I change techtag)
if sun lamp can be used as a meditation spot,why not let it refill from psyfocus?
(ex:Anima Obelisk)

i think this is difficult work,but also very coooool~
It's just my momentary idea , don't mind