RimWorld

RimWorld

AdditionalLighting
42 Comments
Miha_metan 21 Jan @ 10:52pm 
o7
GAMERCAT 16 Sep, 2020 @ 11:44pm 
1.2 pls
Lorebot 2 Mar, 2020 @ 8:10pm 
3 years on and I'm still hoping for an update to this mod :)
Lorebot 24 Jun, 2017 @ 6:20am 
I miss this mod a lot. The lighting options in vanilla are pretty awful :(
Gfurst 18 Jun, 2017 @ 2:21pm 
I hope this come back someday!
xBlkMik3x 2 Mar, 2017 @ 6:35pm 
Getting the following error on my game. Ticks with the floor lights on map but they are being built. There is no roof overhead...



http://textuploader.com/d18vf
TheFunnyOne1125 23 Sep, 2016 @ 1:58pm 
We have to wait for CCL to update then more mods can update as well.
But as of the moment there are ither light mods out there that work without ccl.
If you can not stand vanilla lights.
Redstark Magnusson 3 Sep, 2016 @ 9:55am 
Hmm yeah i noticed this isn't working very well with A15... Ceiling lights are made from sandstone blocks, and even my edited costs for the lights is not loading properly.... Well, hope you can update soon, its a nice mod, better than having a lightbult and its socket literally just poking out of the ground.
Red1 30 Aug, 2016 @ 4:36pm 
Yeah it is only at the high zoom, just wanted to make sure that you knew. Thanks again for the great mod, I look forward to when you get the chance to update it for A15!
Skullywag  [author] 30 Aug, 2016 @ 11:04am 
nope
Readynailer 29 Aug, 2016 @ 11:36pm 
Does this work for A15?
Skullywag  [author] 26 Aug, 2016 @ 1:29pm 
Thats something in the vanilla rendering, it only happens at certain zooms and theres nothing i can do about it unfortunately, has bugged me for like a year.
Red1 26 Aug, 2016 @ 1:15pm 
This mod is awesome! One thing, there is a graphical artifact on the wall lights that shows up at the opposite end of the tile as the light itself. Otherwise really stellar mod.
71214n0 22 Aug, 2016 @ 12:50pm 
mh, in my game path lights charge won't last half a night
nightelfweiwei 21 Aug, 2016 @ 11:15pm 
love this one~
magnum2016 16 Aug, 2016 @ 8:59pm 
Awesome mod i love you sweetie :)
Skullywag  [author] 13 Aug, 2016 @ 6:58am 
ok had 5 mins spare, fixed fickable.
Skullywag  [author] 13 Aug, 2016 @ 6:54am 
Quick update to to fix path lights not working as intended, vanilla compglower is bugged, switched to CCL added version. Ill look at the other stuff later.
FreedomFighter 4 Aug, 2016 @ 11:42am 
All of your light can't be switch off. Unless other mod mucking with it, then i don't know. Is it suppose to be that way? Btw, wall light seem to have lower light radius than normal lamp but it drain less than vanilla lamp so it is good trade. Ceilling light can be put into the wall and still shine the light out which is nice but is that intentded?
Lance Hardwood 4 Aug, 2016 @ 9:24am 
At least it does seem that way. But could be that I'm just blind ;)
Skullywag  [author] 4 Aug, 2016 @ 6:22am 
o.O ummmm, let me look into that....
Lance Hardwood 4 Aug, 2016 @ 5:16am 
Is it intentional that you can't turn off the lights?
Sy 1 Aug, 2016 @ 11:38am 
they are indeed identical. i have two mods that edit resource costs, but those, too, have these exact lines. strange... ._.
i guess i'll just have to live with less glowy ceiling lamps for some reason. but thanks for the quick help anyway, i appreciate it!
Skullywag  [author] 1 Aug, 2016 @ 11:16am 
hrmmm, the glower on them is identical, can you open the xml thingdef for the cieling lamp and compare it to the one in Mods\Core\Defs\ThingDefs_Buildings\Buildings_Furniture.xml standingLamp def. Looking at this bit:

<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<glowColor>(217,217,208,0)</glowColor>
</li>

They should be identical, if not let me know, well if they are let me know as well.
Sy 1 Aug, 2016 @ 11:13am 
not for me. :/
a single standing lamp makes the surrounding room much brighter than a single ceiling lamp in the same position does.
Skullywag  [author] 1 Aug, 2016 @ 5:20am 
The ceiling lamp is identical to the standing lamp.
Sy 1 Aug, 2016 @ 5:09am 
is it intentional that the visual glow of ceiling lamps is much weaker/darker than that of standing lamps? and if so, is there a way i can modify it myself by editing some file, or would i have to create my own glow visuals from scratch?
Fidelfc 31 Jul, 2016 @ 2:37pm 
Nevermind, i just realised that this is the (weird) way the game start tribals, not knowing eletricity bur already knowing how to build lamps...
Fidelfc 31 Jul, 2016 @ 2:12pm 
Just one suggestion, i like to start tribal and it's weird that i already start with all this tech.
Skullywag  [author] 31 Jul, 2016 @ 1:33pm 
keep in mind the cell the wall light is in is NEXT to the wall, not where the image is, its a little graphical trickery, other wise the light wouldnt know which side of the wall to light if it was on the wall cell itself.
ScythianPriestess 31 Jul, 2016 @ 1:25pm 
So i built a wall light, deconstructed the wall it was on, and now i can't get rid of the wall light. It looks pretty silly, i assume thats a bug?
Willowisp 29 Jul, 2016 @ 9:38am 
Hey Skullywag, loving this mod! Thank you man. Thumbs up incoming.
Skullywag  [author] 28 Jul, 2016 @ 9:09am 
Wall lights dont require that much they take 50. Celings are a direct replacement for the vanilla lamps without having to see the ugly.
fatburner 28 Jul, 2016 @ 8:19am 
Ey, this mod is promising. But i feel its unusable because it requries the same amount of power as the vanilla game. 150w for a ceiling lamp is alot, especially if you wanna have a few :) thank you
Falcon Grey 27 Jul, 2016 @ 12:24pm 
I agree with you Skullywag, there are TWO ways to do things. There is the safe way, then the risky way that is more convenient but also means the person INSTALLING the mod is taking the risk.

Sadly, the WORLD (and Steam) like to put the blame on the mod maker when it is actually in the end, the responsablity of the person installing the mod to their game through Workshop. I feel they need to place a manual control BACK into the hands of the players for updating Workshop mods in the game.

If my game breaks because I used the Steam version instead of the better manual one, I will take the blame and be annoyed at myself.
Skullywag  [author] 27 Jul, 2016 @ 1:53am 
That is not the issue here, the versions are and (if i do my job right) will always be the same, the issue is steam autoupdating workshop content. I dont agree with it and I dont like it, therefore I will not be the one that breaks someones save, if you download from the forums YOU are in charge of updating it, we are doing work in CCL to make this easier for everyone. Using the steam version of CCL yes is convenient its also inherently risky, hence our reluctance to add it here in the first place.
Renay Edor 27 Jul, 2016 @ 1:24am 
@Skullywag your mod, your choice, I was mearly stating it for convenience, if people want to get the (probably better) version off of the forums they can, or they can be lazy (like I am XD) and get it from here on Steam. Now, i'm smart enough to realize if there's an error involving something to do with CCL, I go to the forums and see "oh, there's an update here, but not on steam" I download the up to date one, other people who just click without thinking, will begin to complain about it not working, and ruin if for those of us who are smart but lazy...
Skullywag  [author] 27 Jul, 2016 @ 12:32am 
Id rather people grabbed it from the forums so no way im gonna link the workshop version. This was a conscious descision.
Renay Edor 26 Jul, 2016 @ 6:34pm 
@Skullywag CCL has been released on the Workshop, you might want to add it as a dependency here for people. nvm, I forgot you were a co-creator XD but you should still make it a dependency here so people don't come with "why it no work! fix it!"
Hawke 26 Jul, 2016 @ 8:57am 
And yet another Skullymod I love! Thanks for Steaming it! :MMWhataday:
maxfire 26 Jul, 2016 @ 3:54am 
Hooray! Skullywag! best mods for every aspect of the game.