RimWorld

RimWorld

Helpful Lights and Miscellany V3.0 A17
56 Comments
Thundercraft 9 Jul, 2021 @ 12:39pm 
I haven't played Rimworld in a while, so I'm not sure about recent versions or relevancy. Still, have you considered releasing an energy-free "Indoor Ground Lamp" as a separate, updated mod? I'll get back to Rimworld one of these days and I would definitely be interested.
Willowisp  [author] 9 Jul, 2021 @ 8:35am 
Ty thunder. With that, is this still relevant?
Thundercraft 30 Jan, 2020 @ 12:34am 
The thing that I miss from this mod is the "Indoor Ground Lamp". It uses no power. And the idea of using Bioluminescent mushrooms seems clever.

There isn't another mod which adds a similar indoor, no power light source... is there?

BTW: The "tweaks" this mod did for vanilla torches and standing lamps is pretty much irrelevant now. As of [0.19], Tynan significantly reduced the power consumption of regular lights.
Thundercraft 30 Jan, 2020 @ 12:29am 
Most of this mod can be replaced by using other mods. For example, Outdoor Lamps adds several outdoor lights that auto power-off during the day, including a solar-powered version. The Floor Lamp can be replaced by Floor Lights . The Wall Light can be replaced by the Wall Light mod or Glass+Lights . Speaking of, Glass+Lights also adds Glass Walls (and I'm sure there are other mods for that). The Fortification can be replaced by an embrasures mod such as ED-Embrasures .
Silveressa 29 Jan, 2020 @ 10:11pm 
So... Any chance of an update?
Samhain Jack 21 Nov, 2017 @ 12:19pm 
Update please? I love this mod and miss it so much
XXYY君 25 Jul, 2017 @ 9:02am 
Really appreciate your mod!
Willowisp  [author] 21 Jul, 2017 @ 3:23am 
At the absolute least, i'm going to remove the tweaks to things like torches because it violates my biggest pet peeve: mods that mod to many things that aren't their primary purpose. This mod's purpose is to add items to the game that generally provide some extra tools to help in realistic darkness games. While torch changes are in that vein of thought, its still an unecessary change to a game mechanic and NOT an extra item.
Willowisp  [author] 21 Jul, 2017 @ 3:17am 
I'm going to try in investigate whether I can keep it here for you guys but disable additional people finding it. I may do nothing I don't know. Perhaps I just won't update it to A18. I feel like the glass wall and forification should be technology gated. Since I personally play with uranium as a non-small volume resource, it makes it difficult for me to properly balance costs. So just to reiterate I swear that nomatter what I choose to do, I won't do anything that could potentially harm anyones save files.
Willowisp  [author] 21 Jul, 2017 @ 3:11am 
Hi guys. So after some thought I've decided to close this mod. After returning to the game and playing around with it, i've become quite disappointed with its balance. I just don't feel its anywhere close to the level of polish of my other mods and I simply don't have the time to do what I think necessary to achieve that polish. I'm going to leave it up for a tiny bit longer before hiding it. If you still want to use it Ill be putting it up on the forums but it will be an unofficial mod of mine moving forward. I hope you guys can understand and that it doesn't harm anyones game. Just FYI , whether you're subscribed to this mod or you manually placed it in your mods folder doesn't matter. All that matters is that you have a mod with the items that this mod provides so you can continue saves.
MBoot 2 May, 2017 @ 4:48pm 
Hey, thanks for maintaining this mod! I especially love the wall lights. Great work!
Willowisp  [author] 7 Apr, 2017 @ 5:42pm 
Updated to A16! Let me know if you catch any hiccups I might have missed.
Bludragon 3 Feb, 2017 @ 4:14pm 
no worries, you have to take care of RL first. I was just wondering since your last post was a month ago....
Willowisp  [author] 30 Jan, 2017 @ 5:56am 
Honestly, i've been mildly homeless for the past couple weeks so I haven't even been able to do any work on it. I'm currently jury rigged into a friend's living room having just moved and my apartment falling through. I apologize for the inconvenience guys. It will get updated but not until I finish moving.
Bludragon 26 Jan, 2017 @ 11:43pm 
is it done yet?
Willowisp  [author] 28 Dec, 2016 @ 6:02pm 
So my primary mods are updated, going to work on this and the forest density mods next.
Rocket 27 Dec, 2016 @ 9:41pm 
Ignore the haters, you've done great work with the mod. Enjoy the holiday! Just glad to hear it will come out and thanks so much for making a great mod!
Frobris 25 Dec, 2016 @ 8:33pm 
Don't say that. Merry Christmas!:steamhappy:
Willowisp  [author] 25 Dec, 2016 @ 7:54pm 
Yeah so evidently i'm a giant liar liar liarson cause its two days late. I admit it, I forgot how crazy christmas is and i've made very little progress. I'm sorry guys, It will be done, just after this holiday. I've had impromptu visitors and to be quite honest, I really don't let friends see me on the computer so i'm basically ninja modding right now. If its not out by tuesday I give everyone full permission to kick my ass.
Willowisp  [author] 23 Dec, 2016 @ 6:45pm 
Yes sir, you can expect it tomorrow. Working on it now but progress is slow because its been quite a while since i've played last and I need to relearn all my references.
Frobris 23 Dec, 2016 @ 5:04pm 
Will this be updated to A16?
Willowisp  [author] 20 Nov, 2016 @ 6:32pm 
It should. I haven't played in a while but save game compatibility is a must for the mods I use and it reflects in the mods I make.
PIT_DEFENDER 20 Nov, 2016 @ 10:16am 
Does it work with old save games ?
Spazz 27 Oct, 2016 @ 1:38pm 
I'm back ( ͡° ͜ʖ ͡°)
Spazz 20 Oct, 2016 @ 2:43pm 
I suppose it's just tradition, I find it a slight bother to subscribe to the mods in steam. I also play the game in multiple computers (laptop, during work free time, my desktop), and I don't want to download steam client and do the whole process to authorize the computer and my account, specially since steam account is something personal with creditcard info. So I just carry a flashdrive with the game and all the mods in it.

I've been wanting to play your realistic darkness mod and I really did back when I posted my first comment here, but it became a struggle to manage after 10 ingame rimworld years and having to stall my colony management every single night because I simply can't see and I never built the vanilla lamps because energy cost and small lighting radius xD
Willowisp  [author] 19 Oct, 2016 @ 4:49pm 
I apologize Spaz. I'll be honest. Zero progress has been made. Its such a simple request too I know. The issue is that all my modding work is on my desktop in Maryland and i've been in Florida. There is a silver lining though. I return home this weekend. The trick is remembering to do it. If it does'nt appear by this weekend's end , throw me another comment and it shall be yours. The following question doesn't mean I won't aquiesce to your request, but why can't you use the steam download?
Spazz 15 Oct, 2016 @ 9:16am 
Hi there ! It's been a month since last time I asked. How's the progress going on the independent link?
Willowisp  [author] 8 Oct, 2016 @ 3:16pm 
Sure thing!
Red1 7 Oct, 2016 @ 7:57pm 
Thank you for creating this!
Willowisp  [author] 15 Sep, 2016 @ 4:04pm 
Not yet no. Having trouble finding the time at the moment but its on the list to do.
Spazz 15 Sep, 2016 @ 12:00pm 
Is there a non-steam version for this mod?
Willowisp  [author] 15 Sep, 2016 @ 11:41am 
Just noticed that myself, will recify that soon thank you.
Degenerate Paladin 15 Sep, 2016 @ 7:42am 
Thank you so much, tribe is playable now that the torch is usable. It may be an unintended consequence of the update but the wall light is now no longer locked behind electricity research. Its not that big of a deal because you cant use it without electricity, just makes a bit more sense to have it locked behind the research.
Willowisp  [author] 14 Sep, 2016 @ 1:59pm 
Thanks for letting me know guys, I just pushed out the pupdate fixing that and lowing the cost of the two solar lamp types. @Dash I agree, I like that most of my stuff takes atypical materials but when considering outdoor lamps you have to consider how often they get trashed by raids. Making them too expensive is'nt good when you have to keep replacing them. I tend to wall-in my outdoor lamps inside glass walls for protection but you can't do that everywhere.
Willowisp  [author] 14 Sep, 2016 @ 1:48pm 
Wait what? Thats no good looking intot hat immediately
Degenerate Paladin 14 Sep, 2016 @ 12:42pm 
yeah i noticed that myself when i started my tribe play through last night, which research is torch locked behind?
La__fonzi 14 Sep, 2016 @ 8:09am 
hay love the mod just would like it if you could change the torchs that are made out of wood not be behind a reaserch wall kind of frustraiting when you play as a tribe
Mio 14 Sep, 2016 @ 12:16am 
Couldn't help myself so I checked. You can keep 7 outdoor lamps running on 1 solar generator and 1 battery. Cost is 7 x 35 steel + 100 steel + 3 components + 50 steel + 2 components so roughly 56 steel + 0.7 components or 50 steel + 1 component. Add a bit of uranium for the convencience?
Mio 14 Sep, 2016 @ 12:02am 
Well, in vanilla for the cost of 1 solar generator and 1 battery you should be able to power about 10 outdoor lamps continuously. So take the cost of that, divide by 10, and add/round up for the convenience of not having to find the space and wiring for actually building all of that and you should get a decently balanced cost?

I don't have the numbers here, but I'm guessing something like 100 steel and 1 component would do. Or if you want to keep uranium involved (please do, it's so hard to find an actual use for it) make it 50 steel, 10 uranium and 1 component and a lot of work, but keep the furniture item minifiable so it would make sense to first construct them in a workshop and then reinstall them in the field.
Willowisp  [author] 12 Sep, 2016 @ 9:59pm 
I am likely going to cut the cost of both solar type lights a moderate amount. 30 uranium and 2 components is super hefty for the powerless convenience. Anyones thoughts?
Willowisp  [author] 12 Sep, 2016 @ 9:57pm 
@Brigadon Doing that from my end is probably not the best idea as that is something that you can simply edit on your end to achieve. Just open the workshop file location ( C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\762221719 ) and edit the Buildings_Lights.xml to your liking of emitted color and costs.
Willowisp  [author] 12 Sep, 2016 @ 9:54pm 
This mod is aimed at and intended for people who also use my realistic nights mod. Since you have a hard time seeing anything in unlit areas at night you tend to build a lot of lights. In vanilla, lights are for your pawns; in realistic nights, the lights are for you.
OpHeroList 12 Sep, 2016 @ 9:21pm 
Sweet I'll try out the new lighting kit. I'don't see why the lights need to be buffed in terms of lower power consumptions, though (not that my big base hasn't been in a constant state of regular brown outs for the last ingame weeks, but that's my fault for over expanding IMO).:steammocking:
brigadon 12 Sep, 2016 @ 8:15pm 
Is there a way you could add in a 'radiation' light that uses like, 10 Uranium (and some iron) and sheds a bright, light yellow/green glow without power?
Uranium is tremendously expensive, so it certainly should not be OP.
Blackice010 12 Sep, 2016 @ 11:52am 
Awesome, dont forget to change the description ;)
Willowisp  [author] 12 Sep, 2016 @ 9:45am 
Oh really? Just took a look at that information you found. Not sure how I missed that. Thank you. In light of that I think 75% is where they should be at. I'll patch that immediately.
Blackice010 12 Sep, 2016 @ 7:51am 
Thanks for the reply. According to the wiki, ship chunks have the best cover with 80% low cover, i believe walls are 75% high cover. I would give them 75% to make them as good as walls but with the added benefit of being able to shoot in every direction. Especially since darkness is supposed to give an extra 15% cover.
Bucketsmith 12 Sep, 2016 @ 7:26am 
You could put them in a separate mod, remove them from this one and provide a link to that download.
Anyone that has problems related to your work will come and seek your pages out, anyway. :)
Willowisp  [author] 12 Sep, 2016 @ 7:14am 
Hmmmm...yeah I may have to nerf them a bit. In hindsight I should've left it out along with the jade flooring; but the genie is out of the box already and I can't just remove it unfortunately. Thaniks for the feedback, I so rarely have pitched battles that I don't get to see them in action too often.
Blackice010 12 Sep, 2016 @ 5:37am 
The fortification seem OP and doesn't really fit with the rest of the mod.