RimWorld

RimWorld

Realistic Lighting and Shadows
Dub's skylight should count as sunlight
As requested; here is the def for skylights.
be aware that there is code working on this as well. Please download the mod yourself and test it.


<ThingDef Name="BasedSkyLight" Abstract="True">
<label>SkyLight</label>
<description>Lets in daylight through a window in the roof.</description>
<thingClass>Dubs_Skylight.Building_skyLight</thingClass>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<graphicData>
<texPath>Things/Building/skylight</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>Transparent</shaderType>
<drawSize>(1.0,1.0)</drawSize>
</graphicData>
<category>Building</category>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded></terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<tickerType>Rare</tickerType>
<fillPercent>0</fillPercent>
<altitudeLayer>Weather</altitudeLayer>
<passability>Standable</passability>
<selectable>false</selectable>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<rotatable>true</rotatable>
<statBases>
<MaxHitPoints>80</MaxHitPoints>
<WorkToBuild>135</WorkToBuild>
<Flammability>0</Flammability>
<Beauty>5</Beauty>
</statBases>
<placeWorkers>
<li>Dubs_Skylight.PlaceWorker_Skylight</li>
</placeWorkers>
<building>
<blueprintGraphicData>
<texPath>Things/Building/skylightBP</texPath>
</blueprintGraphicData>
<isInert>true</isInert>
<isEdifice>false</isEdifice>
<canBuildNonEdificesUnder>true</canBuildNonEdificesUnder>
</building>
<clearBuildingArea>false</clearBuildingArea>
<designationCategory>skylights</designationCategory>
</ThingDef>

<ThingDef ParentName="BasedSkyLight">
<defName>SkyLightA</defName>
<label>SkyLight</label>
<graphicData>
<drawSize>(1,1)</drawSize>
<texPath>Things/Building/skylight</texPath>
</graphicData>
<drawStyleCategory>Default1D</drawStyleCategory>
<costList>
<GlassPane>1</GlassPane>
</costList>
</ThingDef>

<ThingDef ParentName="BasedSkyLight">
<defName>SkyLightD</defName>
<label>SkyLight 2x2</label>
<graphicData>
<drawSize>(2,2)</drawSize>
<texPath>Things/Building/skylight3x3</texPath>
</graphicData>
<size>(2,2)</size>
<costList>
<GlassPane>2</GlassPane>
</costList>
</ThingDef>

<ThingDef ParentName="BasedSkyLight">
<defName>SkyLightB</defName>
<label>SkyLight 3x3</label>
<graphicData>
<drawSize>(3,3)</drawSize>
<texPath>Things/Building/skylight3x3</texPath>
</graphicData>
<size>(3,3)</size>
<costList>
<GlassPane>3</GlassPane>
</costList>
</ThingDef>

<ThingDef ParentName="BasedSkyLight">
<defName>SkyLightC</defName>
<label>SkyLight 1x4</label>
<graphicData>
<drawSize>(1,4)</drawSize>
<texPath>Things/Building/skylight1x4</texPath>
</graphicData>
<size>(1,4)</size>
<rotatable>true</rotatable>
<costList>
<GlassPane>2</GlassPane>
</costList>
</ThingDef>
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Showing 1-11 of 11 comments
Sjaandi  [developer] 20 hours ago 
One easy way to patch this would be to figure out if the light in the cell is equal to sunlight. However, if any other light source contributes the equality would break. How do you normally use the skylights?
There are other lights next to it if that's what you mean.

I like to put plants as decorations in common spaces, as well as in people's bedrooms, and this is vital for them to actually grow.

Until a proper patch (or just in general), can we get a toggle for this in the mod settings?
(and by "this" I mean whether or not plants require specifically sunlight or not)
Last edited by Tinda; 20 hours ago
Also, there are several other window mods on the workshop.
I used to play with one that only ever let in about 80 or 90% of available sunlight. (I miss it dearly)
Not to mention modded sunlamps.

Making them all compatible, I suspect, is going to be quite a labour.
Last edited by Tinda; 19 hours ago
Sjaandi  [developer] 19 hours ago 
There is an option to disable ALL game balance changes, and I'm working on adding settings for specific arenas (plants, temperature, etc.) But it will be awhile before I get to making every single setting tweakable.
Looking forward to the day that is finished.
I will have to turn all of them off in the meantime I think. My plants are dying.
I also relied on glass roofs to grow crops in my medieval ice sheet colonies built over geysers, but now the system is broken. It's sad because earlier greenhouses allowed plants to grow under both Dubs Skylight glass and overhead mountain tiles, yet regular glass roofs just don't work anymore :(
Any chance of a revert until this is solved?
Sjaandi  [developer] 18 hours ago 
You can either disable the game balance changes in settings or roll back to a previous version by going to the change notes and selecting the version you want.
We can?
I know you as the developer have those options, but the button to download older versions or revert doesn't show up to us mere subscribers. Or am I missing something?
Last edited by Tinda; 18 hours ago
Sjaandi  [developer] 18 hours ago 
@Tinda. I didn't realize subscribers couldn't role back. Sorry.
I'll try to put the option to disable it in the next release.

For now, you can disable all game balance changes by selecting that option in the mod settings if you like - or you can simply disable the mod until the next release.
Thank you!
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Showing 1-11 of 11 comments
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