RimWorld

RimWorld

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Simple Utilities: Ceiling Adjusted
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.751 MB
16 Mar @ 7:33pm
12 Aug @ 1:45am
5 Change Notes ( view )

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Simple Utilities: Ceiling Adjusted

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Additions [1.5]
49 items
Description
Original Mod by OwlChemist. This is an altered version previously for my own use, but every man and his dog is updating his stuff now I figured I'd upload this as an alternative. I have kept the original packageID for save compatibility. This means you will need to unsub from Owlchemist's version. Fear not, I flagged them as co-author of this one.


1.4 and 1.5 version of OwlChemist's Simple Utilities Ceiling with the following changes:
-Fixed descriptions on lighting, and added specific detail

- Added Medieval lighting tech (chemfuel)

Chemfuel lighting is more effecient, but not as bright bright as torchlight as it glows in a blue hue.
The Chemfuel Chandelier is locked behind both Complex Furniture, and Smithing research, so as to provide progression.

-Added research requirements for Industrical (electricity) lighting.

The Ceiling Lights are locked behind Coloured Lighting research to provide progression from vanilla alternatives.

-Added research to Ceiling Utilities

The Ceiling Firefoam Popper is locked behind both Firefoam, and Microelectronics to provide progression from the version. This is now considered a late-game upgrade.
The Ceiling Sun Lamp is locked behind Hydroponics and Microelectronics to provide progression from the vanilla version. This is now considered a late game-upgrade.

-Added new spacer lighting tech

Spacer tech lighting is twice as efficent as Industrial tech lighting. There is a ceiling light cell panel which unlocks late game, and require microelectronics research. Light cells use approx half the power as industrial lights.

[ko-fi.com]
26 Comments
Sumatris 6 Oct @ 8:36am 
Not sure if it's been mentioned before, but toggling the ceiling fixture overlay off apparently makes it impossible to re-enable it after a reload/restart. At least, that's what's happening to my save right now. Not the end of the world, but I thought I should mention it :-).
ZzZombo 9 Aug @ 6:01am 
Yes, I confirm: fixed. Cheers!
Monkey Magic  [author] 8 Aug @ 7:53pm 
Still not seeing any errors, so I assume it's fixed
ZzZombo 8 Aug @ 7:10pm 
You can use "Mod Error Checker" to see if any mod causes errors like `System.MissingMethodException` (your case).
Monkey Magic  [author] 8 Aug @ 4:42pm 
@ZzZombo - Mod has been updated, and recompiled as you suggested. No errors ever presented for me beforehand, and none presented afterwards either, so iunno if this is this actually worked or not - but at least it didn't break anything.

Lemme know if this fixed this for you, I guess.
ZzZombo 8 Aug @ 7:04am 
I don't understand what else to say. RimWorld had an update what, yesterday? And now your mod references methods no longer present in the game assembly, but just recompiling your mod should fix that, like it did for me when I edited the assembly with dnSpyEx.
Monkey Magic  [author] 8 Aug @ 5:43am 
@ZZZombo - I mean, specifically what are you talking about. What isn't working for you. Coz it was working fine when I uploaded.
ZzZombo 8 Aug @ 4:44am 
Using the source files of the mod, compile the code again, making sure that you reference the latest RimWorld assemblies in the project. There were changes made to them, so your code no longer references the correct stuff. No other code changes are needed as far as I can see.
Monkey Magic  [author] 8 Aug @ 1:42am 
@zzZombo - Please explain what you mean.
ZzZombo 7 Aug @ 8:41pm 
Needs recompilation against the latest RimWorld version.