RimWorld

RimWorld

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Realistic Lighting and Shadows
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Mod, 1.6
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701.007 KB
9 Jul @ 12:30am
22 Oct @ 11:33pm
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Realistic Lighting and Shadows

Description
Experience Real Astronomy

Real Lighting & Real Shadows based on REAL Axial Tilt.

The ONLY Rimworld mod with North-facing shadows!

I love playing at high latitudes (45 degrees and above) - yet Rimworld's experience has always been lacking up there.

Shadows should point AWAY from the sun.
That means pointing north in the northern hemisphere, south in the southern hemisphere, and either direction in the tropics (and the poles) depending on the time of year (day).

Moonlight should Matter
A moonless night (or even crescent) should feel different than the full moon beaming down in all its glory. Moon phases should vary over time and provide different amounts of moonlight.

Days should be BRIGHT
if the sun is above the horizon it should look like day even in winter.

Twilight/Dusk should Last
The sun may be below the horizon - but the light may linger for hours - especially at high latitudes.

Introducing Realistic Lighting and Shadows
This mod uses REAL astronomy calculations to figure out where the sun and moon actually are based on the planet's (settable) tilt and adjusts the lighting and shadows to match.

This means that latitude choices matter more than ever before. A colony at the equator will feel very different from a colony at high latitudes. Winters can be dark, and summer days long. Growing seasons are now just as influenced by light as temperature. If you have a grav ship, you can now take full advantage of the seasons by hopping latitudes at different points of the year.

This mod can be safely added or removed to a saved game as it does not touch the save file at all.

What this mod does
It redoes all the game's lighting and shadows to match the sun and moon's positions in the sky.

This means that twilight starts when the sun is below the horizon, and shadows are only cast when the sun is above the horizon. Experience blue to red twilights, awesome sunrises/sunsets, and bright days - even in the polar regions!

The moon will light up the nights based on its phase and if it's above the horizon. This means that moonless nights are naturally dark, while full moons light up the nights - especially during polar night.

A helpful GUI element will let you know if the moon is visible and what phase it's in (can be disabled in settings).

Brightness based on REAL human perception.

The game's lighting follows real human perception (logarithmic). This means that full moons directly overhead appear 39% as bright as noon - simulating a human's adaption to light over time (though most nights will be less than half that).

Weather Lighting Changes - Work in Progress
Simple weather changes are now implemented! However, not all weathers are supported yet, nor are all game events (eclipses, volcanic winter). Please be patient as I add them over time.

Solar intensity is based on REAL solar power hitting the ground.
Even though the day may "feel" bright, that doesn't mean much energy is reaching the ground. Plant growth and solar panels will now grow according to real energy hitting the ground. Which leads to...

Plant Growth Realism
Plants will now start growing if the sun is above the horizon, and reach max growth at 50% solar intensity.

(This is based off real plant light saturation: Plants don't need much light to start growing - and they get saturated well before the sun provides peak power.)

This means that plants may grow slightly quicker than you are used to - but it's now possible for tribes to grow plants farther north without hydroponics - as long as it is warm enough (temperature calculations remain unchanged).

Also - Light sources no longer affect plants except for sunlamps. This is to prevent torches from acting like sunlamps.

What this mod doesn't do
It does not effect temperature at all.

You can set the planet tilt to be 90 degrees and have the sun be directly overhead at the poles for days - but you will not get 100 degree Celsius temps. You also won't get the atmosphere freezing around you during your half-year night.

FAQ

Plant growth alternates between 0 and 100%.
This is known mod conflict with Performance Optimizer. To get rid of the conflict, you can either disable the setting Solar Intensity Calculations in this mod, or turn off the optimization in Performance Optimizer for the method GenCelestial:CurCelestialSunGlow.

Sunrise happens too quickly!
This is because Rimworld's speed reduces a normal sunrise from about 2 minutes to 1.5s - which is quicker than our eyes can adjust. There are settings you can use to "slow down" the sunrise so it feels more natural.

Shadows are too dark/long/whatever...
There are setting to tweak shadow length, darkness, even how tall they make things look!

Does it work in space?
Yes! It handles just as if you were on the ground. All rimworld orbital platforms are geosynchronus yet orbit close to the planet - so apart from theoretically having slightly shorter days and longer nights than you actually would in orbit, the mod's realism is preserved.

Can I add / remove this from a save?
Yes! You can safely add or remove it.
The plant growth changes are done each time on game load - so if you remove the mod they will simply revert back to default vanilla growing behavior.

Nights are too dark!
There are settings to tweak the sun, moon, stars, even airglow!

Weather doesn't look right
Weather is a work-in-progress. Please bear with me and in the meantime enjoy what's already in the mod!

Do I neeed X DLC?
No. This mod should works with no DLC, some of them, or all of them.

Does it work with X mod?
It works with any other mods that don't change lighting or shadow (Don't use with mods like Realistic Darkness or Moonlight as this mod replaces or extends their functionality).

Does this work with Dub's Skylights?
Yes it does!

Can I change the tilt of the planet?
Yes - the game supports tilts from 0 degrees all the way to 90 degrees. Just go the to mod's settings. You can change it in real time if you like to see what feels right to you.

I just want realistic lighting - no balance changes!
You can turn off all balance-related changes in the settings. Warning: this can be immersion breaking.

I found an error!
Great! Post it in the mod's comments and if I have time and it's not too hard to fix, I'll update the mod.

Can you add this ____ feature?
Maybe! Post it in the comments with why and how you imagine it happening and I'll see if it's something I may want to add.
Popular Discussions View All (12)
18
17 hours ago
Performance discussion
ferny
13
27 Jul @ 11:28pm
blending
moo
14
25 Jul @ 5:13pm
Dub's skylight should count as sunlight
Tinda
447 Comments
Rincewind 2 hours ago 
> It depends if you have the Sola rIntensity Calculations setting enabled.
wait wait wait thats cool feature
so light is affecting pawn's accuracy?
Sophie the Opossum 4 hours ago 
Okay cool! I noticed it made darkness a lot harder, so woould suck if it didn't affect raiding enemies x3
-=GoW=-Dennis 9 hours ago 
Great, thanks for adding that - I'm sure it'll help a few people.

When it comes to how to implement such support, I'm definitely the wrong person to ask. But I'm sure people would appreciate having the sunlight changes apply to all sunlights - or at least the most commonly used ones like Utility Columns. The patch I posted should have the most common ones. You could also hide it behind a default-disabled option so people can decide themselves if they take the risk, if there is any notable.
Sjaandi  [author] 10 hours ago 
@-=GoW=-Dennis Added conflict to FAQ. As to the other mods' sunlamps - I could extend the check for any def that contains the name "Sun" and has a scheduler comp, though there is a chance that check could pick up other items that match those two categories that aren't sunlamps. It'd be nice to have an XML tag like "isSunlamp" to key off of.

@Sophie the Opossum It depends if you have the Sola rIntensity Calculations setting enabled. If enabled yes, otherwise no.
Sophie the Opossum 14 hours ago 
If you don't mind me asking, does the darkness caused by this mod affect pawns as well or is it purely visual?
Sjaandi  [author] 14 hours ago 
5.6 - Simple Weather!
- Visual support added for weather with rain and snow. Community-chosen feature!

Weather is very complex, so weather support will be added in stages. This first release adds lighting changes for rain and snow - drastically heightening immersion!

Thank you for voting and making your voice heard
-=GoW=-Dennis 18 hours ago 
Also, would you consider adding support for Utility Columns Sunlight and potentially others?

For anyone that needs that, this patch directly from Sun Lamp+ (with vanilla lamp removed, as that is handled by this mod already) does work to enable them (and other mod sunlights) at night, I don't know however if that causes any other issues:

<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/ThingDef[defName="Owl_CeilingSunLamp" or defName="SunColumnMod" or defName="PRF_SunWallLight" or defName="Lighting_MURWallSunLight" or defName="MURWallSunLamp"]/comps/li[@Class='CompProperties_Schedule']</xpath>
</Operation>
</Patch>
-=GoW=-Dennis 18 hours ago 
Could you add that Performance Optimizer conflict to the mod description or turn the setting off automatically if this mod is installed? I found nothing about that issue and without you telling me I would never have. Also, for everyone else, the exact thing you need to disable in Performance Optimizer is: GenCelestial:CurCelestialSunGlow

Performance Optimizer is a pretty popular mod, so would be worth it, I think?
Sjaandi  [author] 20 hours ago 
@Aristarchus of Samos Hotfixed. It should work now. Thank you for the bug report!

@ferny It's mostly noticeable during polar day or deep summer at high latitudes - without the correction some shadow overlaps will produce lighter shadows instead of taking the darkest one.
The setting doesn't require a restart, so you can toggle it if you want it to run once, just keep in mind that for performance reasons it will run only when the sun transitions from North to South, or East to West.

@GoW=-Dennis The 0% - 100% bug is because of a mod conflict with performance optimizer. If you prefer to keep the setting on, you'll have to disable the performance optimizer for the method Solar Intensity Calculations. If you turn it off, there will also be no conflict.
-=GoW=-Dennis 22 Oct @ 1:34pm 
Also seems like your plant rest setting doesn't work for Utility Columns Sunlamp and Vanilla Furniture Expanded - Farming hydroponic tiles. They still turn off for plant rest.

Would be cool if you could add support for them, then I wouldn't need this mod additionally anymore: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3009774333