RimWorld

RimWorld

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Realistic Lighting and Shadows
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Mod, 1.6
File Size
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692.268 KB
9 Jul @ 12:30am
23 Aug @ 5:52am
26 Change Notes ( view )

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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).

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.

It currently does not support weather lighting changes
I would like to add this in the future. You will still see all the weather particle effects from vanilla - it just may be brighter or darker than you are used to. On the bright side - lightning and shadows look awesome with the mod - as the shadows will point to where the lightning strikes!

FAQ

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! This does not touch your save file at all - so 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 not yet supported - but I hope to start adding it soon.

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 (10)
13
27 Jul @ 11:28pm
blending
moo
14
25 Jul @ 5:13pm
Dub's skylight should count as sunlight
Tinda
9
26 Jul @ 10:47pm
Bug report
Maal
413 Comments
VitaKaninen 7 Oct @ 3:04pm 
I keep getting giant lag spikes in my game. Dubs performance analyzer says it is coming from this mod, particularly from MapComponent_ShadowFlipper.
https://imgur.com/a/BVPoLFH
Sumatris 7 Oct @ 1:13am 
I couldn't help but notice that darkness-related events like eclipses or Anomaly's gathering unnatural darkness aren't really reflected in this mod. Sure, the light level gets set to 0% as usual, but the visuals don't change at all. Here's hoping this can be addressed at some point :-).
One-Eyed 3 Oct @ 6:57am 
Yo, is there a possible fix coming to the weird door tilebug? The shaders completely ignore any door of a room...
DarakuGato 1 Oct @ 6:56am 
Def adding this to favs to keep an eye on till its more updated. Super cool idea, def got that dawg in ya.
Matathias 29 Sep @ 7:06pm 
The shadows cast by fires seem to be glitched: https://imgur.com/NLMy7Qx
Thetaprime 28 Sep @ 12:56pm 
Hey any chance this would still work on 1.5 with the rendering changes?
One-Eyed 28 Sep @ 2:39am 
Can someone give me some more information on everything this mods adds? I've seen just a couple of screenshots and it does look good. But is it worth it? Is is better than unrealistic darkness? And is there anyone that plays with the default shadow lengths and darkness? If so, could you give me the nessecary tweaks please, for when I do use this mod?
Vercreek 23 Sep @ 12:11pm 
Might have been mentioned already, but would it be possible to have colonists have like a small area around them they can light up due to eyes adjusting in the dark (and could even be nicer for mods with dark vision)
Senyria 23 Sep @ 2:50am 
Hope to add weather-related effects soon, otherwise long shadows look strange in rainy, cloudy, or snowy weather.