RimWorld

RimWorld

Medieval Sun Lamp
44 kommentarer
Vakaria  [ophavsmand] 20. aug. kl. 13:25 
@Nikoleeeeeva: Thank you so much! You are the best!!!
Nikoleeeeeva 20. aug. kl. 7:39 
@Vakaria HEEEEY! Thanks for the update!!! Just today I had some time to test both the mod and the patch that adds the new textures, and I love the results! I'm currently testing it with the base game along with its DLC. Later, I'll see how it works with other mods, although I don't think it should cause any problems. Thanks again for the update!
Vakaria  [ophavsmand] 19. aug. kl. 20:35 
@Nikoleeeeeva, @Annabellee: I created a patch just for the new textures! https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3552404825
Annabellee 19. aug. kl. 16:50 
Everything is fine, and there are no issues. Been running it for the last week. Looking forward to the new textures.
Vakaria  [ophavsmand] 19. aug. kl. 15:49 
Updated to v1.6 with minimal testing. Please let me know if you run into any issues, and thanks for your patience!
Annabellee 19. juli kl. 15:55 
oo, I like the new texture
Vakaria  [ophavsmand] 12. juli kl. 20:10 
@ Nikoleeeeeva: No worries. I'm definitely not offended. Thank you for your interest in this mod and your kind words and work!
Nikoleeeeeva 12. juli kl. 19:48 
@Valkaria Haha, don't worry, don't feel pressured or obligated to use it! Like I said, I really liked your mod, and seeing as I had some free time, I wanted to add a texture more in keeping with the game's aesthetic. I was afraid you'd think I was somehow disregarding your work. I'm glad you liked it.
Vakaria  [ophavsmand] 12. juli kl. 19:13 
@Nikoleeeeeva: WOW. I am so honored by this post and that you took such time to make a graphic for it! That is just....wow! Thank you! I probably will not add it to my main mod, but I think this would make a cool patch. I might try to work on that soon. I don't really play RimWorld much these days, but I can't just ignore such a gift. Thank you!
Nikoleeeeeva 11. juli kl. 8:00 
Hi! I really loved this mod. I was looking for something like this for a medieval run.
Although I wasn't entirely convinced by the brazier's texture, I tried making some new ones. If you want, and are planning to make a future update, feel free to use it. You don't have to give credit or anything.

I hope this doesn't come across as disrespectful or anything like that. English is not my native language.

Here's the textures: https://imgur.com/a/dlplantbrazier-7Zdacup
Vakaria  [ophavsmand] 10. apr. 2024 kl. 16:41 
Updated for 1.5 compatibility with minimal testing. If you run into issues, please let me know. Thank you!
Vakaria  [ophavsmand] 25. okt. 2023 kl. 17:43 
You can edit the XML to change the values in your own copy.
wuj555555 25. okt. 2023 kl. 15:25 
So it gives 100% light? is there an option to customize it? plants need only 51% at their minimum
Vakaria  [ophavsmand] 15. juli 2023 kl. 1:33 
@GuyDing22: I have never played with multiplayer. I don't know what this will do there, but the entire thing is XML based so it should run ok. If you have any other simplistic lighting mods, I'd expect a similar behavior. Hope that helps and thank you for using the mod. I hope your gf has fun, too!
GuyDing22 14. juli 2023 kl. 12:50 
Recently got into multiplayer with my gf. Anyone know of/test if this works in multiplayer? It's a staple of single player but I don't want to cause a bunch of desyncs and get her frustrated with the game
Vakaria  [ophavsmand] 31. maj 2023 kl. 20:38 
@Bearzapt34: I think so? Should not require research to use.
Bearzapt34 30. maj 2023 kl. 20:02 
Awesome mod, it's enabled me to do some amazing things thank you. But I was wondering can I use this on a tribal playthrough, while restricted to Neolithic tech level?
Vakaria  [ophavsmand] 23. maj 2023 kl. 19:28 
@Master_Tubbily and @Erz: Aww, thank you both so much! I appreciate the kind words :)
Erz 20. maj 2023 kl. 11:45 
Thank you! Exactly what I was looking for :)
Creature 19. maj 2023 kl. 12:01 
actually amazing mod, thank you :steamthumbsup:
Vakaria  [ophavsmand] 22. apr. 2023 kl. 14:31 
@NJ | B-Dub: Aww! Thank you so much :)
NJ | B-Dub 22. apr. 2023 kl. 8:02 
I love this so much!
Vakaria  [ophavsmand] 26. jan. 2023 kl. 21:14 
@Gakko: Glad you like it. Thanks for the kind words :)
Gakko 26. jan. 2023 kl. 12:14 
Thank you for making this. It's simple and to the point!
BattyMomma 14. jan. 2022 kl. 4:53 
@Iggy Thanks for letting me know about that, I'll give it a try!
Iggy 14. jan. 2022 kl. 1:48 
@BattyMomma The mod LWM's Fuel Filter supposedly allows you to select what sort of fuel pawns can use to refuel something. I'd try that to tell them to only burn fungus.
Vakaria  [ophavsmand] 12. jan. 2022 kl. 15:52 
@BattyMomma: You are welcome. :)
BattyMomma 12. jan. 2022 kl. 4:23 
@Vakaria: Okay thank you so much for getting back to me about that, I'll try keeping the fungus closer and move my wood storage a bit further away. I don't want to mess with the fuel filter unless I have to. It isn't even that big of a problem tbh unless I'm trying to save the wood for something else I just wanted to see if there was some way to filter the fuel that I wasn't seeing.
Vakaria  [ophavsmand] 11. jan. 2022 kl. 19:23 
@BattyMomma: I don't know of a way to handle that offhand. It's really not vanilla behavior so it would have to be modded. I'm not sure of a way to mod it with just XML (C# is beyond my skill level atm.) You can try to either set a zone or somehow restrict where the wood is stored so that the raw fungus is closer to the brazier for refueling. Or, you can make a local copy of this mod and remove the WoodLog option from the XML fuel filter.
BattyMomma 11. jan. 2022 kl. 12:18 
Update after a bit of extended use of the darklight lamps: while they'll accept both wood and raw fungus as fuel, my pawns only fuel it with raw fungus if I'm out of wood. I can be sitting on like 1k raw fungus and 200 wood and they'll use the wood rather than the fungus. Is there a way I can set my preferred fuel in this case?
BattyMomma 11. jan. 2022 kl. 5:21 
@Vakaria It's perfect! Thank you so so much for adding these changes, you're awesome!
Vakaria  [ophavsmand] 10. jan. 2022 kl. 23:42 
@BattyMomma: Ok, see if these changes work for you :)
BattyMomma 9. jan. 2022 kl. 22:17 
@Vakaria Okay, I wasn't sure how darklight worked. I thought it was more of a different light type rather than dim regular light. I'm not at all familiar with any of the mechanics around it or the amount of light needed to grow plants since I'm still relearning the game (it's been a couple years so I'm still catching up on the stuff added by the DLCs), but I'm trying to grow devilstrand, healing plants, and other non-food type crops in a room under overhead mountain. The sun lamp has worked perfectly in my "greenhouse" so they're at least safe from cold snaps (thank you ever so much btw), it just makes my pawns unhappy because it's so bright. If making it darklight is totally impossible due to the amount of light plants need to grow just being too bright for dark-loving pawns, simply adding the ability to fuel it with raw mushroom would make things a lot easier for a subterranean colony like mine since it would at least save me from having to send them out to farm as much wood.
Vakaria  [ophavsmand] 9. jan. 2022 kl. 18:51 
@BattyMomma: Yeah, I would need to add a second light all together. I can do this, but I'm not familiar with darklight and it's uses for growing. I can easily make it refuelable with wood and raw fungus, but as a sun lamp, it's still brighter than a torch, even as a dark light. From what I've seen, even dark light braziers put out 50% light. For a sun lamp, its 100% light with a larger radius. This is done purposely, comparable directly to a sun lamp, so that you can grow indoors. I'm not sure what purpose a dark light "sun" lamp would do? Are you wanting the 50% brightness, but with the sun lamp radius? Would you have any examples where you would want this in game, please?
BattyMomma 9. jan. 2022 kl. 13:52 
So this probably seems counter-intuitive, but would it be possible to add a second version of the sun-lamp that gives off darklight instead of regular light? I was trying to use this to get around growing devilstrand outside for my Undergrounder colony and the constant blinding light debuff got old fast. If you think of UV growing lights, they aren't actually all that bright (or don't seem to be compared to full-spectrum lights anyway). Possibly have two versions of the darklight sun-lamp like the darklight torches, one that uses mushroom and one that uses wood? Since I use another mod to make my darklight braziers use raw mushroom for fuel like the torches, it would be really nice to have everything use the same fuel eventually.
Vakaria  [ophavsmand] 31. dec. 2021 kl. 17:31 
Glad you like the mod. Thank you for your kind words. Have a great New Year!
DahBakon 31. dec. 2021 kl. 3:07 
i have no idea why no-one has just made the soalr pinhole light 100% but this has saved me! thanks so much
Vakaria  [ophavsmand] 30. dec. 2021 kl. 17:33 
Thank you SpookyEngie! I am not sure how to add a slider, but I would love to do so. Thanks for the kind words!
SpookyEngie 30. dec. 2021 kl. 1:48 
Is not as balance as normal sun lamp but i don't thing there need to be any change since this is design mainly for medieval/tribal save.
Would be nice if you added slider in the mod setting to change how much fuel it consume or how much growing area it have but that completely optional.
Great job on this mod :SBpanda:
Vakaria  [ophavsmand] 28. dec. 2021 kl. 17:39 
Thanks for the feedback. I've updated the stats (see attached screenshots). I think I'm calling this one good. Thanks again!
Tardo The Ass-Monkey 28. dec. 2021 kl. 9:15 
I agree with TutrleShroom. If this thing runs for free, it becomes infinitely better than a regular sunlamp, even if it had a smaller area. The current sunlamp requires so much power that it can kill bases if you aren't careful. So having one that is free, or even one that simply requires a bit of wood every quadrum, totally destroys the existing one.
Vakaria  [ophavsmand] 27. dec. 2021 kl. 10:58 
@tubfan : I like the idea of refueling via psyfocus. I might check into that sometime.
@TurtleShroom: I really don't want to refuel more often. As I put in the description, in later game, this just means more FPS drops as they do this. I wouldn't mind refuelling otherwise, but I don't want to mess with that. Thanks for your comment.
TurtleShroom 27. dec. 2021 kl. 10:13 
You should balance this by making it require fuel either every day or every few days. It's simply absurd right now in terms of how OP it is.
tubfan 27. dec. 2021 kl. 6:45 
Now, my Medieval kingdom using "transparent roof" for greenhouse (yap,I change techtag)
if sun lamp can be used as a meditation spot,why not let it refill from psyfocus?
(ex:Anima Obelisk)

i think this is difficult work,but also very coooool~
It's just my momentary idea , don't mind