RimWorld

RimWorld

Realistic Lighting and Shadows
429 kommentarer
ferny For 2 timer siden 
@Sjaandi Yup, created one now.
Sjaandi  [ophavsmand] For 2 timer siden 
@ferny Could you create a discussion where we could discuss this in more detail?
ferny For 3 timer siden 
@Sjaandi Yes, tested on M1 Macbook and intense gaming PC. Users of my modpack also report high usage. You could probably see it yourself on performance analyzer, but let me know if you don't see it.
Sjaandi  [ophavsmand] For 3 timer siden 
@ferny. Do you have a GPU? It uses GPU to rotate the shadows depending on the sun direction.
Sjaandi  [ophavsmand] For 3 timer siden 
@Sumatris This would involve accounting for weather - which is still unsupported - yet
@One-Eyed I'm not familiar with that problem
@DuarkuGato Thank you!
@Matahias I haven't seen this before in gameplay - though I did come across it once while testing. Do you have any part of the mod disabled?
@Vercreek That almost sounds like a fog of war. A bit out of scope for this mod. The light is already adjusted to about what you would see with adapted eyes.
ferny For 3 timer siden 
@Sjaandi Constant 1ms+ overhead, seems to go down during the night time.
Sjaandi  [ophavsmand] For 3 timer siden 
@Ferny Is the delay every tick, or only every once in a while? Also - how big is your map size?

@Dealer Mangan Sadly, no. I did look at it - but I haven't figured out a solution that wouldn't hurt performance.

@Flurbel They are probably not compatable
Sjaandi  [ophavsmand] For 4 timer siden 
Hello everyone! The Climate & Weather feature is taking longer than I anticipated. It turns out that weather and climate are very complicated - who knew? Work continues and progress is steady, if slow.

In the meantime,I know we have many people who enjoy the mod but for whom English is not your first language . As it was the second-highest community-voted feature , I decided to take some time from working on the weather & climate to implement localization (translation).

Please note that while localization is now possible - it does require volunteers to take the time to translate the text into their own languages. So when a mod is translated - please take the time to thank the creator of the translation for their work - they will appreciate it!
Sjaandi  [ophavsmand] For 4 timer siden 
5.5 - Localization
- Translators can translate the mod into their own languages (please let me know when completed so I can link to your translation)
- All user-facing text is now pulled from XML files (no visible change for English users)
- Minor text changes to Celestial Settings for clarity
ferny For 14 timer siden 
Is there anything I can do from a user pov to decrease the performance overhead? Or anything you can do on your end? SectionLayerThings is averaging 1ms
Dealer Mangan For 17 timer siden 
So even this mod can't do anything about the jarring mismatch of ground light level on tiles with rock walls...
VitaKaninen 17. okt. kl. 7:58 
@Арбус, if you are using Performance Optimizer, you should turn off this setting: GenCelestial:CurCelestialSunGlow
Арбус 17. okt. kl. 4:08 
4% роста риса в день. Не знаю почему, но с этим модом растения отказываются расти и даже "умирают от старости"
Sjaandi  [ophavsmand] 11. okt. kl. 1:16 
@VitaKaninen I could remove it or add a setting to disable it.
Alex 10. okt. kl. 16:52 
Glitched too much during Rainy Thunderstorm. But I have 449 other mods, so bad interaction is very possible. I don't have those shadow glitches without the mod though.
VitaKaninen 7. okt. kl. 15:04 
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. okt. kl. 1:13 
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. okt. kl. 6:57 
Yo, is there a possible fix coming to the weird door tilebug? The shaders completely ignore any door of a room...
DarakuGato 1. okt. kl. 6:56 
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. kl. 19:06 
The shadows cast by fires seem to be glitched: https://imgur.com/NLMy7Qx
Thetaprime 28. sep. kl. 12:56 
Hey any chance this would still work on 1.5 with the rendering changes?
One-Eyed 28. sep. kl. 2:39 
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. kl. 12:11 
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)
缘神老资历Sorry全场 23. sep. kl. 2:50 
Hope to add weather-related effects soon, otherwise long shadows look strange in rainy, cloudy, or snowy weather.
BananaBread 22. sep. kl. 8:19 
read the FAQ
I blame Earthshaker 20. sep. kl. 12:20 
This mod might wanna attempt to add a few light producing apparel or weapons, because, WOW, when it's dark, IT'S DARK! This mod makes the realistic darkness look like daylight. Although I also haven't checked what options are available, so maybe you can still turn the shading for darkness up enough to see stuff what's actually going on in the dark.
veoba 20. sep. kl. 9:25 
Vera 20. sep. kl. 0:21 
Amazing mod, the game looks much better and feels more immersive, thanks a lot!!
VitaKaninen 18. sep. kl. 13:44 
@Porknelius I would suggest using the Minimal Light Control mod which gives you a toggle in the lower right to increase the brightness temporarily. It needs to be loaded after this mod in order to function properly.
Porknelius 18. sep. kl. 13:41 
How can I make the nights less dark? They are pitch black and I'm struggling to understand the settings. I turned up 'Starlight' to max and it didn't help.

Such a great mod tho, I just need to see! XD
Mozetronick 17. sep. kl. 9:52 
Complete nonsense, from 7 PM to 4 AM you can't see anything at all.
OTRAVKA 17. sep. kl. 3:20 
yes, i disable it, but maybe you can fix it?
Halfelfaedyn 16. sep. kl. 18:58 
Thank you Sjaandi. I am clearing my config settings because sometimes a broken mod leaves itself embedded and I need to reset it. I was just hoping the heat setting could be disabled by default so if I reset the config to restart my mod loading, that I wouldn't require a second restart once I got it functioning again. Sorry if it's a lot of trouble, thank you for one of my favorite mods.
labushul 16. sep. kl. 14:17 
doesn't "work" with Vanilla Events Expanded. i mean, the game works, but there's a Long Night event that isn't taking effect properly with this mod. I keep seeing sunrise/sunset. Which reminds me, my plants might be dying due to lack of sun and didn't even realize because i keep seeing sun.. The light is 0% outside during daytime hours.
Vlad Draculea 16. sep. kl. 0:47 
combat extended
Sjaandi  [ophavsmand] 16. sep. kl. 0:32 
@Protok Are you still seeing this issue?

@Otravka you can disable this in Settings under Plants.

@TwistedRuse A setting for the room darkness is interesting. I'll consider it.

@Halfelfaedyn I'm not sure how you're resetting Rimworld, but as long as the settings file for this mod persists, it shouldn't matter if you enable or disable the mod, the settings should stay as you left them.

@Vlad I don't know which mod ce is.
Vlad Draculea 16. sep. kl. 0:15 
ce compatible?
Halfelfaedyn 15. sep. kl. 22:59 
Could you have realistic heating disabled by default? Anytime a mod breaks I have to turn it off and reset Rimworld, wait 24 more minutes. I'm willing to, and it is a nice feature, but with every other mod I have making things harder, heating being tougher is too much for me.
TwistedRuse 14. sep. kl. 19:55 
@OTRAVKA I found a kind of work around using glowing mushrooms to grow the dark-requiring plants, because they aren't killed by the mushroom glow.

With this mod they react like other plants, growing slowly in low light and reaching max growth around 49% or so.

This creates uneven growth in your darkgardens, but it gets them growing if you want to keep using the mod's growth changes.

Side note; I really love the pitch black rooms but I kind of wish it had a slider or was just a tiny bit brighter so you could see a blueprint or something
OTRAVKA 14. sep. kl. 16:47 
some modded plants growing under 0 sunlight, and when you giving any light to it (even torch) they dying, but this mod made it so every plant require 0 sunlight by default, and growing only when they have some sunlight, can you fix it? like made it so your mod give grow modifer not fixed to every plant from 0 to 50, but more like from 0 to light requirement of specific plant
lexcpa324 11. sep. kl. 16:59 
Well, to be fair, maybe the specific rimworld we inhabit is farther away from the sun than usual?
Protok 5. sep. kl. 7:11 
Cant disable pitch black rooms if added in existing save. Option just jumps back to enabled when load/restart. Everything is too dark. Almost black screen.
R3tr0_g5m3r 5. sep. kl. 6:24 
doesnt go well with unnatural darkness
sun rise and fall as usual
Snuggl 2. sep. kl. 6:43 
Looks like this isn't working on 1.4. It's not even appearing in the settings. I wonder what they changed on the light & shadow mechanics after 1.4. 😐
Sjaandi  [ophavsmand] 1. sep. kl. 18:56 
Thanks everyone for voting!

The next Community-Selected feature will be A - Climate !

Climate and Weather are very complex, so this will be released in stages, as an opt-in Beta first.

If you are interested in helping me test the Beta when it releases, please let me know.
Nissifer 31. aug. kl. 19:27 
AB
qux 31. aug. kl. 8:13 
C
Protok 30. aug. kl. 11:39 
B - Animals