Realistic Darkness V2.01 for 1.3+-

Mod, 1.0, 1.1, 1.2, 1.3


STEAM ID: 740930354

In vanilla, lights are for your pawns; in realistic nights, the lights are for you.

Updated for 1.3

Tired of not being able to tell whether its day or night because they both look similar? Ever wanted lighting to matter? Well then this is for you.

This mod changes lighting and saturation in rimworld to be dynamically darker. Also changes colors and s...

Author: Ryoma

Created: 9 Aug, 2016 @ 8:56pm

Updated: 7 Jul, 2021 @ 1:21am

Subscribers: 22592


Size (unpacked) : 0.125 MB

STEAM ID: 740930354

In vanilla, lights are for your pawns; in realistic nights, the lights are for you.

Updated for 1.3

Tired of not being able to tell whether its day or night because they both look similar? Ever wanted lighting to matter? Well then this is for you.

This mod changes lighting and saturation in rimworld to be dynamically darker. Also changes colors and saturation of weather patterns and the eclipse event along the same lines.

The lighter version is probably more appropriate for most users. The darker version is purposely targeted at people like myself who not only want the immersion/flavor of true nights but also want to make the game distinctly harder.
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One of the most powerful tools you can use IN-GAME for altering darkness levels is the Reshade program. Its easy to install as it does most of the work for you. Just select the Rimworld program folder and you're set. It will ask you if you want all the effects, just say yes and it'll install all the effects for you. Once inside the game press shift + F2 and configure it how you like.
Click here for a link to the: RESHADE UTILITY [reshade.me]
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SEPTEMBER FIRST REVELATION:
So up until today i've been using a CRT (Cathode ray tube) monitor and just upgraded to a smart LED LCD monitor and sweet baby 5lb 6oz jehova this version is dark at night now under certain monitor-based picture settings. I strongly suggest those of you out there with full-array LED or plasma screens that are having trouble seeing things to play around with their settings as on my monitor the visibility ranged from absolute night inside of a black hole to reasonably dark and visible.


Important Disclaimers: (+ Critical)
  • +This mod does NOT alter your colonists' (or plants) feelings about or perception of darkness and light levels.
  • + This mod also does NOT change accuracy calculations relating to darkness or the effective brightness value of a tile.
  • + This mod DOES override your vanilla weather definitions (Could not be avoided, this was not elective). Weather effects are the same as vanilla with the exception of accuracy debuffs associated with Foggyrain and gentle snow. Foggy rain is now 0.4 (0.5 vanilla) and gentle snow is now 0.9 (0.8 Vanilla).
  • At night and especially during weather events, unlit areas will be very difficult to see! This is not a slightly darker mod; with this mod enabled darkness really means darkness.
  • + As mentioned later, foggy rain weather makes night extremely dangerous because you WILL NOT BE ABLE TO SEE UNLIT AREAS AT ALL!
  • As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night was'nt really that dark.
  • + The darkness of night is pretty dependant on your monitor. Using this version of my mod; unlit areas at night should be harshly dark to the point that you can see where enemies are but you have difficulty seeing what they're doing or are equipped with. Nor should you be easily able to discern small terrain detail.
Includes:
  • Daylight remains unchanged but weather patterns have a stronger effect on aesthetic (NOT effective) light levels even during daylight hours.
  • Nights are considerably darker.
  • Night darkness changes dynamically with weather conditions:
    • Hard/Gentle snow are the lightest nights
    • Dry thunderstorms are only slightly darker than clear nights.
    • Foggy Rain is the darkest.
      YOU WILL NOT BE ABLE TO SEE AREAS UNLIT BY TORCHES/LIGHTS DURING THIS WEATHER PATTERN AT NIGHT!
  • Saturation (color strength) changes more dynamically in response to weather.
  • Movespeed and ranged accuracy are very close to vanilla values. Hard snow and foggy rain are harshest on accuracy and movement (foggy rain movement is same as rain).
  • Eclipses are now as dark as clear nights.
Although it uses no content from Viceroy's Darkness Revamp mod, I would like to give him credit because this mod was created during my work to update his to A14. I made creative decisions that would have changed his mod's mechanics so I instead released this as my own.

Issues list:
  • (As mentioned before) As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night was'nt really that dark.
  • Toxic fallout uses vanilla light levels. Until I bring toxic fallout events under the umbrella of this mod, just consider the radiation to be so powerful that it lights up the night.
COMPATIBILITY NOTES:
  • You SHOULD be able to load/unload this mod at will without any ill effects.
  • This mod overrides 1 definition file and 1 assembly event:
    • weathers.xml definition file.
    • Eclipse events in the core game assembly. (Does not touch event handlers; only the specific verse associated with this one event)
  • This mod has a very small footprint and should be compatible with everything that doesnt touch eclipses or the weather definitions.

FOR NON STEAM DOWNLOAD GO TO LUDEON FORUMS AT
XXXWIPXXX

Never done patreon before but...
https://www.patreon.com/wylowisp

STEAM ID: 740930354

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game