[JPT] Open The Windows

Mod, 1.1, 1.2, 1.3


Introducing a revolutionary device to illuminate, ventilate and defend your base: the WINDOW!
Your base designs are never going to be same.

Let natural light in! Once your pawns realize they've been cut off from nature's light cycles, they're going to crave it! The outdoors need levels are going to decay 3x faster* if they are stuck indoors without windows (on areas illuminated by window...

Розробник: jptrrs

Дата створення: 17 Jan, 2020 @ 11:08pm

Оновлено: 15 Feb, 2022 @ 3:59pm

Підписників: 28396


Розмір (розпакований) : 2.369 MB

Introducing a revolutionary device to illuminate, ventilate and defend your base: the WINDOW!
Your base designs are never going to be same.


Let natural light in!
Once your pawns realize they've been cut off from nature's light cycles, they're going to crave it! The outdoors need levels are going to decay 3x faster* if they are stuck indoors without windows (on areas illuminated by windows, the need decays normally). You are going to need them all over the place! But you better plan well. Be prepared to set aside some land, because the windows can only pump light in if they have acess to wide open areas. So say goodbye to the infinite hallways of rooms glued to one another in unhealthy bunkers and welcome to the real-world architecture needs! Also, if you are playing with the corresponding mods (see compatibility list below), all light coming from your skylights or transparent roofs counts as natural light too. But just like in real life, it suffers a small 10% loss when crossing the glass framings.*

Circulate air!
Your windows can act as vents. But you will need to research glass-making before you can build windows that can filter air or light independently. More advanced windows can ventilate even with their shutters closed, even if at a lower rate. If you're playing with Glass+Lights, all research and production chains will be integrated.

Shoot through the windows!
Who needs embrasures when you can use a window that opens and closes? That's right: your pawns can shoot while ducking behind a window, with a cover value equivalent to sandbags. When the enemies get too close, the window can be closed and it will become equivalent to a wall. Let them come! Of course, they might decide to charge the windows themselves, and they are weaker than a regular wall. You might find yourself with a breach on your hands! But don't worry, there's a fortified window you can install on more sensitive locations. They just won't come cheap!

Enjoy beautiful landscapes!
If you're playing with Nature is Beautiful or Beautiful Outdoors, the windows will calculate their own beauty stat by summing up all the beauty on their outside field of view. This means your rooms will actually benefit from having a garden next door! For balancing reasons, we've inculded a "beauty sensitivity reduction" factor*.

* Adjustable on the mod's options panel, so you can totally have it your way

The window tiers:

Rustic Windows are a simple shutter that lets light and air in when open. But even closed they don't provide good insulation. Made out of wood.


Regular Windows require glassworks research and can control light and air separately. Can be made in a larger size. Made out of wood or metal.


Reinforced Windows are a sturdy and more expensive variety. Made out of metal and reinforced glass.*


Huge Windows aren't that sturdy, but can cast light the furthest. Ideal for big fancy halls. Made out of metal and reinforced glass.*


Smart Windows are automated devices and that can open or close instantly. Require both autodoors and glassworks research and are made out of metal and industrial components.
Available as an expansion on my Patreon page[www.patreon.com].

*If using Glass+Lights.

Like what you see? Consider supporting the mod!
[www.patreon.com]
[ko-fi.com]

Warning: not suited for conservative players.
This is not a cosmetic mod! It was designed to make designing your base a more challenging (and thus, rewarding) task. It gives you as much trouble as benefits, so you must consider the tradeoffs carefully. Windows provide pretty good and flexible defensive positions, but they will also become weak spots on your walls. They provide a free light source during the day, but your colonists will suffer if they are away from it. And they only work if you can place them between interior and exterior spaces, natural light only going as far as the next obstacle is on the other side. For this reason, I don't recommend adding it to a game you already started, even if it doesn't actually require a new savagame. You've been warned! Please don't ask me to nerf it without trying it first!

Compatibility
You can safely add this to your saved game. Removing it is also possible if you delete all windows first.

Integrates with and takes advantage from:

Check the full compatibility notes for more details, incompatibilities and known issues. About other mods, we simply cannot test it with every one out there. All we can do is design for maximum compatibility and hope for the best. If you're unsure, please give it a shot. If you stumble on any problem, let us know here[github.com] and we'll do what we can to fix it.

Available Languages
EN, FR, IT, PT, PT-BR, RU, ZH
(Help translate it into yours, just drop me a line.)

Acknowledgements
This mod's light distribution model was inspired by Dubs Skylights. Many thanks for that and for the help! Also, thanks to Thom Blair III and Vermillion for their willingness in making compatibility easier with their respective mods, NanoCE for the support and inspiration, and Brrains, Krafs, lbmaian and erdelf on the Harmony Discord channel for the help.
All improvements on version 1.7 code were written by simplyWiri.
Translations by leafzxg (ZH), Sergio di Napoli (IT), いのしし_3 (RU), Tkhakiro (RU) & qux (FR).
Thank you!

GitHub
Open for collaborations on: https://github.com/jptrrs/OpenTheWindows

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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