Surviving Mars

Surviving Mars

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Lighter Nights
   
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19 Mar, 2023 @ 8:43pm
17 May, 2023 @ 8:34pm
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Lighter Nights

In 2 collections by ChoGGi
ChoGGi's Mods: QoL
170 items
ChoGGi's Mods: Misc
91 items
Description
Nights aren't as dark.

See mod options to adjust values.
This mod changes the value, but the value isn't read by the game till the lightmodel changes (from dusk to evening for example).


Requested by TimeAndTheRani.
16 Comments
Carnal 22 May, 2023 @ 2:04pm 
Playing around a little more, it seems like setting it to 0/50/0 evening/night/dawn has the smoothest transitions, avoiding the reverse shadows in the evening and preventing a huge brightness spike immediately after sunrise. Doesn't remove that dark dawn dip tho. 50 at night is plenty bright for building, and is the only important setting of the 3 that affects playability to me. Really the evening and dawn values are just for tweaking aesthetics.
Carnal 22 May, 2023 @ 1:36pm 
Seems like even with them all at the game defaults (50/19/0) or with your mod disabled there is this weird transition from evening to night where the shadows disappear then return but move in the opposite direction briefly before night starts and all the colony lights turn on. The only way to remove this is to use your mod and set evening to 0, but even then it doesn't get as dark as the dawn dip. At dawn, it still forces the brightness to an absurdly crushed black level briefly between night and day so there's this jarring dip where it's too dark to see anything for a few seconds even if I have dawn and night set to the same values. I haven't found any combination of values that removes this dawn dip tho.
Carnal 22 May, 2023 @ 1:36pm 
I've been running 50/50/50 tbh because I just want to be able to see and build no matter what time of day it is. It's obvious enough when it's night since the colony lights are on. I'm still a little confused why the devs set the defaults in the descending order they did (evening > night > dawn) since in real life dawn is brighter than night.
ChoGGi  [author] 19 May, 2023 @ 6:17pm 
How did you feel about the defaults?
Carnal 19 May, 2023 @ 12:34pm 
Ok thanks, I do believe it is working now, but takes a full sol to kick in so it's a little hard to dial in the levels. So nice to be able to actually build at night, thank you
ChoGGi  [author] 17 May, 2023 @ 8:34pm 
I'll update the description. This changes the value, but the value isn't read by the game till the lightmodel changes (from dusk to evening for example). You don't need MCR for this mod (for any of my mods).
Carnal 17 May, 2023 @ 8:29pm 
This doesn't seem to be working for me. I have Green Planet, Space Race & Colony Design Set DLCs installed, installed through steam workshop, enabled in the in-game paradox mod manager, disabled all other mods (except mod config reborn) and cranking the sliders all the way up or down has no effect on any night time, evening or dawn brightness. What am I doing wrong?
ChoGGi  [author] 14 May, 2023 @ 10:37am 
I'll add it to the list. I prefer to keep mod comments related to the mod.

Can you make reqs here https://steamproxy.net/workshop/discussions/18446744073709551615/2954914688103155318/?appid=464920
Kai 14 May, 2023 @ 5:32am 
Can I ask for a mod that shows the type of colonist that are unemployed?
In the UI you can see Specialization/Vacant, but what if we add Unemployed?

That way we can see how many people,engineers, medics, scientists are not doing what they should. If we can play that possibility, I would like to try.
lolic_lol 3 Apr, 2023 @ 1:04am 
Thanks!