RimWorld

RimWorld

Simple Utilities: Ceiling
270 Comments
Geostigma 20 Sep @ 9:15pm 
I have over 200 mods enabled and this mod hasn't caused any problems for me. Just sayin...
King DaMuncha 21 Aug @ 4:07am 
Please update
alt4s 2 May @ 12:22am 
Hi. I made a continuation a while ago for this mod, it should solve the world gen issue.

https://steamproxy.net/sharedfiles/filedetails/?id=3231909012
Solissa 1 May @ 9:15pm 
Can corroborate that this is breaking world gen, also the 'reworked' https://steamproxy.net/sharedfiles/filedetails/?id=3178164824 version also is, but by the virtue that this mod is a requirement for that one.
Alastors_Game 23 Apr @ 11:34pm 
this mod is currently breaking the world gen (preventing you from scrolling or doing anything besides moving) when used with the entire vanilla expanded series
ImTotallyNormal 23 Apr @ 10:38am 
Second to @DanielRicciardo

Managed to narrow down my HUD breaking to this mod. Unsure why but can confirm this is the cause of the issue.
hhhvsg 23 Apr @ 10:21am 
Mod currently breaks the HUD for me and is unplayable. Consider deactivating the mod/looking for a replacement of this mod.
Sleep For Dinner 22 Apr @ 5:29pm 
Any chance you could add a third mode, proximity? Like if a pawn is in the room, but far away, it doesn't turn on?
Big Cheese 20 Apr @ 10:34am 
Translation: "WE NEED 1.5"
Rexziller 18 Apr @ 9:26am 
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wi9390 18 Apr @ 6:55am 
1.5
WJSabey 17 Apr @ 6:56am 
Somewhere along the way something has changed and the lights are now drawing behind the pawns instead of in front of them. I'm still using 1.4.
Spesh 16 Apr @ 3:46pm 
For everyone having issues, yeah this mod isn't updated to 1.5, that'd be why. It needs to be updated. Be patient, and praise owlchemist
removedclaw 16 Apr @ 5:05am 
as the other person said there seems to be an issue where this mod breaks planet generation, its pretty odd
Swirly_ban 13 Apr @ 8:05pm 
.-- . / -. . . -.. / .---- .-.-.- .....
1kili2 11 Apr @ 1:38pm 
idk why but somehow this mod is preventing me from finish the planet generation in 1.5, i get i shouldnt be complaining about mod incompatibility on the first day of the new update but i find it weird that a mod that does something on the map breaks the planet generation when making a new colony so i figured letting you know about this might help in getting it updated
Monkey Magic 7 Apr @ 9:36am 
Error report for 1.5 Lotta work for you here :S

{LINK REMOVED}
Monkey Magic 29 Mar @ 12:09am 
Do you plan on updating to 1.5 before, or after the launch?

Also, check out my rework of this mod at the link below. Upgrades the textures, adds research requirements for progression, and some extra lighting for late game:

https://steamproxy.net/sharedfiles/filedetails/?id=3178164824
Monkey Magic 8 Mar @ 1:00am 
Answering my own question once more, - no there wasn't. But now there is!

Introducing a little mod I knocked up to placate my raising ire at constantly seeing a mismatch between vanilla lighting, and the modded lighting - Is it Lit? This mod shows the same radial boundary for vanilla lighting as you will see in Ceiling. Now we can all finally relax.

link: https://steamproxy.net/sharedfiles/filedetails/?id=3174979297
Monkey Magic 4 Mar @ 4:00am 
Is there a way to hide the light radius from the ceiling lights? Or at least add it to the standard lamps - coz this mismatch kinda irritates me lol

Regarding this, the vanilla standing lamp has a glow radius of 12 - starts off at 50% brightness, and lights up 7 tiles (not including the bulb tile) before falling off each tile after at 47% (lit) 31% (lit) 16% (Dark) then 0% (Dark) - is the ceiling light the same values? (I haven't built a room big enough to check)

I ask coz the light is an industrial white, rather than the homey yellow glow of the lamps, so it lights light it stretches further

Also, the description for your ceiling lights is taken directly from standing lamps - which is fine - but they are also referred to as "standing lamps" because of this. May wanna fix that.

Additionally, could we get an option to split the lights up, rather than have them all condensed? A toggle for this would be fine, if not individual settings.
WJSabey 4 Feb @ 3:27am 
Seems like there's a problem with this and Vanilla Textures Expanded - Variations . The ceiling sun lamp is using their textures instead of the ones it should. Doesn't seem to matter which order I put the mods in.
Webbolord 25 Oct, 2023 @ 12:40pm 
Hey, darklights dont appear to be included anymore in the dropdown menu, I always use them but suddenly they're not there, has anything changed?
Maia 24 Oct, 2023 @ 2:45pm 
Nevermind I just found it, the ceiling light appears when I click on the chandelier
Maia 24 Oct, 2023 @ 2:40pm 
Hi, I know some people have already asked this question, and I know the answer is in the FAQ, but I cannot find the lights. I can’t find any dropdown menu under furniture nor the gloomlights that are the firsts lights on the menu
Jarrod 2 Oct, 2023 @ 8:50am 
The light guide when placing is useful since you can't move the ceiling lights, but they seem to be broken, and not showing at least the 30% minimum light reach. It looks like the small ceiling light and chandelier have zones that are too big, and the long ceiling light has a zone that is too small.

Or the ability to turn off the guide since it conflicts with a mod like Light Radius that shows proper light reach.

Also the ceiling sun lamp does not trigger the sun lamp coverage overlay which makes seeing your projected coverage harder when planning indoor growing, would be nice if it did that too. Same with the ceiling firefoam popper, it doesn't show the firefoam popper coverage overlay either.
Jath 10 Aug, 2023 @ 10:22am 
Hi!

Would I be able to offer a suggestion?

Possibly add a research option that after researched, it reduces the power cost of the lights, similar to how VE does their wall lights?

I think that actually makes sense because it's similar to, say, moving from a regular lightbulb to an LED which has a significant power reduction in real life as well.

Thank you!
Bread 13 Jun, 2023 @ 4:09pm 
There is a texture issue with the ceiling sunlamp when using vanilla textures expanded - variations. It will look normal when first placing it, but upon reloading the save the texture is replaced with the regular sunlamp.
Jiopaba 12 Jun, 2023 @ 9:17am 
Hey Owl, can we get Ceiling Mounted Trade Beacons?
tovo 15 May, 2023 @ 5:37pm 
Oh my mistake, thanks author!
Owlchemist  [author] 15 May, 2023 @ 3:19am 
those aren't from this mod. That's DBH. But yes I use that mod too and it's just a shadow.
tovo 14 May, 2023 @ 10:38pm 
After installing a ceiling fan (1x1 and 2x2) is it suppose to show just the shadow? Are the white fan blades suppose to disappear?

I have show ceiling fixtures enabled. Things like the Ceiling Light do show.
Kalmin 26 Apr, 2023 @ 12:06pm 
Hey big Owl, can you do a darklight version of the chandelier please?
Skipper 19 Apr, 2023 @ 5:36am 
Edit: No worries, found it. For anyone else looking, you need to change the type of popper as though you were changing material on any other item. It's hidden away but it is there.
Skipper 19 Apr, 2023 @ 5:34am 
Hi, where is the ceiling mounted popper? I can't find it anywhere.
Tia 24 Mar, 2023 @ 8:30pm 
How about an electric chandelier? You know those fake flickering light bulbs, hehe...
VolatileGlitchAviator 23 Mar, 2023 @ 11:35pm 
No worries was just wondering!
Owlchemist  [author] 23 Mar, 2023 @ 10:34pm 
v1.5.2
- Some touch-up work for the code related to the chandelier flame graphic. It should flicker better now all frame rates accordingly.
- Also, the controller for this graphic no longer needs a harmony patch, reducing some overhead.
- Exposed some hardcoded text to the language keys, for use of translators.

---

@VGA - nope, sorry.

@Jixxor - yeah perhaps :thinking:
VolatileGlitchAviator 19 Mar, 2023 @ 9:05am 
Hey Owl, Quick Question.... is there a hotkey to turn ceiling stuff on and off?
Jixxor 13 Mar, 2023 @ 6:03pm 
@Owlchemist may I suggest some sort of square foundation with a satellite dish pointed towards the sky, so it looks like something installed on the ceiling that's connected to a satellite dish on the roof. Since RimWorld doesn't show roofs it might be fine like that?
Owlchemist  [author] 11 Mar, 2023 @ 12:19pm 
@IamWatro - yeah I know what you mean lol. I had considered it, but sorta running into a creative block on how to actually do the graphic for such a thing when mounted upside down :\
IamWatro 10 Mar, 2023 @ 6:55pm 
Hey Owlchemist, any chance we could get a ceiling trade beacon? The sunlamp and firefoam popper makes me really think a beacon would be awesome in this sense, it'd make the tiny base work so much better.
GlockenGold 19 Feb, 2023 @ 2:25pm 
True, remembered I could do that just after commenting
Owlchemist  [author] 19 Feb, 2023 @ 2:23pm 
Use Perspective Buildings to center them.
GlockenGold 19 Feb, 2023 @ 2:14pm 
Could you add a 1x1 or 3x3 version of the Chandelier? Would really love to be able to place it in the centre of a room, but that's not possible with a 2x2 (unless the room has even sides, which is just heretical)
Owlchemist  [author] 12 Feb, 2023 @ 3:04am 
@Necromenta - Aye someone else reported that to me too on discord. Pushed a "fix" now. On quotation marks cause it more or less just axes that patch if it can't find a way to do it. Idk why you'd be getting that error other than it appearing as though some mod either removed Braziers, or drastically changed throneroom requirements in some way.

@Fuitad - It wasn't movable by design, sort of a balancing decision I suppose. There's several mods out there that lets you override that behavior though - Minify Everything, RimmQol, etc.
Fuitad 6 Feb, 2023 @ 6:07am 
@owlchemist can you please make it so the light fixtures can be uninstalled/moved?
Necromenta 4 Feb, 2023 @ 9:53am 
Getting this log when starting the game - not sure why.

Simple Utilities: Ceiling] Patch operation Verse.PatchOperationSequence(count=5, lastFailedOperation=Verse.PatchOperationAdd(Defs/RoyalTitleDef/throneRoomRequirements//things[li[text()="Brazier"]])) failed
file: E:\SteamLibrary\steamapps\workshop\content\294100\2571003732\Common\Patches\patch.owlchemist.ceilingutilities.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()

I hope this log is useful
Owlchemist  [author] 29 Jan, 2023 @ 5:18pm 
@Dracon - hmm, took a look but wasn't able to reproduce that issue. Regardless, that feature needed to be updated anyway, just some internal bits I had to change up. See if that helps?
Dracon 29 Jan, 2023 @ 8:12am 
The ceiling Sun-Lamp gets effected by VFE the wrong way and turns it's graphich into one of the standing ones, even if you don't try picking one.
the S P A C E must flow 23 Jan, 2023 @ 7:56am 
Thanks Owl!