RimWorld

RimWorld

Chocoroom Apr 22, 2020 @ 9:20am
Outdoor roofs 0% lit?
That doesn't make any sense. Why would it be pitch black if there was a roof overhang outside a buildings entrance if its completely sunny without clouds?
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Showing 1-4 of 4 comments
BlackSmokeDMax Apr 22, 2020 @ 9:22am 
Simply put, the game is just not putting any time in trying to calculate ambient light. The lighting is currently a fairly low tech system in an already super cpu-intensive game. My guess is devs don't think the calculation time is worth the extra realism.
Last edited by BlackSmokeDMax; Apr 22, 2020 @ 9:25am
Chocoroom Apr 22, 2020 @ 9:33am 
Originally posted by BlackSmokeDMax:
Simply put, the game is just not putting any time in trying to calculate ambient light. The lighting is currently a fairly low tech system in an already super cpu-intensive game. My guess is devs don't think the calculation time is worth the extra realism.
Makes sense, but what about indoor torches? I don't have any experience with programming so I don't know how hard it would be to implement, but maybe have a progression of light that would slowly get lower and lower each layer of roof it passes through.
grapplehoeker Apr 22, 2020 @ 10:23am 
I always cover my outdoor pathways in order to ignore a toxic fallout event...
https://steamcommunity.com/sharedfiles/filedetails/?id=2070483946
but, I hate the "too dark" cause for a mental break and so I make sure that all exterior pathways are lit ;) It has the added benefit of looking pretty good too!
https://steamcommunity.com/sharedfiles/filedetails/?id=2070484867
BlackSmokeDMax Apr 22, 2020 @ 10:39am 
Originally posted by Chocoroom:
Originally posted by BlackSmokeDMax:
Simply put, the game is just not putting any time in trying to calculate ambient light. The lighting is currently a fairly low tech system in an already super cpu-intensive game. My guess is devs don't think the calculation time is worth the extra realism.
Makes sense, but what about indoor torches? I don't have any experience with programming so I don't know how hard it would be to implement, but maybe have a progression of light that would slowly get lower and lower each layer of roof it passes through.

Torches (and regular lamps as well) have a radius, you can see this by having nothing selected, and then hovering over tiles and looking for the %Lit stat in the lower right. Torches and all lamps except the sun lamp start at 50% and then after so many tiles start dropping off in % Lit amount.
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Date Posted: Apr 22, 2020 @ 9:20am
Posts: 4