RimWorld

RimWorld

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Simple Utilities: Ceiling
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Mod, 1.3, 1.4
File Size
Posted
Updated
723.688 KB
Aug 9, 2021 @ 10:43pm
Mar 28, 2023 @ 9:54am
36 Change Notes ( view )

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Simple Utilities: Ceiling

In 1 collection by Owlchemist
Owlchemist's Mods
42 items
Description
Allows the building of ceiling-mounted light fixtures, firefoam poppers, and sun lamps. Also includes darklight variants for Ideology users. The lights come in a variety of styles, and can be placed above furniture.

Features
Assets:
  • Styles: In order to use styles, you must have Vanilla Expanded Framework. Without it, you just get the 1 main style.

  • 1x1 ceiling lights in 3 styles.
  • 1x2 long ceiling light in 3 styles.
  • 1x1 dark ceiling lights for ideology users, with a technist style as well.
  • Ceiling mounted sunlamps in 2 styles.
  • Ceiling mounted firefoam popper.
  • Being able to mount a salvaged gloomlight to the ceiling.
  • A 2x2 pre-industrial chandelier. If you have Perspective: Buildings, you can offset them a half-tile to center into odd-tiled spaces. They can also substitute a throneroom's brazier requirement.

Misc:
  • As far as stats go, all buildings treat the vanilla equivalent as their parent definition... with two exceptions: Ceiling mounted fixtures take longer to build, and as they are affixed to the structure, they cannot be minified/moved.
  • Custom placement code restricting fixtures to roofed tiles.
  • Buildings are all grouped into a dropdown category to avoid cluttering your build menus.
  • Visibility toggle button.

FAQ
Q. I can't find the lights.
A. They're all grouped together under a drop-down menu. Usually the Gloomlight is the first on the list.

Q. Can these be built over things like furniture?
A. Yes, unless the furniture supports roofs (like columns).

Q. I can't install a mounted gloomlight.
A. Mechnodes you acquired prior to installing this mod won't work immediately. Install them as normal, then uninstall them. Then you should be be able to mount them.

Q. Can the "change graphic" button be less random?
A. Yep. Go to mod options -> vanilla framework expanded -> and enable sequential graphics.

For other modders
If you'd like your own ceiling assets to utilize this mod's code, add this to your def:
<placeWorkers> <li MayRequire="owlchemist.ceilingutilities">CeilingUtilities.PlaceWorker_OnlyUnderRoof</li> </placeWorkers> <modExtensions> <li MayRequire="owlchemist.ceilingutilities" Class="CeilingUtilities.CeilingFixture" /> </modExtensions>

Credits


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🦉GitHub[github.com]


[ko-fi.com]
Popular Discussions View All (1)
0
Nov 21, 2022 @ 8:57am
Mod support
Fargotroniac
268 Comments
alt4s May 2 @ 12:22am 
Hi. I made a continuation a while ago for this mod, it should solve the world gen issue.

https://steamcommunity.com/sharedfiles/filedetails/?id=3231909012
VicodinHoliday May 1 @ 9:15pm 
Can corroborate that this is breaking world gen, also the 'reworked' https://steamcommunity.com/sharedfiles/filedetails/?id=3178164824 version also is, but by the virtue that this mod is a requirement for that one.
Turtwig107 Apr 23 @ 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 Apr 23 @ 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 Apr 23 @ 10:21am 
Mod currently breaks the HUD for me and is unplayable. Consider deactivating the mod/looking for a replacement of this mod.
Speak Into The Cock Apr 22 @ 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 Apr 20 @ 10:34am 
Translation: "WE NEED 1.5"
Rexziller Apr 18 @ 9:26am 
.-- . / -. . . -.. / .---- .-.-.- .....
wi9390 Apr 18 @ 6:55am 
1.5
WJSabey Apr 17 @ 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.