710 ratings
Realistic Darkness V2.01 for 1.3+-
Mod, 1.0, 1.1, 1.2, 1.3
File Size
131.501 KB
Aug 9, 2016 @ 8:56pm
Jul 7, 2021 @ 1:21am
13 Change Notes ( view )

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Realistic Darkness V2.01 for 1.3+-

In 2 collections by Willowisp
Helpful Bot's Rimworld Realistic Darkness Collection
12 items
Helpful Bot's Hostile Environment Collection
16 items
STEAM ID: 740930354

In vanilla, lights are for your pawns; in realistic nights, the lights are for you.

Updated for 1.3

Tired of not being able to tell whether its day or night because they both look similar? Ever wanted lighting to matter? Well then this is for you.

This mod changes lighting and saturation in rimworld to be dynamically darker. Also changes colors and saturation of weather patterns and the eclipse event along the same lines.

The lighter version is probably more appropriate for most users. The darker version is purposely targeted at people like myself who not only want the immersion/flavor of true nights but also want to make the game distinctly harder.
One of the most powerful tools you can use IN-GAME for altering darkness levels is the Reshade program. Its easy to install as it does most of the work for you. Just select the Rimworld program folder and you're set. It will ask you if you want all the effects, just say yes and it'll install all the effects for you. Once inside the game press shift + F2 and configure it how you like.
Click here for a link to the: RESHADE UTILITY [reshade.me]
So up until today i've been using a CRT (Cathode ray tube) monitor and just upgraded to a smart LED LCD monitor and sweet baby 5lb 6oz jehova this version is dark at night now under certain monitor-based picture settings. I strongly suggest those of you out there with full-array LED or plasma screens that are having trouble seeing things to play around with their settings as on my monitor the visibility ranged from absolute night inside of a black hole to reasonably dark and visible.

Important Disclaimers: (+ Critical)
  • +This mod does NOT alter your colonists' (or plants) feelings about or perception of darkness and light levels.
  • + This mod also does NOT change accuracy calculations relating to darkness or the effective brightness value of a tile.
  • + This mod DOES override your vanilla weather definitions (Could not be avoided, this was not elective). Weather effects are the same as vanilla with the exception of accuracy debuffs associated with Foggyrain and gentle snow. Foggy rain is now 0.4 (0.5 vanilla) and gentle snow is now 0.9 (0.8 Vanilla).
  • At night and especially during weather events, unlit areas will be very difficult to see! This is not a slightly darker mod; with this mod enabled darkness really means darkness.
  • + As mentioned later, foggy rain weather makes night extremely dangerous because you WILL NOT BE ABLE TO SEE UNLIT AREAS AT ALL!
  • As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night was'nt really that dark.
  • + The darkness of night is pretty dependant on your monitor. Using this version of my mod; unlit areas at night should be harshly dark to the point that you can see where enemies are but you have difficulty seeing what they're doing or are equipped with. Nor should you be easily able to discern small terrain detail.
  • Daylight remains unchanged but weather patterns have a stronger effect on aesthetic (NOT effective) light levels even during daylight hours.
  • Nights are considerably darker.
  • Night darkness changes dynamically with weather conditions:
    • Hard/Gentle snow are the lightest nights
    • Dry thunderstorms are only slightly darker than clear nights.
    • Foggy Rain is the darkest.
  • Saturation (color strength) changes more dynamically in response to weather.
  • Movespeed and ranged accuracy are very close to vanilla values. Hard snow and foggy rain are harshest on accuracy and movement (foggy rain movement is same as rain).
  • Eclipses are now as dark as clear nights.
Although it uses no content from Viceroy's Darkness Revamp mod, I would like to give him credit because this mod was created during my work to update his to A14. I made creative decisions that would have changed his mod's mechanics so I instead released this as my own.

Issues list:
  • (As mentioned before) As of 14A, fires do NOT produce light. That is just how the game is currently coded and has nothing to do with this mod. You just never realized it before because night was'nt really that dark.
  • Toxic fallout uses vanilla light levels. Until I bring toxic fallout events under the umbrella of this mod, just consider the radiation to be so powerful that it lights up the night.
  • You SHOULD be able to load/unload this mod at will without any ill effects.
  • This mod overrides 1 definition file and 1 assembly event:
    • weathers.xml definition file.
    • Eclipse events in the core game assembly. (Does not touch event handlers; only the specific verse associated with this one event)
  • This mod has a very small footprint and should be compatible with everything that doesnt touch eclipses or the weather definitions.


Never done patreon before but...

STEAM ID: 740930354
Popular Discussions View All (3)
Aug 14, 2021 @ 10:45pm
Aug 13, 2016 @ 4:42pm
Modding the day/night cycle to suit your desires
Timou Jan 14, 2023 @ 6:17pm 
Realistic Darkness (This mod was an unofficial update of Realistic Darkness V4.95 B18 mod, but now has the same name and levels of darkness only).
thinkwise7 Jan 7, 2023 @ 6:59am 
Waiting for the update :) thx
Timou Dec 9, 2022 @ 9:18pm 
Update please 1.4
fallengrace Dec 3, 2022 @ 7:51am 
just a heads up [WD] Realistic Darkness is in 1.4 for those who want pitch black night
Layfon Weller Nov 25, 2022 @ 5:47am 
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Neverian Nov 24, 2022 @ 10:45pm 
Waiting for the update :)
Timou Nov 22, 2022 @ 7:29pm 
Update please 1.4
PaniloGames Nov 8, 2022 @ 11:29am 
will it be updated for 1.4?
Angel Aug 2, 2022 @ 3:51pm 
Not dark enough...
nubcake -MeoW- Jul 31, 2022 @ 11:03pm 
@Eruzhar, agreed.