RimWorld

RimWorld

Simple Utilities: Ceiling
57 Comments
Kelven Sep 28 @ 1:18pm 
The toggle ceiling fixtures button turns off ceiling fixtures correctly, but doesn't turn them back on when toggled again.
Scyobi_Empire Aug 25 @ 3:44am 
you are a life saver, i missed my ceiling firefoam poppers
Jarrod Aug 2 @ 7:54pm 
@NeinDao

The original link has all the stuff it adds

https://steamcommunity.com/sharedfiles/filedetails/?id=2571003732
NeinDao Aug 2 @ 1:01pm 
does this mod only add one celing lamp? i thought this mid used to have celing fan lamps. maybe im thinking about another mod
Jarrod Aug 1 @ 9:36pm 
@NeinDao
Should be behind the "electricity" research, like all the lights.
NeinDao Aug 1 @ 9:28am 
are they behind a research? i cant find the ceiling lamps
Jixxor Jul 29 @ 11:56am 
Actually a good point. I asked OwlChemist back in the day to find them lol
Jarrod Jul 29 @ 5:22am 
@unexceptional outcomes
Noting this again till the author puts it in the description: the lights are under the "mounted gloomlight" option. I was lost looking for it too.
Alexander Zagirov Jul 11 @ 8:51am 
They moved mech node to core in 1.6. You need to move textures from Royalty folder.
Szczygiel Jun 28 @ 2:35pm 
thank youu
кекекекекекекеке  [author] Jun 28 @ 1:36pm 
fixed
Dr. Internet Jun 28 @ 11:02am 
Confirming what 0。0 said, breaks the game in the current state if used alongside vanilla expanded framework.
0。0 Jun 28 @ 8:33am 
Incompatible with Vanilla Expanded Framework update
rhyndo Jun 24 @ 7:52pm 
@Corvus use perspective buildings it'll work well
Corvus Jun 4 @ 6:56pm 
Any chance we could get a bigger or smaller chandelier for centering purposes? I'll happily take either one, I just want it centered with the single-tile door :steamsad:
unexceptional outcomes May 1 @ 8:45pm 
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.

wish i read this 20 minutes ago
SaMaHaJoGu Feb 21 @ 10:51am 
I didn't figure out the exact problem, but I went ahead and used RimPy to re-sort things and now I can use the drop-down. Must've been something I was using that loaded before it to screw things up.
SaMaHaJoGu Feb 18 @ 2:59pm 
I got the chandelier, but I can't seem to find the electric ceiling lights. :'(
WJSabey Jan 18 @ 8:00pm 
This needs updating so the buildings use the correct mod ID for the continued version of {LINK REMOVED}.
Anodder Jan 6 @ 8:18am 
Thank you for updating the mod!

Minor bug I found (and was probably in the original too): I cannot build ceiling lights over walls/doors (makes sense) but I can build walls/doors _under_ existing ceiling lights. Probably because the vanilla game does not check for a ceiling. There are some buildings that cannot be placed under a roof, maybe it is possible to replicate this mechanism?
Horhyzon Dec 16, 2024 @ 12:31pm 
Noticed that once I hit the hide toggle, I cannot make any of these items visible again.
кекекекекекекеке  [author] Nov 26, 2024 @ 6:04am 
@Richard Watterson Through xml files in the mod folder, yes.
Shu Nov 25, 2024 @ 7:50pm 
Is there a way to modify the power consumption of the lights?
Psyckosama Oct 5, 2024 @ 11:31am 
Nope. Not a load order issue.

Trying to get it working with this: https://steamcommunity.com/sharedfiles/filedetails/?id=738063560
Psyckosama Oct 5, 2024 @ 9:34am 
Ah. Probably a load order issue then.

Thanks.
кекекекекекекеке  [author] Oct 4, 2024 @ 11:23pm 
@Psyckosama Depends on how that sunlamp power mod patches the regular sunlamp since this mod's ceiling sunlamp is an extension of the regular one, meaning it uses the attributes of the basegame sunlamp iirc.
Psyckosama Oct 4, 2024 @ 11:21am 
what would I have to edit to change the power drain of the grow lights? I use the sunlamp power mod and would like to tweak this to match.
Speak Into The ♥♥♥♥ Sep 27, 2024 @ 11:02am 
Wait, is it not a part of this mod that gives you the option to keep the lights on all the time, or just when a pawn is in the room?
Crimson Sep 27, 2024 @ 5:12am 
would be cool though
кекекекекекекеке  [author] Sep 27, 2024 @ 5:04am 
@Sleep For Dinner I don’t really understand, aren’t the lights always on anyways? Or do you mean compatibility with mods that disable/enable lights depending on if there’s pawns in the room? If so that’s not planned, no.
Speak Into The ♥♥♥♥ Sep 19, 2024 @ 11:18am 
This might be a long shot, but is there a way you could make it so mechs don't keep the lights on if they're in the room?
Crimson Sep 6, 2024 @ 4:12am 
Btw thanks for updating this
кекекекекекекеке  [author] Sep 5, 2024 @ 11:08pm 
@VexusMalius Don’t have both this and owlchemist’s version installed, only one.
VexusMalius Sep 5, 2024 @ 3:49pm 
I'm getting this red text when trying to load it.
"Tried loading mod with the same packageId multiple times: Owlchemist.CeilingUtilities. Ignoring the duplicates." Is this included in another mod?
Crimson Sep 5, 2024 @ 4:13am 
mom, dad, stop arguing!
Monkey Magic Aug 26, 2024 @ 7:24am 
Again, that isn't what I said to do at all though. I sent you a friend invite anyway. Add me, and I'll send you the link to the merged mod so you can see for yourself what I mean. Prolly get a better understanding that way anyways.
кекекекекекекеке  [author] Aug 26, 2024 @ 7:08am 
@Monkey Magic Never said anything about keeping older version folders, instead I noted that copying over and replacing files of the newer version with the older one's is risky and could potentially break the mod since there are usually significant changes between different versions of the game. I'm not really following what you're trying to change and why you're trying to change the actual contents of the mod when the issue is with identical packageids. Ultimately, as stated prior, it's best to only have either the old mod or this one, unless you're willing to patch all mods using its packageid to something of your choosing.
Monkey Magic Aug 26, 2024 @ 6:57am 
I can send you a link to a copy of the file if you wanna check for yourself. Can't post it in here without it getting wiped XD
Monkey Magic Aug 26, 2024 @ 6:53am 
@alt4s - Pretty sure you misunderstood me there, coz I never said the the about.xlm was in the version folders. As a mod author myself, I can assure you that:

1. There is reason to keep old versions of a mod, it's called compatibility with older save files. Failpail explained his reasons for switching back and forth between 1.4 and 1.5. Many people are still playing 1.4, and even 1.3 save games in addition to 1.5 XD

2. These changes will not break the mod - if fact, I went ahead and did this myself just now to prove it would not break the mod -so iunno what you are on about here. So long as the assembly files are stored in their individual version folders, there is no problem.

Your point that this may break compatibility for other mods that rely on Simple Utilities: Ceiling is valid; but that's only gonna be an issue for the 1.5 version, and something that can probably be fixed with a patch
кекекекекекекеке  [author] Aug 26, 2024 @ 1:15am 
@Monkey Magic That's not really how it works, the about xml isn't located in the versioned folders, rather it's in a separate About folder. There's also no reason to copy paste files from an older version to the newer one. That won't do anything apart from breaking the mod, especially if you're replacing assemblies. The best approach would be to use only one version of the mod to maintain compatibility with other mods that interact with it. Simply changing the packageid could break compatibility if other mods rely on that specific id.
Monkey Magic Aug 25, 2024 @ 11:47pm 
@Failpail, @ alt4s - Given both mods use the same defs, in theory you should be able to copy/paste the 1.4 version into the 1.5 version (creating the appropriate folders, and making appropriate changes to the about files, so they effectively become the same mod.

The game will launch the appropriate folder as required, and there will no longer be a duplicate issue. I mean, it would be just like when a mod gets updated for the next version, and leaves in legacy versions
John Titor Aug 19, 2024 @ 7:00pm 
Thanks you the GOAT.
NotTildaSwinton Aug 5, 2024 @ 9:03pm 
thank you!
Whatdahellbro Jul 26, 2024 @ 6:19pm 
thanks for your work!
кекекекекекекеке  [author] May 26, 2024 @ 11:35pm 
@Underskore I’d guess minify everything
Underskore May 26, 2024 @ 5:18pm 
Any way to make them uninstallable and reinstallable?
ReasoN May 5, 2024 @ 5:24am 
I think the light overlay does not work i did not show the lights when active
FailPail May 4, 2024 @ 12:48pm 
because i get that warning even if either the 1.4 v ersion of the mod or this version of the mod is inactive so even if i'm not playing 1.4 rimpy yells at me about it being incompatible with itself
кекекекекекекеке  [author] May 4, 2024 @ 12:44pm 
@FailPail I mean, you can go into the About folder of the mod and edit the About.xml file and change <packageId>Owlchemist.CeilingUtilities</packageId> to anything you want, however I still don't see why you would do that considering this version is only for 1.5.
FailPail May 4, 2024 @ 12:41pm 
because I keep switching between 1.4 and 1.5 versions atm is there a fix i can do on my side?