
Last update: 18.11.25.
Reason: Update mod to version: 18.11.25
The ONLY Rimworld mod with North-facing shadows!
I love playing at high latitudes (45 degrees and above) - yet Rimworld's experience has always been lacking up there.
That means pointing north in the northern hemisphere, south in the southern hemisphere, and either direction in the tropics (and the poles) depending on the time of year (day).
A moonless night (or even crescent) should feel different than the full moon beaming down in all its glory. Moon phases should vary over time and provide different amounts of moonlight.
if the sun is above the horizon it should look like day even in winter.
The sun may be below the horizon - but the light may linger for hours - especially at high latitudes.
This mod uses REAL astronomy calculations to figure out where the sun and moon actually are based on the planet's (settable) tilt and adjusts the lighting and shadows to match.
This means that latitude choices matter more than ever before. A colony at the equator will feel very different from a colony at high latitudes. Winters can be dark, and summer days long. Growing seasons are now just as influenced by light as temperature. If you have a grav ship, you can now take full advantage of the seasons by hopping latitudes at different points of the year.
This mod can be safely added or removed to a saved game as it does not touch the save file at all.
This means that twilight starts when the sun is below the horizon, and shadows are only cast when the sun is above the horizon. Experience blue to red twilights, awesome sunrises/sunsets, and bright days - even in the polar regions!
The moon will light up the nights based on its phase and if it's above the horizon. This means that moonless nights are naturally dark, while full moons light up the nights - especially during polar night.
A helpful GUI element will let you know if the moon is visible and what phase it's in (can be disabled in settings).
The game's lighting follows real human perception (logarithmic). This means that full moons directly overhead appear 39% as bright as noon - simulating a human's adaption to light over time (though most nights will be less than half that).
Common weather types (rain, snow, fog, and overcast) are now implemented! However, uncommon weathers (like blood fog) are not supported yet, nor are game events (eclipses, volcanic winter). Please be patient as I add them over time.
Even though the day may "feel" bright, that doesn't mean much energy is reaching the ground. Plant growth and solar panels will now grow according to real energy hitting the ground. Which leads to...
Plants will now start growing if the sun is above the horizon, and reach max growth at 50% solar intensity.
(This is based off real plant light saturation: Plants don't need much light to start growing - and they get saturated well before the sun provides peak power.)
This means that plants may grow slightly quicker than you are used to - but it's now possible for tribes to grow plants farther north without hydroponics - as long as it is warm enough (temperature calculations remain unchanged).
Also - Light sources no longer affect plants except for sunlamps. This is to prevent torches from acting like sunlamps.
You can set the planet tilt to be 90 degrees and have the sun be directly overhead at the poles for days - but you will not get 100 degree Celsius temps. You also won't get the atmosphere freezing around you during your half-year night.
04.11.25 (1.6)
- Volcanic Winter support added
- Toxic Fallout support added
- Better onboarding
28.10.25 (1.6)
- GlowForest biome is now supported
- Eclipses are now supported
27.10.25 (1.6)