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RimWorld

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[ZAV] Glowstone
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Mod, 1.4, 1.5, 1.6
File Size
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469.245 KB
25 Apr, 2024 @ 7:41am
18 Jul @ 6:47am
14 Change Notes ( view )

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[ZAV] Glowstone

In 1 collection by Alexander Zagirov
My mods
8 items
Description
Disclaimer
This is a rebalanced and fixed version of an existing mod. I claim no ownership of the mod!
Originally created by cuproPanda.

Description
First of all, this is not simply an update but a “fork”! It means that a significant number of fixes and changes took place according to my personal vision. If you don't like it, I'm open to discussion and with some solid arguments may even change something.

Cleanup
It felt like no one actually done anything with this mod from the time of 1.0 release. Had to look through and crosscheck all of the mod’s files, reorganize them, cleanup a lot of outdated xml code and duplicates of vanilla def’s with minimal changes to them. It seems like the original author didn’t really had a good grasp on how the whole def system works and a way to forbid inheritance of properties from existing abstract def’s. I felt mentally tired after finally finishing everything…

Glowstone
  • “Glowstone” tab have been removed from the architect menu.
  • Two glowstone deposits (small and large) merged into one that drops glowstone clusters to minimize resource nodes clutter.
  • For the same reason both small and large glowstones have been removed from the deep resources spawn.
  • Recipes from stonecutting table (to cut and crush glowstones) have been added to crafting spot.
  • If Vanilla Iron and Steel (Continued) mod is installed - recipes from electric smelter (to weld glowstone and make glowstone tiles) will be available at a bloomery.
  • Fixed “weld 4 glowstone cluster” recipe. It produced 8 instead of 4.
  • Patched Long-Range Mineral Scanner. Now it can be used to look for glowstone clusters.
  • By popular demand added normal / darklight toggle to all glowstone lams, sculptures, etc…
Sculptures
  • Fixed small glowstone sculpture recipe. For some reason it had a stuff category assigned to it.
  • Ideology DLC: added missing StyleDominance property to all sculptures.
  • Ideology DLC: used XML Extensions to automatically patch compatibility for all sculptures with all available ideology styles. Writing those patches by hand is too time consuming and tedious. Obviously, this patch requires XML Extensions to work.
Glowstone-plated tiles
  • Added compatibility with Designator Shapes for 2 tiles (strip and double strip). Both are designated as “draggable” (like normal walls) which for some reason makes it impossible to rotate them when used together with the “Designator Shapes” mod. Had to patch out “draggable” property from the tiles in case “Designator Shapes” is also installed.
  • Moved all tiles to the “Floors” tab and grouped them together into one dropdown menu to minimize clutter.
lamps
  • Glowstone lamp and Pylon moved to the “Furniture” tab.
  • Removed “flickable” comp from both of them. Can’t imagine how someone can “Turn Off” a glowing rock.
  • Added visible light radius to both of them.
  • Changed Glowstone lamp’s glowRadius from 7 to 8 to be the same as small glowstone chandelier.
Сeiling lamps
Custom assembly in charge of ceiling mounted laps still works… I tested it excessively for a couple of days on a heavily modded game to see if something breaks, but surprisingly it just works. I also didn’t notice any drops in TPS which can happen with older assemblies. So, All Hail the original creator for this robust piece of code. If this thing breaks I as sure as hell won’t be the one trying to fix it. I don’t have much time for games, even less so for moddind, and dubbing into programming for Rimworld is out of the question. So, pray it never happens.
  • Ceiling lamps aren’t stuffable anymore. Partly because their texture didn’t support color changes anyway, and partly because it’s impossible to group stuffable items into a dropdown menu.
  • And you guessed it - I moved ceiling lamps to the “Furniture” tab and grouped them together into one dropdown menu to minimize clutter.
  • Added visible light radius to all of them.
  • Changed large glowstone chandelier’s glowRadius from 13 to 12.
  • If used together with the “Simple Utilities: Ceiling” mod, replaces all ceiling lamps with a better versions based off Owlchemist’s custom def’s and comp's for a ceiling-mounted fixtures, and also moves them to a dropdown category from his mod.
Glowstone EMP shell & Glowstone IED
Removed. Never found a use for this cr*p. Don’t ever ask me to return it.
Glowstone column
  • Added glowstone columns.
  • Patched ideology room and royal titles to accept glowstone columns as a valid “column”. Requires VE Framework to work. I could’ve written a more complex patch to not rely on VEF, but didn’t want to overcomplicate things. Practically everyone uses it anyway.
  • As with glowstone sculptures used XML Extensions to automatically patch compatibility for glowstone columns with all available ideology styles.

Compatibility
IDs
ID: 3231900626 Mod ID: zav.glowstoneForked
98 Comments
ミラッチェ 1 hour ago 
Thanks for checking!
We are currently working on updating to 1.6, so the MOD loading order may be messed up!
We will do our best to make your MOD compatible with our colony.:SMT5V_JackFrost:
Alexander Zagirov  [author] 3 hours ago 
@ミラッチェ I tried to replicate this error with different combination of mods and dlcs but to no avail. My only guess would be a conflict with another mod. Do you have other mods that add columns to the game? It’s possible that they’re patching the same def.
Alexander Zagirov  [author] 4 hours ago 
@ミラッチェ ??? This shouldn’t be happening. I’ll look into it later.
ミラッチェ 7 hours ago 
Hello, thank you for your mod!

While running the mod on RimWorld 1.6, I encountered the following patch error:

---------------------------
Patch operation Verse.PatchOperationSequence failed
Target: Defs/PreceptDef[defName="IdeoBuilding"]
File: columns_ideology_patch.xml
---------------------------

It seems the target definition may be missing or altered (possibly due to DLC not loaded or structure changes).
Just wanted to let you know — thank you for your work!

Your MOD is very helpful. I look forward to working with you in the future.
Kresteel 15 hours ago 
I have been looking for a reupload of this for a while now... Im so excited! TY!
Alexander Zagirov  [author] 18 Jul @ 5:54am 
@Kardes Well, simply adding normal / darklight toggle is easy, but I don’t like the idea. Hmmm… well, it’s not the first time people ask me to add darklight variants so I’ll find some time today or tomorrow to add it.
Kardes 18 Jul @ 1:29am 
The one by mantrasong had a darklight version.
Somebody posted it as a Discussions as a XML edit.
It honestly looks really good with just the lighting changed.
I used it for years before updated this one to 1.4
Alexander Zagirov  [author] 17 Jul @ 2:25pm 
@Natangry No, this mod is far older that ideology dlc. If you want darklight variants I can probably add something like a corrupted glowstone, but I’ll need new textures.
Natangry 17 Jul @ 2:11pm 
Anyway to make glowstone count as darklight?
Talvi Jam 11 Jul @ 12:05pm 
yep, it worked! Thank you so much for your work. I love this mode. It creates some light in the lives of my tribal tree-liking cavemen :steammocking: