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I am almost certain this is a mod conflict, because I never had an issue,when I ran this mod by itself.
- Begin Rant -
FYI for the future... PLEASE for the love of god, don't upload a log that you ran with other mods activated. Us modders will spend hours of our busy lives going through it, and not being able to find the actual problem. Please, show us some respect.
- End Rant -
I didn't make this mod, and I don't have the time anymore to help maintain it. Besides the Crystal ore and glow lights from the Biomes!: Core mod mostly does the same thing, without any issues. You won't get any floor tiles with the Biomes mod, but really... It's already cheating to have lighting that doesn't cost electricity or wood... Anyway, good luck!
I'm not the mod author, but I did poke around the dll, and recompiled it to fix some bugs a few weeks or so ago.
Pay attentions to this line:
"Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has null thingClass."
Use dnspy.exe (A download link can be found on RImworlds wiki.)
Then you'll need to basically copy and paste each class into a new dll you made in Visual basic Studio Community edition(I forget which version, but the wiki should say it). After you got the classes from the original dll replicated into your Visual Studio project, you can find the GLO_GlowstoneFloorSingle's "thingClass" which is NULL and shouldn't be apparently.
OR.....
These two errors repeat in the log for every one of the tile based floor lights, not just GlowstoneFloorSingle.
Unfortunately I'm not very familiar with the language this game uses, so I can't really make heads or tails of this log. If it's a specific incompatibility or load order issue that you believe can be tracked, I'd love to help you find it so everyone can benefit from knowing.
Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has components but it's thingClass is not a ThingWithComps
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
LOGS! because logs help!
Okay, so I'm having the poofing stuff, but I run in dev mode and noticed some yellow errors, so I poked the mod a bit and checked the logs some and I've determined it's only things that contain the tiles. Chandeliers and pylons work fine.
That being said, here's the logs:
Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has null thingClass.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I played a game of Rimworld last night for the first time since .16, and idk if it's another mod I have or if it is now in vanilla, since I can't find info anywhere on it, but there is a resource called crystal shards that does the exact same thing as glowstones, and has no issues.
Also, I cannot reproduce any of the bugs people have mentioned in the comments, so it seems like this mod is just fine, but people are just having compatibility issues, and I have a major mod I am working on right now for Rimworld, and have no desire to make a compatibility patches for this mod. For now, I will just be using whatever mod(or vanilla) is providing these crystal shards, and will not be supporting this mod anymore, since it is actually just fine.
Good luck to you, if you decide to make a compatibility patch.
My advice would be to join the Rimworld Discord. I'm sure someone there can help you make a comp. patch. I'm on it alot, so maybe I can help you there, if I am avaliable.
I forgot to correct myself, I meant the stonecutter's table, not the electric smelter, but it is still potentially helpful to know about the electric smelter as well. Thanks
Any objections to this change?
It must be a conflict with a mod some of you are using.
For those of you who are having an issue with the tiles disappearing, could you please look through your mod list, and find any mods that might have to do with flooring or the electric smelter?
As for the deep drilling deposits occuring too much, I agree.
One of them was set to 50%!
I think setting them all to 10-15% would be a better approach, but I'd like to get feedback on that first.
I'm a programmer, I'll fix it tomorrow, and share with you guys.
Godspeed, you crazy panda...
it has been a honor
@X4MHD interesting idea, I like it!
A glowstone, harnessed in steel and boosted with uranium & chemfuel,
which light helps plants grow. Possibly requires a technology (Zero Point) to research.
Doesn't cost electricity or needs refueling. It'd be much appreciated!