RimWorld

RimWorld

Glowstone-FINAL VERSION, NO 1.0+-
105 Comments
TangerineSpaceRaptor 24 Mar, 2020 @ 8:57pm 
I think it's kinda rude to say "FINAL VERSION, NO 1.0+" like you are screaming at people that you won't update any of your mods.
Mage 26 Jan, 2019 @ 3:51am 
I'm waiting for you..
dracoix 🐉 6 Sep, 2018 @ 2:44am 
Ported to B19 by community request, will be removed if requested by cuproPanda. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1504702246
Cocomine 1 Sep, 2018 @ 1:10pm 
Why not update??Why FINAL VERSION?? Who will be maintained after that??
Hey、小怪兽 1 Sep, 2018 @ 1:19am 
update please
Kriana 31 Aug, 2018 @ 4:49pm 
It doesn't actually work perfectly :(. I hope someone adopts this little gem.
Yuya 31 Aug, 2018 @ 5:57am 
Could you "update" this since it still shows red in the modlist in rimworld it drives me nuts to use mods that are "out of date" even if they work just fine
민트초코파인애플피자 29 Aug, 2018 @ 8:44pm 
Plz~~ B19 XD
Cocomine 29 Aug, 2018 @ 1:11am 
Hope can update~~~
Space_Lettuce_OG 12 Jun, 2018 @ 2:11am 
(2 of 2)
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!
Space_Lettuce_OG 12 Jun, 2018 @ 2:11am 
(1 of 2)
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.....
Tanya Sapien 11 Jun, 2018 @ 11:25am 
(3/3)
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.
Tanya Sapien 11 Jun, 2018 @ 11:25am 
(2/3)
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()
Tanya Sapien 11 Jun, 2018 @ 11:24am 
(1/3)
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()
Kario 24 May, 2018 @ 11:18am 
@Space_Lettuce_OG okay, good luck with the new mod honey. It's not a big deal anymore, got a warhammer 40,000 mod that adds the same as your glowstone track lights in white or gold. So no worries, and I am not a modder even though would love to be hehe. Farewell, will still use this mod for the pylons and light posts sense they are pretty.
Space_Lettuce_OG 24 May, 2018 @ 10:04am 
@Kario

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.
Kario 24 May, 2018 @ 9:03am 
@Space_Lettuce_OG could this mod be causing the disappearing issue I have? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1207390617
Kario 21 May, 2018 @ 9:38am 
I've been using the Pylon's to place lights randomly and they work fine.
Kario 21 May, 2018 @ 9:37am 
I have some concrete mods to add a concrete building material that can put down. Also I may not have been clear. The tile resource doesn't disappear but the track glowstones can blueprint on ground do, soon as the resources are placed and build time done the light just vanishes and cant even click on it anymore.
Space_Lettuce_OG 21 May, 2018 @ 8:52am 
@Kario

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
Kario 21 May, 2018 @ 12:12am 
As far as electric smelter mods, I have a crap ton of mods that add new items crafted on most of the tables.
Kario 21 May, 2018 @ 12:10am 
Well I use this for lighting in most of the rooms sense didn't have the glowstone set up early. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206113552 You mentioned other lighting mods may cause issues, this only other one I believe I have.
Space_Lettuce_OG 20 May, 2018 @ 8:51pm 
I also intend to significantly lower the price of small and large glowstone, glowstone dust, and glowstone tiles. They would no longer be a useful source of income, but rather just a source for making the various glowstone structures, or you could sell it if you're desperate for silver. However, it would only be worth 3-5 silver, depending on if its a small/large glowstone, dust or a tile.

Any objections to this change?
Space_Lettuce_OG 20 May, 2018 @ 8:41pm 
I cannot reproduce the disappearing tiles issue. Everything seems to works fine.
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.
Space_Lettuce_OG 20 May, 2018 @ 7:54pm 
I've never used it before, so can one of you( I mean ONE, no spamming plz) give me a comprehensive list of the bugs, so I can fix them?
Space_Lettuce_OG 20 May, 2018 @ 7:52pm 
Cool mod!
I'm a programmer, I'll fix it tomorrow, and share with you guys.
Kario 20 May, 2018 @ 1:01pm 
I moved this mod to the bottom of my mod list to try and fix the disappearaing tiles as @DrFeckles said, but they keep disappearing. Anyone have this issue?
CaptainFoxx 19 May, 2018 @ 12:28pm 
If I could, I would love if we had the ability to "Stain" the glowstone lights different colors using specific materials as natural dyes, like using cultivated roses to stain glowstone lamps red, dandelions for yellow, maybe add in some new cultivars for blue, green, violet. the stark white gets a bit boring after a bit.
james76543 15 May, 2018 @ 1:22pm 
I really like this mod, but it needs to be completely rebalanced. Glowstone is valued far far too much, and the yield is far too high for glowstone clusters (the deep drills yields and incredible 75 units each time, each of which has a value of $400). I would suggest that only glowstone clusters exist for mining (remove small and large deposits completely), and each glowstone cluster mined yields about the same as jade.
Feckless 8 Apr, 2018 @ 4:23am 
For those having issues with the tiles disappearing, try loading the mod further down the mod load order.
GrimTyk 7 Apr, 2018 @ 9:36pm 
SO how do you craft with the dust to make the strips?
airtank 6 Apr, 2018 @ 8:51am 
Having a similar problem as @Eon (Apr 4 @10:10 am). Tiles disappear entirely after they're installed.
Eon 4 Apr, 2018 @ 9:10am 
Can you see if anyone in the community is willing to take up maintenance of the mod? Also my glowstone seems to not be working; I can mind and harvest and use it in the production times, but the minute I built a tile of it, once it finishes it seems to just "disappear"....No lights, no mention of it being there in bottom left...
Cowskier 25 Mar, 2018 @ 4:42pm 
but wouldnt you have to find these in the nether HAHAHAHAHHUWGD9AUSOHIUCJL
katbarf 21 Mar, 2018 @ 2:44am 
Thank you cuproPanda, you've made some wonderful mods. Hopefully someone will pick up the mantle and keep these updated.
MonkeyMummyMoney 8 Mar, 2018 @ 7:42am 
Good, now all i need are dwarfs and moria will be finished, Just hope we don't dig too deep...
Tie-Poly 8 Mar, 2018 @ 4:31am 
*salutes*

Godspeed, you crazy panda...
it has been a honor
Hugo 24 Feb, 2018 @ 2:13am 
Thanks and farewell
cuproPanda  [author] 12 Feb, 2018 @ 12:33pm 
It is time that I must unfortunately announce the retirement of my mods. I simply don't have the time to dedicate to the mods anymore, and I won't be getting any extra free time in the foreseeable future. It has been a blast making mods for this game, and I really wish I could keep doing it. I hope everyone continues to enjoy this amazing game for a long time to come! I know I have :)
Bistou 8 Feb, 2018 @ 5:49pm 
Can you add a bill for the medieval mod smelter ? i mostly use those so i don't really have an electric smelter most of the time but the tiles are so nice ! but then i guess they would look a bit weird in a tribal colony...
Xam Huad 6 Feb, 2018 @ 4:29pm 
Of course, considering ZP technology can be acquired and ZPG's can be built, that energy source will be infinite for the player. Mainly because it would take over 1000+ years to drain such and I've yet to see close to that in RimWorld (whereas in the series ZP technology is merely encountered, without the ability to acquire "fresh" modules). :fixwrench:
Xam Huad 6 Feb, 2018 @ 4:18pm 
@gasses888 - It's a reference to Stargate:Atlantus' Zero Point Module (ZPM) , a power source created by the Ancients, capable of supplying tremendous amounts of energy. The suggested ZPG uses the same technology, except fields it on a much lighter scale - that being supplying of near-infinite plant-growing-light. Radek Zelenka explains that ZP is a technology where vacuum energy is extracted from <an> artificial region of subspace time until maximum entropy is reached (at which point the object becomes "empty", as if it were a drained uber battery). :energycube: :plasmacell: :ssbarrel:
The Rabid Otter 4 Feb, 2018 @ 9:29am 
@MR MELVINHAMMER I'm having a similar issue with glowstone chandeliers. I'll try changing the load order of my mods to see if that helps.
Rufert Snailsman 31 Jan, 2018 @ 3:28pm 
The glowstone strips just seem to dissapear for me when they're built, not lighting anything, just gone.
Scouter51st 30 Jan, 2018 @ 1:10am 
I'm not sure which mod it is although my hunch says it might be rainbeau's fishing/bridge mod but apparently I could not build lamps or pylons on normal ground terrain, only on water tiles. There's also the water power mod that could be doing it... or I might be wrong all together. Wouldn't say it was much of an issue though because I just moved glowstone near the top of the load order and it started working normally again
gasses888 28 Jan, 2018 @ 1:01pm 
@x4mhd you mean something like a glowstone pillar that also acts as a growlight?
Jack 25 Jan, 2018 @ 7:46pm 
@cuproPanda Reading the deep drilling wiki it makes more sense to me if it is similar to gold. I had a deposit size of 10 and extracted fully 4 tiles which would give me 600 if every time I extracted I received 75. I assumed I would only receive something like 35 since mining glowstone veins only gives you a few unlike gold/silver which give 35 from veins.
cuproPanda  [author] 25 Jan, 2018 @ 1:11pm 
@Foxxy they shouldn't be doing that, They are just as rare or even more rare than gold is, depending on the size.

@X4MHD interesting idea, I like it!
Xam Huad 22 Jan, 2018 @ 1:19pm 
Any chance you could introduce a ZPG (Zero Point Glowstone)?
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! :vahlen::secretingredient: