RimWorld

RimWorld

TMaterials - Glass
116 Comments
Loyalty Enforcer Guppy 12 hours ago 
this is perfect if you wanna add checkpoints to your base
connithan 12 Jul @ 7:50pm 
hey! love the mod, thanks for keeping it updated even when you aren't really into it (ive been there). wanted to ask- if you get a chance (and motivation), could you make the glass walls airtight? id love to use them in a gravship :0)
test  [author] 10 Jul @ 11:58am 
@KIT_KATTEN hi, thanks for the suggestion, that sounds like be an easy patch, but I haven't done any modding in too long apart from changing version tag to 1.5 and 1.6 and I don't even remember half of the stuff so I don't feel like adding anything new for now until I get back to modding
test  [author] 10 Jul @ 6:07am 
looks like it works on 1,6 with no changes to the code
1.6 must havee
KIT_KATTEN 7 Jul @ 12:27pm 
could you add compatiblity with doors expanded to have 2x1 and 3x1 glass doors?
ShyGuySpirit 10 Dec, 2024 @ 2:25pm 
I forgot about resource dictionary and I was already subscribed to it. lol. Thanks for the reminder.
test  [author] 10 Dec, 2024 @ 8:22am 
also I don't think it supports Expanded Materials - Stones and Mortars but maybe if you install Soil Relocation Framework and that converts EM sand into SLF sand which is compatible with my mod, but I don't know if SLF supports EM either
test  [author] 10 Dec, 2024 @ 8:18am 
Hi everybody, thanks for the suggestions. I will be honest I havent played rimworld in a year and I am too lazy to update my mods. As far as I know they still work with no issues, and any suggestions are still welcome at least so that other people who read the comments know what isn't supported. For now I suggest resource dictionary https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2817607528 as a remedy for all missing integrations.
Dax 17 Nov, 2024 @ 5:07am 
Will this mod use sand from "Expanded Materials - Stones and Mortars" for the glass?
ShyGuySpirit 2 Nov, 2024 @ 7:54am 
Any chance to add support for ReBuild: Doors and Corners? It has glass and stuff, but it add it's own type of glass.
Toprongy 26 Oct, 2024 @ 6:32am 
apparently the tempered glass transparent walls aren't transparent enough to spot a sightstealer which is sad
F3iT 16 Aug, 2024 @ 6:26pm 
Oh i see,. And that's exactly what's written ingame, too. Me i built two side by side, saw no difference and got confused. Thank you
Winter 16 Aug, 2024 @ 5:37pm 
@F3iT Vanilla walls block light, even when made of glass. In my last run with Anomaly, I surrounded my base perimeter with floodlights encased in transparent walls. This provides wide-area lighting that raiders and entities generally won't destroy, since it's inside a wall they can't path through.
F3iT 16 Aug, 2024 @ 11:37am 
Is there any practical difference between , say, a vanilla wall made of glass and the very own mod transparent wall ?
AcetheSuperVillain 21 May, 2024 @ 8:27am 
@test It didn't log any error. Very frustrating. Sorry.
test  [author] 18 May, 2024 @ 11:12pm 
@AcetheSuperVillain thanks for the report, can you share the logs
AcetheSuperVillain 18 May, 2024 @ 8:40pm 
This has been causing a weird error where the smithy or smelter will freeze up when displaying its buttons, bill menu will be inaccessible, right click commands will fail, any other workshop in the same room will follow the same behavior, as well as certain buildings with extra actions (such as fermenting barrels.
test  [author] 18 May, 2024 @ 12:16pm 
@ShyGuySpirit thank you for the report, it does have a new package ID so I added support for it
ShyGuySpirit 18 May, 2024 @ 11:57am 
The Soil Relocation Framework has a new package ID. Will that affect the sand into glass portion? Mlie updated the mod.
ozfresh 9 May, 2024 @ 2:02pm 
This freaking mod is awesome! I just learned I can make gloomy reinforced walls with tempered glass and they have like 1400 hit points!!! Great stuff. Great stuff.
test  [author] 8 May, 2024 @ 11:53am 
@Rain this is a good idea, I don't know if it is possible though, normal bridges don't work with transparency (I've tested this as you can build some modded bridges from glass). Maybe it is possible to make a custom bridge with water texture built into it, but I don't know since water is a shader. I will try some stuff
Rain 8 May, 2024 @ 6:02am 
any chance of a transparent bridge? it'd look awesome to have water underneath my ocean base
test  [author] 22 Apr, 2024 @ 11:37pm 
@ozfresh iirc the normal glass walls have like 80 hp. Thats why I included more types of glass, tempered glass is I think similar to steel
ozfresh 22 Apr, 2024 @ 8:20am 
What are the hitpoints of the glass walls? Are there armored glass walls?
دانيال أيفان مولا 14 Apr, 2024 @ 8:12am 
thanks for updating!
SATLER, Local Megalomaniac 29 Mar, 2024 @ 10:38pm 
Thank you, I've wanted a mod that lets me build transparent windows for so long, and this is perfect.
test  [author] 11 Feb, 2024 @ 10:54pm 
@mr_ubik, great idea! I think there is tempered glass in the mod which is pretty much glass reinforced with plasteel, but it doesn't provide quite the same defense as plasteel for balancing reasons. Can't say anything about plans as I haven't opened rimworld in a long while, maybe some time in the future
mr_ubik 11 Feb, 2024 @ 1:46pm 
@test is there any plans to add a "reinforced/bullet proof glass"?
Atmey 22 Dec, 2023 @ 1:14am 
I made an add on mod for this, it automates the process:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3119807448
G-Fiti 2 Dec, 2023 @ 4:54am 
That worked, thank's alot! <3
test  [author] 1 Dec, 2023 @ 8:57am 
@G-Fiti could be mods such as rocketman or faster game loading. They cache results of XML patch operations and when you change settings, it loads old XML from the cache. You can delete %USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld\RocketMan while the game is off, or in rocketman menu press "clear cache". The result of this is that it will have to do all XML operations again which adds a few minutes in biggest modpacks first time you load the game
G-Fiti 1 Dec, 2023 @ 8:51am 
Any tips on what to do when changes in the XML Menu don't take any effect? I switched on medieval and restarted, nothing changed. I turned the research off and restarted, nothing changed. :(
ChelGame 5 Aug, 2023 @ 3:48am 
@test The problem is gone, thank you very much
test  [author] 5 Aug, 2023 @ 1:27am 
@ChelGame looks like RangedCooldownFactor got moved to Biotech. I swapped it for MeleeWeapon_CooldownMultiplier, should fix the issue. Thanks for the report!
ChelGame 5 Aug, 2023 @ 12:19am 
I did a quick search but couldn't find any hint of removing this setting. Perhaps it is removed in .dll files? But if this is so, then I will not be able to find and somehow influence this, as it seems to me. Mods that I could find where this parameter is mentioned: Rabbie The Moonrabbit race, Vanilla Expanded Framework (but it has its own VEF_RangedCooldownFactor), Vanilla Apparel Expanded - Accessories (again with its own VEF_RangedCooldownFactor)
test  [author] 4 Aug, 2023 @ 11:57pm 
@ChelGame you could try doing a rimpy search for RangedCooldownFactor in your modlist, or validate game files in it was somehow removed from vanilla files
ChelGame 4 Aug, 2023 @ 11:53pm 
@test Honestly, no idea. СE I'm not usually.
test  [author] 4 Aug, 2023 @ 11:27pm 
@ChelGame that is a vanilla stat. If you are getting an error, some other mod removed that stat from vanilla. Maybe CE?
ChelGame 4 Aug, 2023 @ 12:38pm 
There is a red cross ref error with this mod. Link error with line <RangedCooldownFactor>0.8</RangedCooldownFactor>
Line 174 of the TMaterials_Glass.xml file. If you comment it out, the error goes away. You can check?
test  [author] 7 Jul, 2023 @ 7:21am 
@Karmapowered glad it works, that is one of the more complex mod combinations. It should now work fine with any addons and settings though. Do you need still "Dubs Skylights TMaterials - Glass Patch" for anything? As far as I understand it does the same thing as the compatibility setting in my mod (it was made before I added that setting)
Karmapowered 2 Jul, 2023 @ 2:37pm 
@test You are correct.

Restored "Soil Relocation Framework" to default settings. Getting errors if I keep "Dubs Skylights TMaterials - Glass Patch". No errors without that mod.

Basically :

- "Soil Relocation Framework" (on default settings)
- Dubs Skylights
- Just Glass
- Dubs Skylights addon
- TMaterials - Glass (medieval glass activated)

seems to be the way to go for me (please correct me if I'm wrong).
test  [author] 2 Jul, 2023 @ 1:05pm 
@Karmapowered thank you for investigating, I've uploaded a fix. So soil relocation framework does something to dubs smelt sand recipe, I am guessing it adds its sand to it. Either way I've changed my compatibility setting to hide that recipe instead of deleting it which got rid of the error. And I added a new optional sand -> glass recipe because I think thats what soil framework was trying to do.

Also I think you don't need the Dubs Skylights TMaterials - Glass Patch mod since there is built in compatibility, and that mod still deletes that recipe so it will cause the same issue with soil relocation framework
Karmapowered 2 Jul, 2023 @ 10:50am 
Disabling the following options :

- Dubs Skylights glass uses sand
- Just Glass glass uses sand
- Glass+Lights glass uses sand

in the Soil Relocation Framework , just so your mod can overtake the whole process, seems to have done the trick. No more error messages.

Maybe could this be added to the description page ("Compatibility" section) for future reference ?
Karmapowered 2 Jul, 2023 @ 10:45am 
Tested again with a much more simplified mod list, and it appears that my intuition was right.

https://gist.github.com/HugsLibRecordKeeper/370fe8b208e913f7511f1117f6dffa1c

May I please get your advice on how to set up the Dubs Skylight mods (+your mod of course) with UdderlyEvelyn's "Soil Relocation framework" ?
Karmapowered 2 Jul, 2023 @ 10:37am 
@test Much appreciated for the super quick fix.

I now get other "sand/glass" errors [gist.github.com], but I'm not sure if I can trace it back to your mod.

Could it be because I'm also using Soil Relocation Framework and the following options are activated (by default) ?

- Soil relocation
- sandbags use sand
- fungal gravel use raw fungus
- Dubs Skylights glass uses sand
- Just Glass glass uses sand
- Glass+Lights glass uses sand
- VFE architect packed dirt costs dirt

Two thumbs up from me for the quality and support of the mod. Please let me know if I can help in any way to debug this.
test  [author] 2 Jul, 2023 @ 9:53am 
@Karmapowered thank you for the report, I uploaded the fix. Basically it was using Just glass's research so the medieval setting now makes it medieval as well.
Karmapowered 2 Jul, 2023 @ 9:00am 
This mod is great. It would be even better if we could enable the "Medieval glass" option without using any other mod.

I'm setting up for another tribal run going through the tech levels, and I get the following errors :

> [TMaterials - Glass - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ResearchProjectDef[contains(defName,"TMaterials_Glass")]/prerequisites/li[text()="Electricity"]"): Failed to find a node with the given xpath
XmlExtensions.OptionalPatch(key='TMaterials_GlassMedieval', defaultValue='false'): Error in <caseTrue> in the operation at position=2

> [TMaterials - Glass] Patch operation Verse.PatchOperationFindMod(Medieval - Vanilla, Rimedieval - Medieval Conversion, Rimedieval, Remove Medieval Stuff, Remove Industrial Stuff, Medieval Patches, Medieval Patches (Continued)) failed

Here is my HugsLib log [gist.github.com].

Thank you for your insight and sharing the mod with us.
Max 4 Jun, 2023 @ 8:42am 
Great let me know where I can send you the files
test  [author] 2 Jun, 2023 @ 10:59am 
@Max sorry for not replying for so long, thanks, if you want you can send me the translation and I will add it

@Tearous I think those are mindbend carpets from ideology, you can use some mod that unlocks all ideology items or use whetever ideological structure they require