RimWorld

RimWorld

[ZAV] Glowstone
98 Comments
ミラッチェ 5 hours 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] 7 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] 8 hours ago 
@ミラッチェ ??? This shouldn’t be happening. I’ll look into it later.
ミラッチェ 11 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 19 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:
Alexander Zagirov  [author] 11 Jul @ 11:42am 
@Talvi Jam Steam sometimes f*cks up updates. Try unsubscribing and subscribing again.
Talvi Jam 11 Jul @ 11:38am 
For some reason it still shows as version 1.5 inside the game
Alexander Zagirov  [author] 11 Jul @ 9:46am 
1.6 Update
Old assembly still works (surprisingly). So, yet again, All Hail the original creator for this robust piece of code. I also tested “SU: Ceiling” versions of ceiling mounted laps in dev mode and everything seem to work fine. I also tested both variants with gravships and there weren’t any problems.
koimono 24 May @ 8:31pm 
Anyone know what the structure in the 3rd image is?
Alexander Zagirov  [author] 30 Apr @ 6:20am 
@Tenchi because I’m not the original mod author and can’t draw anything beyond grade school level. If you want wall torches, please make textures for them and I’ll do the rest.
Tenchi 30 Apr @ 3:48am 
Wonder why there isn't an option for wall "torches"? Basically just a glowstone in a torch holder.
Alexander Zagirov  [author] 26 Apr @ 8:52am 
@Mythophile “Mod Error Checker” again? I probably should make a big red alert on mod page for people to stop reporting non existent bug cause some other mod actively trying to poke inside assembly’s unused code that cannot be called FROM ANYWHERE IN THE GAME.
Mythophile 26 Apr @ 8:31am 
"Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)
[Ref 774DF94E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()"
Tenchi 27 Mar @ 3:49pm 
Impressive, very impressive. Let's see Paul Allen's abandoned mod rebalance.
Faya AOP 25 Feb @ 7:11am 
This mod is by far one of the best mods. The glow stripes beat all! thank you for this!
Alexander Zagirov  [author] 31 Jan @ 2:50pm 
@Bones If you want to just tweak some numbers I can recommend “RIMMSqol” mod. As for prices, I may revise them at some point, but need to sit and calculate / compare some numbers. I remember glowstone spawn rates should be around jade level, so I probably balance prices around it, but can’t say when will I have free time to do it.
Bones 30 Jan @ 4:35pm 
Only feedback I have is that perhaps the raw glowstone is worth a little too much, even with expanded trader silver I can drain a caravan with 6 or 7 pieces and raise my raid value pretty quickly, and that happens just by having glow stone on the map not only having it in storage iirc
Alexander Zagirov  [author] 30 Jan @ 12:59am 
*facepalm* Ah, I get it! I separated folders, but furniture files had the same name so the one from SU – Ceiling rewrote original file when loaded. I pushed a fix.
Alexander Zagirov  [author] 30 Jan @ 12:38am 
@Emperor Lowa I’ll check it today, but this shouldn’t be possible. I didn’t touch anything related to lamps or pylons.
Emperor Lowa 29 Jan @ 4:16pm 
Apparently your update today is making the glowstone lamps and pylons not show up when SU ceilings are on.
Alexander Zagirov  [author] 28 Jan @ 11:25pm 
@llt I already explained that I’m not a C# programmer, and I don’t have time or desire to delve into it. I’m a web developer and already have my hands full. If you know what to do than there is a source core included.
llt 28 Jan @ 6:10pm 
@Alexander Zagirov The underlying call arguments for it changed, but the function call at the source level remains the same, so no code change needed. You just need to recompile for 1.5, or use something like dnspy to patch it up.
Alexander Zagirov  [author] 27 Dec, 2024 @ 2:52pm 
@Halfelfaedyn remove it and there will be no errors.
Halfelfaedyn 27 Dec, 2024 @ 10:02am 
Yeah it is
Alexander Zagirov  [author] 27 Dec, 2024 @ 6:30am 
@Halfelfaedyn “Mod Error Checker” by any chance?
Halfelfaedyn 26 Dec, 2024 @ 10:10pm 
I'm getting this error: Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)
[Ref 55D2EB64]
Halfelfaedyn 11 Nov, 2024 @ 3:47pm 
Yes!!! 1.5 I missed this!
Alexander Zagirov  [author] 21 Aug, 2024 @ 9:39pm 
@hd83 I’m glad you understood something, but this assembly is an inheritance from the original mod. While I’m a programmer myself it’s not like I can do something about it. I’m a web developer so something like xml or xpath I know due to my profession. But dubbing my hands into rimworlds programming is something I don’t have neither time nor desire for. Well, I’m sure someone who knows what to do can fix it in a matter of minutes, but it’s not me and never will be me. Source code is included so if you can fix it then be my guest.
hd83 21 Aug, 2024 @ 7:30pm 
I see, I understand now.
So, the ModErrorChecker is displaying it as an error, even though it's an optional argument.
I confirmed that the error can be avoided by doing the following:

private void LeaveFilth(IntVec3 pos, Map map) {
if (pos.InBounds(map) && pos.Walkable(map)) {
FilthMaker.TryMakeFilth(pos, map, Props.filthLeaving, 1, FilthSourceFlags.None);
}
}
Alexander Zagirov  [author] 20 Aug, 2024 @ 5:11am 
@hide87654 And without “Mod Error Checker”? :)
hd83 19 Aug, 2024 @ 10:22pm 
When I switch to 1.3 and restart, I get a lot of red errors, even though I only have the core loaded. I don't really understand what's going on.
I captured a screenshot of the errors in version 1.5.

https://imgur.com/a/HCObtiE
Alexander Zagirov  [author] 19 Aug, 2024 @ 4:46am 
@hide87654 Nope, can’t replicate it. ( https://imgur.com/a/DiblgFP )
Can you try and see if this error also occurs with the original glowstone mod?
hd83 19 Aug, 2024 @ 2:25am 
After starting the game, if you wait for about 30 seconds with the debug log open in developer mode, the error should appear.
hd83 19 Aug, 2024 @ 2:22am 
Here is the error with the following mod configuration:

Harmony
Core
Royalty
Ideology
Biotech
[ZAV] Glowstone
Mod Error Checker

If I remove Harmony, the error does not occur.

Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)
Alexander Zagirov  [author] 17 Aug, 2024 @ 12:38pm 
@hide87654 it’s most likely a mod conflict. There is a leftover code inside assembly related to custom “filth”, but normally there shouldn’t be a way to call any of these methods because there is no DEFs related to it. You’re the second person reporting similar issue.
hd83 17 Aug, 2024 @ 9:16am 
I get the following error when I start the game with this mod.

Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)

3231900626\Source\Glowstone\Comp_FilthDisappears.cs
private void LeaveFilth(IntVec3 pos, Map map) {
if (pos.InBounds(map) && pos.Walkable(map)) {
FilthMaker.TryMakeFilth(pos, map, Props.filthLeaving, 1);
}
}

Is the error caused by missing arguments?
Sorry if I'm missing the point.
Alexander Zagirov  [author] 17 Jul, 2024 @ 7:46am 
@Enlonwhite yes it is
Enlonwhite 17 Jul, 2024 @ 2:58am 
@Enlonwhite Took a look at the modlist, looks good, is it in load order already? and I may not get to playing here as soon as I want as MY Job has gotten more demanding lately, its been stressful.
Alexander Zagirov  [author] 14 Jul, 2024 @ 10:59am 
@Demonlord09 Initially I thought that this is some kind of conflict, but even on a “clean” game with only DLCs and prerequisite mods it doesn’t work. I then looked through almost every mod with colums to see if someone managed to fix it, but couldn’t find a working one. Strange thing is that patches apply properly, there is no errors, but for some reason there is no visible result in game. It’s like room properties for ideology and royalty are hardcoded. I’ll try to dig deeper into this problem when I have more free time.
Demonlord09 14 Jul, 2024 @ 10:35am 
Fair enough. I did notice the same problem from the Alpha Biomes mod. Rimworld modding is black magic.
Alexander Zagirov  [author] 14 Jul, 2024 @ 4:35am 
@Demonlord09 I actually patched ideology room and royal titles to accept glowstone colums as a valid “column”, and there is a very long story about how I suffered while trying to implement those patches. Right now, if you have VE Framework installed, they should work, but it seems like even colums from VE mods suffer from the same problem. I don’t know why, and I spent too much time trying to figure it out. Probably will return to this problem later.
Demonlord09 13 Jul, 2024 @ 8:51pm 
This is probably a stupid question: Would you need to make Royalty a dependency for the game to actually count the columns towards the total for a throne room? I tried using a Glowstone Column and the quest didn't notice it.
Alexander Zagirov  [author] 13 Jul, 2024 @ 7:52am 
@Enlonwhite If you interested this is my current modlist for 1.5:
https://docs.google.com/document/d/1K_uylXJK924JV032R0cnbD8b-rHUXgVA6-KGULYUjwk/edit?usp=sharing
Enlonwhite 13 Jul, 2024 @ 3:51am 
@ Alexander Zagirov Thanks, I will do that. Plus I do use about 400 myself XD tempted to compare lists though I am trying to see if I can remove some....so far I removed 5....then added 12 more I have a problem guys! T.T so many cool mods