RimWorld

RimWorld

Glass+Lights
1,084 Comments
evcastello 15 Jul @ 11:54am 
to patch I think it should be

<?xml version="1.0" encoding="utf-8"?>
<Patch>
<!-- Patch for Rimatomics Window -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="GLWindowRimatomics"]/building</xpath>
<value>
<isAirtight>true</isAirtight>
</value>
</Operation>
<!-- Patch for Vanilla/Other Window -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Window"]/building</xpath>
<value>
<isAirtight>true</isAirtight>
</value>
</Operation>
</Patch>
evcastello 15 Jul @ 11:28am 
The line to add to make these airtight is

<isAirtight>true</isAirtight>

seems it should go between these tags

<building>

</building>

for windows

<building>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<ai_chillDestination>false</ai_chillDestination>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
</building>

for rimatomics windows

<building>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
</building>
Sakujo 15 Jul @ 7:57am 
Vacuum proof glass please. One of my favorite mods. Thank you
Messire 14 Jul @ 7:52am 
Yeah, I'd love having vacuum proof glass panels available as well, so that a telescope would look so dumm standing on a deck. But a third kind of window for balance purposes, with vacstone required would be great.
immortalartisan 13 Jul @ 10:27am 
Same here u was sad to realize I could t use glass for space windows
flynn 13 Jul @ 6:41am 
Is it possible to use glass for the outer portions of grav ships or space colonies? I'd really like to be able to do so but not sure if they're considered airtight by the game?
Explodingcreepsr 7 Jul @ 9:45am 
I second Shinzou's suggestion. Patching the glass/ballistic glass from both mods to be one item would be very nice.
Proxyer 21 Jun @ 3:50pm 
If possible, please update your GitHub to the latest 1.6 so that I can submit a new translation with the Japanese translation updated to the latest version. :lunar2019wavingpig:
Proxyer 21 Jun @ 3:28pm 
Thanks for v1.6 update! :cupup:
NanoCE  [author] 21 Jun @ 12:04pm 
Updated for 1.6 initial changes. Any game play specific changes will come later.

@氟氯溴碘砹 - I implemented this change and it should now reflect for all versions. Thank you for your help even if my response was slow.

Any other changes will be implemented in time.
Shinzou 30 May @ 1:39pm 
Hi there, nice mod, but could you improve compatibility with ReBuild: Doors and Corners, so that both mods use the same glass, or make them have distinct names. It's a bit confusing having to reasearch two projects just to be able to manufacture two different items both named "Glass" yet used in different buildings/walls, etc. Thanks.
Kh29 6 Apr @ 9:36am 
Thanks for reaching out. I am doing a lighter mod run with only "Glass+Lights", "EdB Prepare Carefully", "Miscellaneous 'Core' ", and "Harmony". No DLC is active either. I started a new run and went to an older run with the same mods and had the same issue. I have tried using both fueled and electric glass maker with no difference either. Hopefully this helps.
氟氯溴碘砹 3 Apr @ 1:48pm 
@NanoCE
In Languages/(language)/DefInjected/ThingDef/Building_Lights.xml for all translations,
simply remove those <WallLamp.xxx> should work, they override the text of wall lamp from base game.
NanoCE  [author] 3 Apr @ 9:51am 
It's been a busy few months and I've neglected this more than I would have liked. Fixes incoming where I can.

@氟氯溴碘砹 - I am not familiar with the language and the current translation is fan made. Can you assist me in fixing this, I'd love to fix it asap.

@Kh29 - I can't replicate this issue, can you please provide more detail so I can help narrow down where the issue might be?

@Stellar - on my list to do soon. I appreciate your patience.
Kh29 30 Mar @ 8:06am 
Great mod, but I am having an issue with glass production. Pawns will take a stone chunks and try to make the glass/circle glass/molotov, but when they finish the item is not made and the stone chunk does not get consumed. Instead, the pawn just reworks the stone over and over.
氟氯溴碘砹 8 Mar @ 3:45am 
The translation for "WallLamp" should be removed in 1.5.
It will change the 1.5 wall lamp's label to "(old) wall lamp" and description to "deprecated", which really confused me for a long time.
fairwitness 2 Mar @ 7:16am 
Absolutely love this mod. Thank you so much for continuing to support it. Up vote for having wall lamps work on the walls - would really appreciate that fix!
Stellar ❤️💙💛 27 Dec, 2024 @ 10:20pm 
Thank you! :hearts:
NanoCE  [author] 27 Dec, 2024 @ 6:37pm 
@Stellar - I can definitely do that.

@Bones - Not sure what that is, mind linking it and explaining what it needs to work with?
Bones 7 Dec, 2024 @ 12:31pm 
Would love if this works with Combat AI 5000
Stellar ❤️💙💛 21 Oct, 2024 @ 9:55am 
Same thing is on those round wall lamps, looks awful :steamsad:
Stellar ❤️💙💛 21 Oct, 2024 @ 9:53am 
Could you please fix/remove that small wire bottom of glassworks TV, it drives me nut, first thought it was these autoconnect wires, but it seems not, instead it seems to be in texture itself.
NanoCE  [author] 7 Sep, 2024 @ 9:13pm 
@Darthducker - there might be, it wouldn't be my mod changing the recipe though. This mod can use any stone chunk, not just sandstone.

As for the wall lights, I'll take a look into this tomorrow. Bit odd as they should be nearly identical to the vanilla wall lights after the latest major version.
Darthducker 4 Sep, 2024 @ 9:05am 
Is there an incompatibility to Biomes! Caverns? The recipe for glass wants sand made from a sandchunk, which apparently is added from Biomes! Caverns. I have yet to go into one of these caves. Do I miss something?
Quadjet3 22 Aug, 2024 @ 4:01pm 
Ce mod est sympa, mais c'est dommage que la lumière ne rentre pas dans la pièce comme dans le mod Windows:steamsad:
GodOfCodex 12 Aug, 2024 @ 7:28pm 
does glass walls near bed allows aurora buff to be gain by pawns when they are in bed?
Spleccc 11 Aug, 2024 @ 10:32pm 
Wall lights won't attach to some modded walls, including the glass walls included in this mod. They also don't attach to some un-colony walls.
Single Malt 21 Jul, 2024 @ 9:55am 
Can you make glass walls? I can't seem to find it under the Architect menu. I see windows, doors and a tv but can't find glass walls.
hyesunzoa 16 Jul, 2024 @ 7:39am 
Wall lights... It says I can't stick them on the glass wall, is it just me
NanoCE  [author] 20 Jun, 2024 @ 10:02pm 
@Breifing Case - Yes
@Dracon - I dont understand, could you explain a bit more?
Mainstorm 9 Jun, 2024 @ 9:36am 
is this safe to add to an existing save?
Dracon 30 May, 2024 @ 1:34pm 
I have a request: Could we please get bulletproof glass as a tier between normal glass and Du Glass?
DeathTomato 7 May, 2024 @ 10:33pm 
ooh, that's a cool idea @Rain
Rain 7 May, 2024 @ 9:19am 
any chance of glass bridges? I'd like for my ocean based pawns to see the ocean underneath.
RabidStoat 22 Apr, 2024 @ 1:10pm 
@NanoCE - Post-resub its working fine. So all good. Thanks for taking so much extra time, 10/10 would come again.
NanoCE  [author] 21 Apr, 2024 @ 9:04pm 
@RabitStoat - If the error is still present and you've done all you can to confirm you have the latest version, please provide the error log via a pastebin link or the like. I'm unable to replicate the issue anymore and I have confirmed I uploaded the latest changes.
RabidStoat 21 Apr, 2024 @ 5:03am 
@NanoCE
Error is still present, i'll unsub/resub this evening and see if that helps at all
NanoCE  [author] 20 Apr, 2024 @ 4:13pm 
@RabidStoat - Sorry for the delay, it's been fixed. If you could let me know if the error is fixed on your end, I'd appreciate it.
RabidStoat 17 Apr, 2024 @ 12:44pm 
Tsk. Slacker... :P
It (so far) doesn't seem to be affecting the actual performance of the mod, just the legibility.
NanoCE  [author] 16 Apr, 2024 @ 8:44am 
@RabidStoat I'll take a look at it tonight, havent had time to check out the dlc yet so I appreciate the feedback
RabidStoat 13 Apr, 2024 @ 1:44pm 
Getting the following from the electric Glasswork table:

GetInspectString exception on GlassworkTable52870:
System.InvalidCastException: Specified cast is not valid.

Obviously there's more in the logs, just wondering if anyone else was encountering it post-1.5/anomaly?
NanoCE  [author] 12 Apr, 2024 @ 7:33am 
Your good, I appreciate you letting me know. It was a mistake I couldn't catch as quickly as you did
[REDACTED] 12 Apr, 2024 @ 1:04am 
Sorry if i came across as rude or something, just wanted to report the issue. Thanks for the update :)
NanoCE  [author] 11 Apr, 2024 @ 4:31pm 
Wall lights are fixed and now renamed to rounded wall lights. They cost slightly more but also have more beauty and comfort than a normal wall light.
NanoCE  [author] 11 Apr, 2024 @ 10:36am 
I'll look into it this evening. Sorry for the inconvenience but it's not like I had access to the content of the dlc before today.
[REDACTED] 11 Apr, 2024 @ 3:30am 
your mod is overwriting the vanilla wall lights with wall lights (old), removing/destroying everything in that cell they are in. Your wall lights (old) also block the whole cell.
Proxyer 11 Apr, 2024 @ 12:39am 
Thank you for your update works! :lunar2019smilingpig:
Mockingcrow 10 Apr, 2024 @ 11:40pm 
Awesome news. Thank you for pumping it out pre-update
NanoCE  [author] 10 Apr, 2024 @ 4:46pm 
I'm aware @Mockingcrow, I was just giving myself time if life got in the way. With that said:

Mod is ready for 1.5 and updated. Please provide any feedback, no new content. Just updated to 1.5
Mockingcrow 7 Apr, 2024 @ 10:43pm 
Hey Nano, just an fyi, I think modders are able to use the 1.5 beta opt-in to update their mods for 1.5... but move at your own leisure. Love and appreciate the mod.