RimWorld

RimWorld

263 ratings
TMaterials - Glass
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
976.385 KB
6 Aug, 2022 @ 7:39am
18 Jul @ 11:32am
23 Change Notes ( view )

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TMaterials - Glass

In 1 collection by test
test's mods
17 items
Description
Adds transparent glass that you can make everything out of and it will be transparent.
This also introduces a new way to decorate your base by putting floors under glass walls/furniture! Check the description for examples.


This mod adds a few transparent glass materials, that can be obtrained by smelting stone at the smeltery:


Try building any floor and putting a transparent wall on top!



(Industrial floor from Audrey's Styles: Industrial)

This also works well with some furnitures that occupy full tiles, like tables!
(Modded floors used: polished stone floor from VFE - Architect; wood mosaic from Refined Floors; Floor from SZ_Floors; Industrial floor from Audrey's Styles: Industrial. The carpets are from vanilla ideology.

There is also a new glass floor which uses water shader.



You can even make a whole house out of glass!


Glass works great with texture masks
Modded furniture used: Vanilla Furniture Expanded; Chinese Traditional Cultural Things Expanded



Mod settings:
If XML Extensions is loaded, mod settings can be accessed from Options > "+" next to "Mod options" > TMaterials Glass



How this was done:
There is no custom code or anything, rimworld actually already supports transparent materials out of the box.

A resource can be make transparent like this by simply adding something like <color>RGBA(168, 229, 255, 128)</color> into its stuffProps. The fourth value is the transparency, however it doesn't work well when it is under 128.


Compatibility:
  • Glass+Lights/Just Glass/Dubs Skylights: will use my glass instead. All addons should also be patched to use my glass, but make sure to load this mod after the addons (autosort should do it). Integration can be disabled in settings, for example if you want to use Scorpio's Resource Dictionary
  • Soil Relocation Framework: Allows smelting sand into glass
  • Medieval conversion mods: if conversion mods are loaded, medieval glass setting will be on by default, it makes various changes to glass to make it fit medieval theme. Otherwise it can be manually enabled in mod settings.
  • XML Extensions: lets you to disable research requirements and Glass+Lights integration. Mod settings can be found in Options > "+" next to "Mod options" > TMaterials Glass

Languages
English
French (provided by Max)



Links
my discord - https://discord.gg/BkgJ63eMux
non-steam - https://github.com/idkman2021/Rimworld-TMaterials
121 Comments
test  [author] 19 Jul @ 3:44am 
also I don't know if they are airtight, my best guess is that they are whatever the metal walls are. Maybe I will try to figure this out
test  [author] 19 Jul @ 3:39am 
@bonject I haven't played around with odyssey so I am not sure what is supposed to happen and how to even test it. I just googled and apparently people are arguing even if metal walls are airtight... And I can't seem to find anything else.

Should glass walls be airtight, would that that be balanced?
bonjest 18 Jul @ 4:03pm 
Are they considerd airtight?
test  [author] 18 Jul @ 11:34am 
@Danielle Russell Is Hot. thanks for the report, you probably had "Force compatibility with Glass+lights" enabled, and since you don't have glass+lights it crashed, but I should've added some more checks to prevent that from happening. I have added an extra check now so it should load
Danielle Russell Is Hot. 17 Jul @ 6:03pm 
Not working for me. It won't let me start a new save. I get red errors. https://gist.github.com/HugsLibRecordKeeper/32d4bb332066f7244e96f67dc7af732d
Loyalty Enforcer Guppy 13 Jul @ 4:49pm 
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