RimWorld

RimWorld

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[ZAV] Glowstone
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Mod, 1.4, 1.5
File Size
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418.511 KB
25 Apr @ 7:41am
13 Jul @ 7:32pm
8 Change Notes ( view )

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[ZAV] Glowstone

In 1 collection by Alexander Zagirov
My mods
5 items
Description
Disclaimer
This is a rebalanced and fixed version of an existing mod. I claim no ownership of the mod!
Originally created by cuproPanda.

Description
First of all, this is not simply an update but a “fork”! It means that a significant number of fixes and changes took place according to my personal vision. If you don't like it, I'm open to discussion and with some solid arguments may even change something.

Cleanup
It felt like no one actually done anything with this mod from the time of 1.0 release. Had to look through and crosscheck all of the mod’s files, reorganize them, cleanup a lot of outdated xml code and duplicates of vanilla def’s with minimal changes to them. It seems like the original author didn’t really had a good grasp on how the whole def system works and a way to forbid inheritance of properties from existing abstract def’s. I felt mentally tired after finally finishing everything…

Glowstone
  • “Glowstone” tab have been removed from the architect menu.
  • Two glowstone deposits (small and large) merged into one that drops glowstone clusters to minimize resource nodes clutter.
  • For the same reason both small and large glowstones have been removed from the deep resources spawn.
  • Recipes from stonecutting table (to cut and crush glowstones) have been added to crafting spot.
  • If Vanilla Iron and Steel (Continued) mod is installed - recipes from electric smelter (to weld glowstone and make glowstone tiles) will be available at a bloomery.
  • Fixed “weld 4 glowstone cluster” recipe. It produced 8 instead of 4.
  • Patched Long-Range Mineral Scanner. Now it can be used to look for glowstone clusters.
Sculptures
  • Fixed small glowstone sculpture recipe. For some reason it had a stuff category assigned to it.
  • Ideology DLC: added missing StyleDominance property to all sculptures.
  • Ideology DLC: patched compatibility with basic Ideology styles for all sculptures.
Glowstone-plated tiles
  • Added compatibility with “Designator Shapes” for 2 tiles (strip and double strip). Both are designated as “draggable” (like normal walls) which for some reason makes it impossible to rotate them when used together with the “Designator Shapes” mod. Had to patch out “draggable” property from the tiles in case “Designator Shapes” is also installed.
  • Moved all tiles to the “Floors” tab and grouped them together into one dropdown menu to minimize clutter.
lamps
  • Glowstone lamp and Pylon moved to the “Furniture” tab.
  • Removed “flickable” comp from both of them. Can’t imagine how someone can “Turn Off” a glowing rock.
  • Added visible light radius to both of them.
  • Changed Glowstone lamp’s glowRadius from 7 to 8 to be the same as small glowstone chandelier.
Сeiling lamps
Custom assembly in charge of ceiling mounted laps still works… I tested it excessively for a couple of days on a heavily modded game to see if something breaks, but surprisingly it just works. I also didn’t notice any drops in TPS which can happen with older assemblies. So, All Hail the original creator for this robust piece of code. If this thing breaks I as sure as hell won’t be the one trying to fix it. I don’t have much time for games, even less so for moddind, and dubbing into programming for Rimworld is out of the question. So, pray it never happens.
  • Ceiling lamps aren’t stuffable anymore. Partly because their texture didn’t support color changes anyway, and partly because it’s impossible to group stuffable items into a dropdown menu.
  • And you guessed it - I moved ceiling lamps to the “Furniture” tab and grouped them together into one dropdown menu to minimize clutter.
  • Added visible light radius to all of them.
  • Changed large glowstone chandelier’s glowRadius from 13 to 12.
  • If used together with the “Simple Utilities: Ceiling” mod, replaces all ceiling lamps with a better versions based off Owlchemist’s custom def’s and comp's for a ceiling-mounted fixtures, and also moves them to a dropdown category from his mod.
Glowstone EMP shell & Glowstone IED
Removed. Never found a use for this cr*p. Don’t ever ask me to return it.
Glowstone column
  • Added glowstone columns.
  • Patched ideology room and royal titles to accept glowstone columns as a valid “column”. Requires VE Framework to work. I could’ve written a more complex patch to not rely on VEF, but didn’t want to overcomplicate things. Practically everyone uses it anyway.
  • Patched compatibility with basic Ideology styles, “VIE - Memes and Structures”, “VIE - Sophian Style”, “Alpha Memes”.

Compatibility
IDs
ID: 3231900626 Mod ID: zav.glowstoneForked
Popular Discussions View All (1)
0
7 Jun @ 9:49am
Problems with the new Patch
Kusko25
56 Comments
Alexander Zagirov  [author] 17 Jul @ 7:46am 
@Enlonwhite yes it is
Enlonwhite 17 Jul @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 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
Alexander Zagirov  [author] 11 Jul @ 6:13am 
@Enlonwhite after picking up this mod I specifically tested it with a very large mod list (around 400 mods) to see if old assembly from this mod will cause any drops in TPS. Everything works for me, and no one else reported issues related to performance. You should just try and see for yourself.
Alexander Zagirov  [author] 11 Jul @ 6:06am 
@KhalunQalli, electric smelter is THE ONLY smelter in the base game. But is you have a mod that adds medieval variant usually those types inherit recipes from electric smelter via patch operations. If it’s not than you better look for another mod. I think “VFE - Production” does it this way, and I’m using “Coal Expanded (Continued)” which also has early game fueled smelter that runs on coal.