RimWorld
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[ZAV] Glowstone
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Mod, 1.4, 1.5
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25 Apr @ 7:41am
5 Sep @ 8:06am
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[ZAV] Glowstone

Dalam koleksi 1 dari Alexander Zagirov
My mods
Item 5
Deskripsi
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 Had to look through and crosscheck all of the mod’s files, reorganize them, cleanup a lot of outdated xml code and duplicates of vanilla def’s with minimal changes to them.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, “VIE - Memes and Structures” and “Stoneborn - Dwarven Style Pack” 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
Diskusi Populer Lihat Semua (1)
1
5 Sep @ 8:19am
Problems with the new Patch
Kusko25
65 Komentar
Alexander Zagirov  [pembuat] 21 Agu @ 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 Agu @ 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  [pembuat] 20 Agu @ 5:11am 
@hide87654 And without “Mod Error Checker”? :)
hd83 19 Agu @ 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  [pembuat] 19 Agu @ 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 Agu @ 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 Agu @ 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  [pembuat] 17 Agu @ 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 Agu @ 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  [pembuat] 17 Jul @ 7:46am 
@Enlonwhite yes it is