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RimWorld => Mods => Releases => Topic started by: jacob814 on August 06, 2015, 10:20:53 AM

Title: [1.3] Glass&Lights Last Update: [8/13/21]
Post by: jacob814 on August 06, 2015, 10:20:53 AM
jacob814's Mods
<---------------------------------------------------------------------------------------------------------------->

Glass&Lights:
A mod that adds an assortment of lights to the game as well as glass to go along with it.

Notes:
- To start using this mod once enabled, you should research the glass and lights. They do have a decent beauty factor so it isn't aesthetically pleasing just to the player, but the pawns as well.
- If you have questions, concerns, or even a suggestion, let me known down below.
- This mod is on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=826153738). This forum post is for those who have decided not to migrate to steam for one reason or another. All latest releases will be on steam (small bug fixes/changes). I will only update the GitHub when a major update is finished or a bug I've missed is making it unplayable/annoying.

Mod Team/Credit
- Author: jacob814 (https://ludeon.com/forums/index.php?action=profile) (NanoCE (https://steamcommunity.com/id/NanoCE/) <-Steam)
- Texture Artists:
    Steam - Cammerel
    Steam - jptrrs
    Steam - EvilChaosKnight

-Localizations:
  Chinese/汉字简化方案 : Future93
  Japanese/日本語 : Proxyer
  Simplified Chinese/简体中文 : NBurger500
  French/Français : qux

Download
- Latest Glass&Lights Github Download (https://github.com/NanoCE/Glass_N_Lights/releases)

Updates
All update notes can be found on github and on the steam workshop...


Modpack/Public Release Permissions (Updated):
-Modpack Authors: If you are to release a modpack with this mod, I would love to showcase your modpack on both this page and the steam workshop. Please let me know either by a pm or posting here.
-Modification: What you modify with this mod is not up to me but if you redistribute my mod without written consent from me, the mod author, I will be doing everything in my power to remove your mod from whatever platform you decide to distribute it on. Ask me first. If you create a feature that is well done, it is likely just to be added in the mod itself.
-Youtuber: If you are a content creator and want to showcase my mod, for the better or worse, I would be more than delighted. I would love to show off the video here, just let me know.

Pictures:
(https://i.imgur.com/6h2Bzu2.png)
Title: Re: [A11d][CCL] jacob814's Mods - Lights&Glass(V 1.0) "The New Release-Glass&Lights"
Post by: skyarkhangel on August 06, 2015, 10:26:31 AM
Wow nice love new ideas and CCL ablilities, like Kexici graphics. Waiting for release  ::)
Title: Re: [A11d][CCL] jacob814's Mods - Lights&Glass(V 1.0) "The New Release-Glass&Lights"
Post by: jacob814 on August 06, 2015, 10:31:04 AM
There we go!
Title: Re: [A11d][CCL] jacob814's Mods - Lights&Glass(V 1.0) "The New Release-Glass&Lights"
Post by: jacob814 on August 26, 2015, 08:41:06 AM
Very close to an update
Title: Re: [A11d][CCL] jacob814's Mods - Lights&Glass(V 1.0) "The New Release-Glass&Lights"
Post by: Tekuromoto on September 02, 2015, 12:59:32 AM
Quote from: jacob814 on August 26, 2015, 08:41:06 AM
Very close to an update
Bring it on! RW needs much more lighting diversity.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: jacob814 on September 02, 2015, 10:48:30 AM
Updated to 12b. Sorry about the late release, being sick and slammed with school isnt fun :P
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: ansik on September 03, 2015, 10:28:20 AM
Since CCL demands a new save, there's no way to get the ceiling lights working with an existing save, right? :<
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: jacob814 on September 03, 2015, 06:42:44 PM
A far as I remember, correct.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: Senacharim on September 03, 2015, 11:39:14 PM
Hi!

I super <3 the glass stuff!

But... I already have *way* too many lights from all the various other mods.

Is there any chance of getting a nifty "glass only" mod?

Or--can anybody instruct me on how to gently lobotomize a mod?

Thanks in advance!
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: SketchyGalore on September 04, 2015, 04:45:24 AM
I love the visuals of this mod and really like using it!

However, after a bit of testing, I noticed that the beauty values were quite astronomical. For example, two windows had the same beauty value as a solid gold table! Luckily the XML files were easy enough to tweak, but I thought it might still be good to say something.

I'm going to test it out for balance, but given the time and effort required and the fact that most vanilla walls and lights don't seem to have beauty values, I'm setting the lights down to 2 on par with a carpet, and the windows and doors themselves a bit higher at 10 (down from 80 and 100), which makes them on par with basic furniture and such. I could be really off on the numbers, but it definitely seems better in my test game (a tiny wooden room with a dirt floor had a rating of "extremely beautiful" with just a ceiling lamp and a single window!)

Hope that info's helpful for future versions! Keep up the great work!
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12b.0) "9/2/15"
Post by: jacob814 on September 04, 2015, 08:55:24 AM
@SketchyGalore
I understand your concerns about the beauty value but they are in place for a reason. Other than looking nice, I am giving the player another reason to use them past light and another wall. These glass walls and lights take another resource the player has to gather and make. I do agree that the glass walls are a bit out of place and I will lower it in a future release. The ceiling lights though will probably stay at that beauty level for now. If you have another suggestion on another stat these lights and walls could use, let me know.

@Senacharim
If you mean separating the two mods for release. I wont do that but if you want to remove my lights for only the glass it would take some xml tweaking and deleting. I dont see why you just dont leave the lights alone and only use the glass. I will though take this into account and make it easier later on in a future release.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: rsdworker on September 16, 2015, 05:30:36 PM
looks very nice i like it
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: Ungrateful on December 02, 2015, 11:56:36 PM
I seem to have issues with this mod activating? Anyone else?
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: Entropy147 on December 09, 2015, 06:54:35 PM
Quote from: Ungrateful on December 02, 2015, 11:56:36 PM
I seem to have issues with this mod activating? Anyone else?


Yep, to me the mod is loaded but there's no items or wall materials from the mod
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: BangUDie on December 09, 2015, 08:19:27 PM
This mod has the glass walls and doors hidden behind research. (small amount but its there) So you wont be able to see them at the start of a colony, Also the ceiling lamps themselves are also behind research, to easily check to make sure the mod is working enable developer mod in the options, then click the little god mod button.... That will un-hide everything
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: jacob814 on December 09, 2015, 08:36:29 PM
Ill follow that up. Everything from this mod is researchable, with a small price. Ill put something in the forum description to say otherwise :P
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: SURU on December 10, 2015, 03:29:29 AM
Quote from: Sentry on December 09, 2015, 06:54:35 PM
Quote from: Ungrateful on December 02, 2015, 11:56:36 PM
I seem to have issues with this mod activating? Anyone else?


Yep, to me the mod is loaded but there's no items or wall materials from the mod

Oh come on, read something:
Notes:
- To start using this mod once enabled, you can research the glass and lights.
Research..
Research...
Research!
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0) "9/4/15"
Post by: jacob814 on December 10, 2015, 08:16:02 AM
Quote from: SURU on December 10, 2015, 03:29:29 AM
Quote from: Sentry on December 09, 2015, 06:54:35 PM
Quote from: Ungrateful on December 02, 2015, 11:56:36 PM
I seem to have issues with this mod activating? Anyone else?


Yep, to me the mod is loaded but there's no items or wall materials from the mod

Oh come on, read something:
Notes:
- To start using this mod once enabled, you can research the glass and lights.
Research..
Research...
Research!

:D Ill point out that I added that right after that post. But now it should emphasize to research!
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: Entropy147 on December 10, 2015, 01:38:09 PM
I had the dev tools on, with all research finished, and still couldn't find the items, I couldn't even spawn in individual glass panes
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: jacob814 on December 10, 2015, 02:20:58 PM
Do you have CCL installed correctly?
Is my mod in the correct mods folder?
Is it initialized?
Are you using the right version of rimworld?
Are you using the right version of my mod?

If all three of those are yes then the mod should be useable. I don't have a very complicated mod that isn't something special. Make sure those presets are right. If nothing above works then try to find help in the rimworld help forums. This is not my mod doing this.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: Kaballah on January 08, 2016, 03:51:34 PM
A little suggestion since it would go well with the glass material: a recipe for Molotov cocktails  8)

Gonna do this myself actually but it would depend on your mod (a unit of glass and a bit of steel e: and a bit of cloth I guess) so I wouldn't release it, but I think it would be cool for you to add this.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: Kaballah on January 08, 2016, 04:12:54 PM
Added this to Recipes_Glassmelting.xml (and of course a line in Buildings_GlassProduction.xml to add the recipe to the glass bench) and it works:

<RecipeDef>
<defName>MakeMolotovCocktails</defName>
<label>Make Molotov Cocktails</label>
<description>Craft some glass bottles, fill them with fuel and tie rags to them.  For the Motherland!</description>
<jobString>Making Molotov Cocktails.</jobString>
<workAmount>1000</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Glass</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>10</count>
</li>
<li>
<filter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<products>
<Weapon_GrenadeMolotov>1</Weapon_GrenadeMolotov>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Glass</li>
<li>Steel</li>
<li>Cloth</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
</RecipeDef>


e: I guess you might want to add a 100 point research topic for this but eh w/e
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: jacob814 on January 08, 2016, 07:51:45 PM
Very good idea. Going to add this idea now. Your code isn't the code to add the recipe but a recipe already in my pack. Anyway, I'll try to figure it out and add it in. If all goes to plan and update in the near future.

Quick question since I don't get statistics on who downloads my mod or any feedback if it is good or not, what do you think of this mod? Obviously, something good if your suggesting this. @Kaballah

Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.0)
Post by: Kaballah on January 08, 2016, 10:12:09 PM
Quote from: jacob814 on January 08, 2016, 07:51:45 PM
Very good idea. Going to add this idea now. Your code isn't the code to add the recipe but a recipe already in my pack.

That is because I am somewhat retarded and pasted in the wrong thing, it's corrected now.  I think your mod is quite cool and works very well, I like all the alternate lighting (especially the wall light) and you don't go crazy with the scope of the mod, it just adds glass and lights.  I know there's at least a couple of other mods out there that include additional lights but I like the fact that you added a new material as well as research topics required, it's a nice well-rounded mod.

If you want an alternate free file host that will actually show you download count and have no irritating downside that I'm aware of you could try TinyUpload:
http://tinyupload.com/
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1) New Update! [1/8/16]
Post by: jacob814 on January 09, 2016, 08:26:32 AM
@Kaballah
I was able to make the code myself before you corrected the code you pasted here. It did take me a while because I couldn't for my life figure out how to call a Molotov in the XML file. Finally did though and your code confirmed that.

Thanks for the feedback as well. I do have plans for a few more mods that work together pretty well to make crafting a little bit more difficult with more parts.

Also, before you fixed your code I also updated the download link. Has the recipe added for the Molotov and changed the reinforced glassworks table to require normal glass in the making. To force the player to use normal glass at least once.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1) New Update! [1/8/16]
Post by: Kaballah on January 09, 2016, 01:02:45 PM
Okey doke!  It's a good mod, thanks for publishing it.

Oops, I do have one thing I think you should fix: the job bills to craft glass/reinforced glass cannot be set to "Do until you have X", and I don't think there's any reason they couldn't, I think you probably just inherited code from another workbench that disallows "Do until".
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: jacob814 on January 09, 2016, 10:52:56 PM
@Kaballah

Fixed the bug and updated the link. Should work now. For the love of me I don't know why I didn't notice that before ;)
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Kaballah on January 10, 2016, 02:19:15 AM
Nice, thanks for fixing that.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: timeandtherani on January 25, 2016, 12:54:49 PM
Would anyone be so kind as to please give me an idea of what I should be researching to get access to these items?
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Kaballah on January 25, 2016, 01:32:26 PM
Glassworks, for 500 points, near the bottom of the list.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: jacob814 on January 25, 2016, 06:52:13 PM
@Kaballah
Your better at replying to these posts than I am XD.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: timeandtherani on January 26, 2016, 12:42:17 PM
I... do not see this on my list. :-\
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Kaballah on January 26, 2016, 01:39:53 PM
Then from the main menu (before a colony is loaded or started), look at your mod list, find the Glass+Lights listing, and look at its Info.  If the author is "anonymous" and there's no other description info, you've unpacked the mod incorrectly (a lot of people do this with various mods) and you probably need to just move the directory's contents up one level.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Grimandevil on January 26, 2016, 02:37:46 PM
is this old-save-friendly, assuming there is CCL?
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Kaballah on January 30, 2016, 03:58:07 AM
CCL updated (https://ludeon.com/forums/index.php?topic=16599.0) and apparently it slightly breaks your mod, FYI.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: timeandtherani on January 30, 2016, 06:03:40 PM
I've got the glassworks going.  What supplies do I need to make glass?
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: Kaballah on January 31, 2016, 12:54:25 AM
Rock chunks.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: timeandtherani on January 31, 2016, 01:16:30 PM
That's it?  Awesome!  Thanks!
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: StorymasterQ on January 31, 2016, 07:48:17 PM
Use rocks to make glass. Go figure. Usually rocks are used to unmake glass. To bits and pieces.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: 1000101 on February 02, 2016, 10:52:19 AM
Quote from: Kaballah on January 30, 2016, 03:58:07 AM
CCL updated (https://ludeon.com/forums/index.php?topic=16599.0) and apparently it slightly breaks your mod, FYI.

This mod lacks a ModHelperDef which was always a soft requirement but is now a hard requirement to use certain features.  Specifically, using AdvancedResearchDefs requires a ModHelperDef to validate version level functionality.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
Post by: jacob814 on February 13, 2016, 08:35:10 AM
Ok this thread is not notifying me of posts anymore... Will update as soon as I can figure this out.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) [2/13/16]
Post by: jacob814 on February 13, 2016, 09:40:48 AM
Glass & Lights has been updated to work with the latest CCL version. Link has been updated as well as original forum post.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) [2/13/16]
Post by: jacob814 on April 06, 2016, 03:38:35 PM
I will work on the update for Lights&Glass when CCL updates. I will update as soon as I get word it has been updated.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) [2/13/16]
Post by: MechanoidHater on April 18, 2016, 01:12:57 PM
CCL was just updated.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) [2/13/16]
Post by: FisherEx on April 18, 2016, 03:36:42 PM
Oh, I need wall mounted lights so badly
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) [2/13/16]
Post by: jacob814 on April 19, 2016, 01:40:29 PM
Quote from: MechanoidHater on April 18, 2016, 01:12:57 PM
CCL was just updated.

Thankyou, will be working on the update later tonight. Should be finished by this weekend.
Title: Re: [CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: jacob814 on April 20, 2016, 02:53:42 PM
Updated Glass&Lights for 13a. Enjoy :D
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: silverskin on April 27, 2016, 04:54:04 PM
I got so used to be able to build glass walls and glass doors that I completely forgot it wasn't part of vanilla. When I updated to alpha 13, I was searching the research list back and forth trying to find the glassworks. I put on development mode looking through all the buildings trying to find the glass ones. Forgot it was never part of vanilla.

This mod is essential stuff. Ty should nick your idea and put it in the game.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: jacob814 on April 27, 2016, 09:34:49 PM
Thankyou. I have got almost no feedback from this mod. Glad you enjoy the mod!
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: Kaballah on April 27, 2016, 10:22:59 PM
CCL blows up really badly right now, so I figured to leave it alone as well as any mods that depend on it for at least another CCL patch cycle.
e: which was 8 hours ago apparently, so ok I'll try it again :)
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: Kaballah on April 27, 2016, 10:45:48 PM
Yeah I get a lot of errors on startup with your mod + today's CCL build:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp: CeilingLamp has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Red: CeilingLamp_Red has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Blue: CeilingLamp_Blue has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Green: CeilingLamp_Green has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Violet: CeilingLamp_Violet has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Yellow: CeilingLamp_Yellow has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Orange: CeilingLamp_Orange has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in WallLamp: WallLamp has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in OutdoorGroundLamp: OutdoorGroundLamp has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp: CeilingLamp has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Red: CeilingLamp_Red has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Blue: CeilingLamp_Blue has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Green: CeilingLamp_Green has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in CeilingLamp_Violet: CeilingLamp_Violet has CompProperties with null compClass.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)



CCL alone doesn't generate any errors.  I don't know how helpful these messages are  ???


e: This is some more detail from ingame console, I don't know where this is written to a text file or I'd give you that rather than a screenshot:
(http://i.imgur.com/YGhhljg.png)
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: jacob814 on April 28, 2016, 08:02:41 AM
Oh my... hm.. going to have to take a look :P
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: jacob814 on April 28, 2016, 08:39:37 AM
@Kaballa

I have no clue what is causing this issue. I have downloaded the most recent CCl and it works fine with my mod. Could you make sure you are using the right CCL and Glass&Lights versions? I dont know what else it could be.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/20/16]
Post by: jacob814 on April 28, 2016, 08:40:23 AM
I have update Glass&Lights to 13a.3

Made the mod more integrated with Rimworld Alpha 13.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: branch? on April 28, 2016, 07:26:01 PM
If I update does it require a fresh game?
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on April 28, 2016, 07:46:23 PM
-Updating the mod no. As long as you started you save with CCL installed, you can update this mod as you wish. CCL requres you to start your save with it for some reason or another.-

You should be able to add both CCL and my mod to your save game without problem. Seems I was wrong.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: 1000101 on April 28, 2016, 07:49:47 PM
Quote from: jacob814 on April 28, 2016, 07:46:23 PM
Updating the mod no. As long as you started you save with CCL installed, you can update this mod as you wish. CCL requres you to start your save with it for some reason or another.

Can you shed some more light on this?  Is there an unknown (to the CCL team) issue with adding CCL to an existing colony?
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: Kaballah on April 28, 2016, 07:57:53 PM
When I get bored/defeated in my current colony I'll disable all mods except CCL and your mod and see how it works   :)
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: Kaballah on April 28, 2016, 08:23:55 PM
I tried this (disabled all mods except Core of course, CCL and your mod) and I still got the same errors I listed above.  I've tried various things (rebooting, uninstalling Unity Web Player in case there was some sort of incorrect version overriding what is included with the game) and currently I'm re-downloaded and unpacking Rimworld after deleting all old versions, zipped or unzipped.

e: Ok I think I have found my problem, somehow my version of CCL that I thought I downloaded yesterday was a different version.  Downloaded CC_User_Release_v0.13.1.1.zip and will try again.

e: Yeah that's what it was, I have no idea how I ended up with a different version of CCL (it had no version number on it, it could have been anything :o )
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on April 28, 2016, 08:55:25 PM
Quote from: 1000101 on April 28, 2016, 07:49:47 PM
Quote from: jacob814 on April 28, 2016, 07:46:23 PM
Updating the mod no. As long as you started you save with CCL installed, you can update this mod as you wish. CCL requres you to start your save with it for some reason or another.

Can you shed some more light on this?  Is there an unknown (to the CCL team) issue with adding CCL to an existing colony?

I swear that I read this somewhere. If this isnt true then my bad. I thought this was a thing, oops.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on April 29, 2016, 09:25:08 AM
@Kaballa
Glad you where able to fix it. You about gave me a heart attack. When someone finds a bug in your mod and you have no clue why... :P
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: Galvenox on May 09, 2016, 06:03:25 PM
will the glass let sunlight through in an outside building? or does it work for artifical light sources only?
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on May 09, 2016, 07:46:30 PM
It works with only artificial light sadly, if I want sunlight to work that would require some programming that I dont know too much about.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: Galvenox on May 09, 2016, 08:00:59 PM
that's a shame, still an awesome mod though.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on May 09, 2016, 09:14:56 PM
Frankly I think my mod, or at least parts of it should be part of the base game. They could integrate it to allow sunlight to pass through lights.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: chrisf112233 on May 10, 2016, 12:29:49 AM
I'm having problems with the lights.  I can place the glass doors/windows, along with outdoor groundlamps (though they construct them, it uses materials, and they never appear, just wasted materials on groundlamps), but wall lamps and ceilling lamps will not place or allow me to construct, no matter which walls or inside any buildings i try to click.  Anyone else having issues or maybe I'm really just not doing something correct?
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: lance789 on May 10, 2016, 01:25:16 PM
how do i get access to these structures? i have the mod installed and i don see any content from this mod. where in the load order should it be? (after CCL and Mod Order is assumed)
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on May 10, 2016, 02:27:51 PM
You will need to research the glassworks research to get started with anything.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on May 10, 2016, 02:29:06 PM
Quote from: chrisf112233 on May 10, 2016, 12:29:49 AM
I'm having problems with the lights.  I can place the glass doors/windows, along with outdoor groundlamps (though they construct them, it uses materials, and they never appear, just wasted materials on groundlamps), but wall lamps and ceilling lamps will not place or allow me to construct, no matter which walls or inside any buildings i try to click.  Anyone else having issues or maybe I'm really just not doing something correct?

This is strange, i will look into this as soon as I have time. I would of caught this right? hm...
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: lilymortis on May 12, 2016, 04:33:24 PM
I'm having the same problem as Chris with being unable to place ceiling and wall lights. I love the windows though, lovely mod.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on May 18, 2016, 09:49:34 PM
@lilymortis
@chris112233
- I have no clue how to re-create this in my own game. I am using latest CCL and the latest of my mod and am able to re-create what you are describing. If you could give me some sort of video or picture that would be great. Also the only thing I can think of is that you need to update CCL.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on June 20, 2016, 08:31:39 PM
I would love to see some community feedback with my mod. I get very little feedback from you guys and am up to adding more stuff if you want. Just stopping by and saying you enjoy my mod will be enough :P
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: notfood on June 20, 2016, 10:25:11 PM
I play with HardcoreSK, windows and ceiling lamps are very nice to have. Thank you.

A refuelable early game no power light that isn't the torch would be handy to have.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: 123nick on July 21, 2016, 06:58:13 AM
sorry if this has been answered, but will this be updated for A14? i would love that dearly, this mod is pretty awesome
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: jacob814 on July 21, 2016, 08:57:32 AM
reply to @123nick

Yes I do have plans to release it but I also plan to release a steam workshop version too. It should be updating sometime soon.
Title: Re: [A13][CCL] jacob814's Mods - Lights&Glass(V 13a.1) [4/28/16]
Post by: 123nick on July 21, 2016, 10:35:11 AM
Quote from: jacob814 on July 21, 2016, 08:57:32 AM
reply to @123nick

Yes I do have plans to release it but I also plan to release a steam workshop version too. It should be updating sometime soon.

awesome :D
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: jacob814 on July 24, 2016, 08:16:21 PM
Glass & Lights has finally been updated to Alpha 14. The only reason you all waited this long because I was blind and couldn't see the simple error in my code :P

Also with my lack of time to play rimworld, I need community feedback. I dont fully understand the scenario system and if you feel like my mod isnt working right with it, let me know and ill try to fix it!
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: kaptain_kavern on July 24, 2016, 08:23:19 PM
Neat!

Glad you make it.

Thx again
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: jacob814 on July 25, 2016, 04:59:35 PM
Now to work on the steam realease, with CCL not releasing to the steam workshop, ill be needing to ask for perm to upload it with my mod or ill have to remove CCL completely from my mod, which I am not keen on...
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: qurffe on July 25, 2016, 05:03:33 PM
CCL is uploaded on steam workshop though.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: rsdworker on July 25, 2016, 05:33:03 PM
Quote from: jacob814 on July 25, 2016, 04:59:35 PM
Now to work on the steam realease, with CCL not releasing to the steam workshop, ill be needing to ask for perm to upload it with my mod or ill have to remove CCL completely from my mod, which I am not keen on...

CCL will still work regardless if its on steam or not - you dont need change anything
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: notfood on July 25, 2016, 05:34:05 PM
CCL is over here on the steam workshop (http://steamcommunity.com/workshop/filedetails/?id=729577707).
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: drakulux on July 25, 2016, 05:53:56 PM
You need to remove classic start from your research defs, unless it is intentional for colonist start. It gives you all the research already.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: 123nick on July 25, 2016, 07:32:43 PM
hey, cupropandas core mode also adds sand and windows, so i wonder if it might be possible too make the 2 compatible, somehow? maybe a workplace that can take sand from mod one and convert it into sand of the other mod, with 2 recipes, and the same for glass, with 2 recipes.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: jacob814 on July 26, 2016, 03:28:46 PM
@qurffe @rsdworker @notfood Seems so, I talked to one of the CCL devs and they told me they wouldnt release it to the steam workshop because of the issues they had with the workshop? Im not sure but with this I will be uploading as soon as I figure it out :P

@drakulux Thankyou for the feedback, was wondering why that happened when I did a quick test the other day. Will be pushing a new version soon.
@123nick Ill take a look at cupropandas core mode. Seems neat. Will put on the todo.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.1) [7/24/16]
Post by: jacob814 on July 26, 2016, 03:42:28 PM
Updated to clean up some code. Nothing to major unless your just starting out in your world.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16]
Post by: jacob814 on July 26, 2016, 04:59:40 PM
@123nick I won't be adding something to be compatible with cuproPanda's Core. If you want to do something like that yourself, it isn't that hard. Also, this is where you would ask someone to make a modpack for it. I don't care for cuproPanda's Core because it distracts from the vanilla experience. I am trying to make a mod that either enhances the vanilla experience or adds some things that don't stray too far from it. Maybe Cupro will do something if you ask him, but I wont.

Sorry.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16]
Post by: 123nick on August 20, 2016, 12:37:27 AM
Quote from: jacob814 on July 26, 2016, 04:59:40 PM
@123nick I won't be adding something to be compatible with cuproPanda's Core. If you want to do something like that yourself, it isn't that hard. Also, this is where you would ask someone to make a modpack for it. I don't care for cuproPanda's Core because it distracts from the vanilla experience. I am trying to make a mod that either enhances the vanilla experience or adds some things that don't stray too far from it. Maybe Cupro will do something if you ask him, but I wont.

Sorry.

yeah, its alright. i can make some recipes to switch this mods glass with cupro's glass, so people using both can have them be interchangable. also, this mod adds sand, right? i can do the same with sand.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16] Now on Steam!
Post by: jacob814 on August 20, 2016, 08:56:49 AM
@123nick Good Luck!
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16] Now on Steam!
Post by: Lesgalapagos on September 04, 2016, 05:33:57 AM
Hi,

Can we hope an update of your excellent mod for the A15 ?

Many thanks,
Lesgalapagos.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16] Now on Steam!
Post by: jacob814 on September 04, 2016, 11:25:34 AM
@ Lesgalapagos - of course but CCL has to update before I can. As soon as CCL does I will push an update very quickly for this mod. This new update wont just be what was before but will include balance changes and new items.
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16] Now on Steam!
Post by: joaonunes on December 20, 2016, 12:21:57 PM
Quote from: jacob814 on September 04, 2016, 11:25:34 AM
@ Lesgalapagos - of course but CCL has to update before I can. As soon as CCL does I will push an update very quickly for this mod. This new update wont just be what was before but will include balance changes and new items.

Ohh... Was looking for some mod that adds lights to ceilings but it needs CCL :/ How sad...
It's kinda weird that people that come from glitterworld planets do not have the technology to use lights attached to the ceiling or walls...
Title: Re: [A14][CCL] jacob814's Mods - Glass&Lights(V 14d.2) [7/26/16] Now on Steam!
Post by: jacob814 on December 22, 2016, 09:47:42 AM
@joanonunes - This mod will be getting updated very soon. Ill try to have it updated by next Monday but due to Christmas and family priorities, it will take some time. CCL took too long and I have updated this sooner if it wasn't for finals and forgetfulness. My last post on this thread was from 3-4 months ago, don't be afraid to post on the thread, I do respond. Pm me if you have to, I don't seem to be that popular :D
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: jacob814 on December 26, 2016, 10:38:52 AM
Mod has been updated to A16 for everyone. Steam and the link in the thread should take you to the updated mod.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: Hayden on December 28, 2016, 02:56:31 AM
Quote from: jacob814 on December 26, 2016, 10:38:52 AM
Mod has been updated to A16 for everyone. Steam and the link in the thread should take you to the updated mod.

Hi.

Would I need to start a new game before I add this mod?

Also, do ceiling lights work? I read that you were waiting on CCL to be updated, but did you go ahead and find a way to make it work without it?


cheers.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: jacob814 on December 28, 2016, 12:15:26 PM
Everything works, ccl made it so you could only place my celing lights in a room with a roof. Without CCL you can place the "ceiling" lights anywhere. Also you dont need to restart you savegame, you should be able to add them without issue. Let me know otherwise.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: zmadz on December 28, 2016, 12:17:36 PM
had to extract the folder within the folder to make it work but thx for the update xD
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: KEBW1144 on January 14, 2017, 07:16:49 PM
Love the mod would like to see a tech for late game where you make the lights more energy efficient perhaps, not a biggie but might be a bit of icing on the cake.

Cheers!
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: Tanelorn on January 31, 2017, 06:58:33 PM
If you weren't aware, another mod has solved the issue of windows not letting natural light in. I think this is critical for your mod so you can make greenhouses.

https://ludeon.com/forums/index.php?topic=17610.0
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: jacob814 on January 31, 2017, 11:14:25 PM
Forum post?
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: Tanelorn on February 01, 2017, 12:04:47 AM
Quote from: jacob814 on January 31, 2017, 11:14:25 PM
Forum post?

Ahh my bad wrong link. I've fixed it now please see above link. Scroll down to the windows section.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: Ruisuki on March 05, 2017, 01:12:21 AM
says this mod wasnt made for my version of the game and probably wont wrk probably...Im on A16, is this normal?

edit: i extracted master zip and copied the folder inside of what was extracted to my mods folder. Thats good right fam?
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: jacob814 on March 05, 2017, 10:37:58 AM
No... Make sure you are downloading the right version. If that doesn't work let me know, ill see if there is something wrong but you are the first for this to happen.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: Blackbeard on March 07, 2017, 04:09:42 AM
Hi, I've posted this on steam but that info may be helpful and not everyone uses stem, so I'll paste it here, also:

Hi. I found out there's a glass table hidden in the mod... In the Buildings_glassFurniture.xml by changing line 41 to "<ThingDef ParentName="TableBase">" and line 47 to "<drawSize>(3,3)</drawSize>" I could spawn and construct it in godmode and had it appear in the architect tab under furniture. Didn't really test it after that and am no modder myself, so I may be unaware of a deeper reason to have it hidden.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a) [12/25/16]
Post by: jacob814 on March 07, 2017, 09:36:53 AM
What are you going through my code for XD (jk). Thanks for letting me know. Ill push an update today fixing that for both steam version and the one hosted on github. Thanks.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 07, 2017, 10:13:29 AM
Update to 16a.2
-Re-added the glass table
-Bunch of small tweaks.

Up to date with the steam version as of now.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 07, 2017, 10:10:37 PM
Quote from: jacob814 on March 07, 2017, 10:13:29 AM
Update to 16a.2
-Re-added the glass table
-Bunch of small tweaks.

Up to date with the steam version as of now.
Safe to just overwrite the folder under mods? (new to this)
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Trigon on March 07, 2017, 11:47:23 PM
Quote from: Ruisuki on March 07, 2017, 10:10:37 PM
Quote from: jacob814 on March 07, 2017, 10:13:29 AM
Update to 16a.2
-Re-added the glass table
-Bunch of small tweaks.

Up to date with the steam version as of now.
Safe to just overwrite the folder under mods? (new to this)
You're usually better off deleting the old folder. Overwriting mods with the new version can lead to madness.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 08, 2017, 12:27:59 AM
Quote from: Trigon on March 07, 2017, 11:47:23 PM
Quote from: Ruisuki on March 07, 2017, 10:10:37 PM
Quote from: jacob814 on March 07, 2017, 10:13:29 AM
Update to 16a.2
-Re-added the glass table
-Bunch of small tweaks.

Up to date with the steam version as of now.
Safe to just overwrite the folder under mods? (new to this)
You're usually better off deleting the old folder. Overwriting mods with the new version can lead to madness.
Doesnt deleting mods mid game corrupt saves or is that only specific mods? Do I need to deactivate before deleting?
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Canute on March 08, 2017, 03:01:52 AM
Since the mod name don't change Rimworld don't notice it.
You should allways delete the old folder before you copy/unzip the new one, this is for all mod's not just this one.

BUT when you update a mod which add/change something there is allways a chance to break the colony. If you want be at the safe side, just rename/copy the old folder and when you encounter a problem you can restore it.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 08, 2017, 03:39:12 AM
Quote from: Canute on March 08, 2017, 03:01:52 AM
Since the mod name don't change Rimworld don't notice it.
You should allways delete the old folder before you copy/unzip the new one, this is for all mod's not just this one.

BUT when you update a mod which add/change something there is allways a chance to break the colony. If you want be at the safe side, just rename/copy the old folder and when you encounter a problem you can restore it.
Ah so you can always redownload and reinstall an archived version if deleting a mod proved a problem. I'll be sure to do that with the newest version of glass/lights the OP just uploaded thanks.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 08, 2017, 09:51:28 AM
For as far as my knowledge goes, you can delete the old mods folder and install the new one. I have not done anything that would damage your save file but as they said, make sure to do a backup first. By chance something does become corrupt, let me know as I have made a mistake. Thanks.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: kulajoe42 on March 08, 2017, 06:02:02 PM
Best mod tbh. Been playin with this mod well before i actually paid for the game. Its just so nice to have the light shine around my base. Very comf. It doesnt get a lot of attention but it has always been my first to get mod. So... thanks
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 08, 2017, 10:11:17 PM
And those types of comments keep encouraging me to  update this mod. Thank you.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Tanelorn on March 09, 2017, 04:36:20 PM
Quote from: jacob814 on March 08, 2017, 10:11:17 PM
And those types of comments keep encouraging me to  update this mod. Thank you.

I enjoy this mod as well. I only wish that a glass mod could allow for the construction of greenhouses. Did you investigate the mod I mentioned earlier that emulates outdoor light getting in, allowing for glass greenhouses without grow lights?
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 09, 2017, 05:20:01 PM
Yes and I can say that someday I will be able to do that but I need to know how to program in C# I believe. I am currently in school for coding and that will be one of the next coding language I will learn. Until then, I might learn some on my own time but like most humans, I am busy, and I am lazy.

Not a No, just an extended yes.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 09, 2017, 06:05:31 PM
Quote from: Tanelorn on March 09, 2017, 04:36:20 PM
Quote from: jacob814 on March 08, 2017, 10:11:17 PM
And those types of comments keep encouraging me to  update this mod. Thank you.

I enjoy this mod as well. I only wish that a glass mod could allow for the construction of greenhouses. Did you investigate the mod I mentioned earlier that emulates outdoor light getting in, allowing for glass greenhouses without grow lights?
Wait whats the point of the skylight if it doesn't let light in? Don't the windows in this mod also allow you to open windows or am I thinking of clutter- structures?
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 09, 2017, 10:23:17 PM
Not my mod... Yet.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 09, 2017, 10:53:23 PM
Oh woops! So sorry i had 7 different mod windows open at once and typed in the wrong one. I probably sent the wrong reply to another thread too xD Glad that you are adding sunlight to windows though. The clutter structures mod currently has its own version of it for regular sized windows so I'm sure either of them could provide tips if you need them.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Tanelorn on March 09, 2017, 11:04:26 PM
Quote from: jacob814 on March 09, 2017, 05:20:01 PM
Yes and I can say that someday I will be able to do that but I need to know how to program in C# I believe. I am currently in school for coding and that will be one of the next coding language I will learn. Until then, I might learn some on my own time but like most humans, I am busy, and I am lazy.

Not a No, just an extended yes.

Remember this is a forum and this is the internet. Just contact the author of the mod and ask for advice! We aren't making money so there's not much reason for him not to help you!
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 12, 2017, 11:53:57 AM
I would love to do that but I am currently very busy with school this semester. Thanks for the advice and when i get some free time I might just go and ask. Homework is hell atm.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Pinkstache on March 22, 2017, 04:30:12 AM
IDK if this has already been brought up (I read through the posts, but might have missed it), but some of your items aren't properly updated. Four of them still say WorkToMake instead of WorkToBuild. Obviously, this isn't game breaking, and it's a two-second fix that even a newbie like me can do (so people should be abe to easily update it themselves) but I thought I should bring it up to you.
It's:
GlassDecoration
GlassFurniture
GlassProduction
GlassStructure
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 22, 2017, 01:22:38 PM
I fixed the workToMake to now be workToBuild. I was unable to find the workToMake in structure, though. Either way, it is "fixed". I wont be releasing a new version, just download the zip from GitHub if you want the update version.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on March 25, 2017, 02:50:26 AM
gonna build a beautiful chapel with these walls thanks jacob
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Syrchalis on March 27, 2017, 09:19:28 PM
In your Workgivers please add the line
    <prioritizeSustains>true</prioritizeSustains>
This way if you assign a pawn to your workstations via prioritizing he stays there until aborted (or hunger/rest requirement becomes too great) similar to all other crafting stations in the game (stone cutting for example).

This annoyed me so much I searched your mod among 40 or so in my steam workshop folder (they only have numbers), figured out in which def this is and then compared your xml to the vanilla stone cutting one until I figured out why my colonists only ever make 1 glass and I have to babysit them like crazy (or lock them into the room).

Here one whole section:
  <WorkGiverDef>
    <defName>DoBillsMakeGlass</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>100</priorityInType>
<fixedBillGiverDefs>
<li>GlassworkTable</li>
</fixedBillGiverDefs>
    <verb>produce glass from</verb>
    <gerund>producing glass at</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
    <prioritizeSustains>true</prioritizeSustains>
  </WorkGiverDef>


P.S.: Should probably not add it for Molotovs. Though, vanilla has the line for machining table etc. too.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 27, 2017, 11:00:32 PM
Thankyou for bringing this to my attention. I will update soon. The download link will be updated very soon.
Title: Re: [A16][CCL] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 27, 2017, 11:10:18 PM
Soon is here. I just update both steam and the github link with the prioritizeSustains. Thanks for letting me know about the issue.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Syrchalis on March 28, 2017, 04:37:30 AM
Thanks for including this line, it will make the lifes of people so much easier.

Some might prefer it the other way, but it isn't really about what people prefer, but what they expect. When I send someone stone cutting or tailoring I expect them to sit on that table until they die (or well, you know, get very hungry or sleepy).

Now it is in line with all the other crafting stations.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 28, 2017, 09:01:19 AM
I doubt too many would like it the other way as they are so use to the vanilla production tables. Little consistencies like that really help.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Dr_Zhivago on March 28, 2017, 10:39:28 AM
Does natural light not pass through windows in order to keep vanilla balance?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 28, 2017, 07:06:56 PM
No, that is a technical limitation to the game. I would add this if I had enough time and experience with C#.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Dr_Zhivago on March 30, 2017, 08:22:01 AM
Quote from: jacob814 on March 28, 2017, 07:06:56 PM
No, that is a technical limitation to the game. I would add this if I had enough time and experience with C#.

I don't know if this would be of any help, but dubwise56 has been able to create skylights that allow in natural light. Maybe you can look over the code for ideas or ask him for help?

https://ludeon.com/forums/index.php?topic=29043.0
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on March 30, 2017, 08:37:04 AM
I have been notified that other modders have been able to accomplish this. It isnt that I am unable to do this, I just dont have the time to do so atm.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 08, 2017, 06:45:31 PM
Where would I find the glass walls? its not under structure and i have researched all three glassworks.

kinda strange that glassworks tv either doesnt show up as craftable even though  i researched all glass but it does show up when i go on god mode. still no glass walls tho
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on April 08, 2017, 09:47:15 PM
Make sure you are using the correct version for the game and the latest release for the game. If that isnt the issue, please give me some proof so I can narrow down on the issue.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 08, 2017, 10:32:59 PM
I have caravans so im on A16, and i have the glass table so I have the latest version of the mod. Can you tell me where glass walls are located under the architect menu? Heres all i see, though glass auto door is there just covered by the walls options: I have the reinforced glass waiting to go so I can build it just dont see it

https://ibb.co/bSAQ85
(https://ibb.co/bSAQ85)
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Canute on April 09, 2017, 04:04:43 AM
Once you got researched them, under structures you got
Glass doors, Glass Autodoors, Windows.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 09, 2017, 04:21:52 AM
Quote from: Canute on April 09, 2017, 04:04:43 AM
Once you got researched them, under structures you got
Glass doors, Glass Autodoors, Windows.
yeah thats all i see. im confused...on the first page i see mentions of glass walls. Is this not the case?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Canute on April 09, 2017, 04:53:12 AM
windows are a kind of wall or not ? :-)
Reinforced windows got at last 350 HP and some beauty.

Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 09, 2017, 05:07:16 AM
Quote from: Canute on April 09, 2017, 04:53:12 AM
windows are a kind of wall or not ? :-)
Reinforced windows got at last 350 HP and some beauty.
windows are walls? So its not its own separate object?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Dr_Zhivago on April 09, 2017, 09:09:22 AM
Quote from: Ruisuki on April 09, 2017, 05:07:16 AM
windows are walls? So its not its own separate object?

Right. The windows replace the wall. If you click on the window structure (which is shown in your screenshot) you can choose what type of glass you want, and then place it on the wall tile you want it in. The wall tile is deconstructed and becomes the window.

Additionally the glassworks TV is under "Joy" objects
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 09, 2017, 01:45:07 PM
Quote from: Dr_Zhivago on April 09, 2017, 09:09:22 AM
Quote from: Ruisuki on April 09, 2017, 05:07:16 AM
windows are walls? So its not its own separate object?

Right. The windows replace the wall. If you click on the window structure (which is shown in your screenshot) you can choose what type of glass you want, and then place it on the wall tile you want it in. The wall tile is deconstructed and becomes the window.

Additionally the glassworks TV is under "Joy" objects
Oh i see.......Hm, i guess I better make the walls out of the material I have the most of if the glass will just end up replacing it.

I see glassworks tv under the joy section when on god mode but its not there when im not in god mode. Not sure why this is?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Canute on April 09, 2017, 04:47:56 PM
Glass walls/windows + glass door/autodoors are best for your sleeping rooms.
Good beauty boni and you might need less lamps to light out the area.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 09, 2017, 09:54:03 PM
Quote from: Canute on April 09, 2017, 04:47:56 PM
Glass walls/windows + glass door/autodoors are best for your sleeping rooms.
Good beauty boni and you might need less lamps to light out the area.
I thought jacob hadnt solved the lighting problem yet? As in, no light actually gets in through the windows? I remember reading he would get around to it when he had the time youre saying thats happened already?

If that is the case, how would light pour in to my glass building if its double walled and 3 of the 4 outer wall layers are granite? Would it stop light from entering the room? Im still interested in how light would work in this hypothetical scenario jacob, even if its not a possibility yet as it will impact the future construction of some of my buildings.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Dr_Zhivago on April 10, 2017, 06:25:12 AM
Quote from: Ruisuki on April 09, 2017, 09:54:03 PM
I thought jacob hadnt solved the lighting problem yet? As in, no light actually gets in through the windows? I remember reading he would get around to it when he had the time youre saying thats happened already?

Only natural light does not pass through the glass
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on April 10, 2017, 09:20:04 AM
Probably should have said this, but Dr_ZHivago is correct. Light from artificial light sources pass through the window walls but sunlight does not due to how natural light is in the game.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on April 10, 2017, 02:05:52 PM
Yes, allowing light to pass through is only with the glass walls, like in real life. The exception being natural light not working.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 10, 2017, 03:04:56 PM
If the glass building is double walled artificial light doesnt get it then?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: jacob814 on April 10, 2017, 08:30:26 PM
Think of real life, no matter the thickness of glass, light can pass through but what I was getting from you is if you put a solid wall in front of it does it still pass through light <-- No

Any thickness of this glass will allow light through if you have a powerful enough of a light.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 10, 2017, 09:01:40 PM
ah yeah makes sense the outer layer wouldnt allow light to pass through, hered the situation i was referencing, using a 5x5 perimeter as an example, though the open space would only be 1x1 inside it:

stonewall/stonewall/stonewall/stonewall/stonewall/
stonewall/glasswall/glasswall/glasswall/stonewall/
stonewall//glasswall/room/glasswall/stonewall/
stonewall//glasswall/glasswall/glasswall/stonewall/
stonewall/stonewall/stonewall/stonewall/stonewall/

So according to this the 1x1 would be dark af. I think ill only double wall the vertical sides and leave the sides glass only to still let some light in
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 12, 2017, 10:25:09 PM
Getting a bug...when i click on windows now i only see the reinforced window as a choice, not the regular glass show up. Is it because i dont currently have any glass in my stockpiles?
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Canute on April 13, 2017, 02:07:28 AM
Ofcourse, this is the same thing like for walls or other construction things.
Title: Re: [A16] jacob814's Mods - Glass&Lights(V 16a.2) [3/7/17]
Post by: Ruisuki on April 13, 2017, 03:30:47 AM
Ah i didnt know that. Thank you
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: DDRMANIAC007 on June 16, 2017, 04:15:18 AM
I can't find the glassworks research in the A17 build.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: jacob814 on June 16, 2017, 10:22:45 AM
Should be along the top of the researchs. Give me a screenshot if you still can't find it.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: kaptain_kavern on June 16, 2017, 10:39:53 AM
Quote from: jacob814 on August 06, 2015, 10:20:53 AM
Known Bugs/Issues
- The ceiling lights do take up space in the tile. I am working on a fix but it may take some time because it will require coding that I am not familiar with.
If this is still a problem, I think you just need to change <altitudeLayer> in your lamp bases to something different than buildings. MoteOverhead should do the trick I guess
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: jacob814 on June 16, 2017, 12:52:05 PM
Is there documentation for this? I thought there was only one other for power conduits.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: kaptain_kavern on June 16, 2017, 02:52:39 PM
The closest things I got for documentation is milon's AutoDocumentation (https://ludeon.com/forums/index.php?topic=21440.0). Else I'm mostly running search throughout the whole Core/Defs folder (CTRL + SHIFT + F with most advanced text editors) with the tag I want to investigate.

But I used MoteOverhead with ceiling lamps with success already in my Storage mod (see the code here (https://github.com/kaptain-kavern/AsSimpleAsRack/blob/master/Defs/ThingDefs/Buildings_lighting.xml#L38))
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: DDRMANIAC007 on June 16, 2017, 04:38:43 PM
Quote from: jacob814 on June 16, 2017, 10:22:45 AM
Should be along the top of the researchs. Give me a screenshot if you still can't find it.
This is a screenshot with only core and your mod enabled. I still didn't find it anywhere.
(http://i.imgur.com/XRX4sg0.png)
Not sure what you mean by top of the researchs. The game changed to a tree based system with the ability to add new tabs. Here's a screenshot with all my mods enabled.
(http://i.imgur.com/3v4rHZN.png)
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: jacob814 on June 17, 2017, 12:16:10 PM
@DDRMANIAC007 This is strange and I will look into it sometime tomorrow as I have been quite busy recently. This is a really big issue so I'm surprised this is happening and no one has said anything till now. Make sure everything is correct on your end please.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: ololo86 on July 02, 2017, 12:02:12 PM
i think it would be interesting if the outdoor light(sunlight) went through the glass wall .. what do you think about this idea? :)
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: Tanelorn on July 05, 2017, 01:22:54 PM
In my opinion the tech requirements are too high for basic glass. Glassworks go back to classical times. Tribal starts could really use glass material to be available before industrial tech.

In addition, this mod has solved the problem of windows allowing in outdoor light: http://steamcommunity.com/sharedfiles/filedetails/?id=939878084 (http://steamcommunity.com/sharedfiles/filedetails/?id=939878084)

(http://www.metmuseum.org/toah/images/h5/h5_1980.263.4.jpg)
(https://userscontent2.emaze.com/images/a4af1467-fae4-4cf6-a210-f79812a93829/e2cf958f5cd317d1589e1cd783135102.jpg)
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: Snowie on July 10, 2017, 03:37:32 AM
Can confirm, I can't find the research for this mod either. Also get an error when starting up saying that the version is wrong.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: JudPaps on July 17, 2017, 07:54:25 AM
@DDRMANIAC007, here's you should do

1.Open your Mods folder
2.Open Glass_N_Lights-17.1
3. Inside should be another folder called Glass&Lights and a readme
4. Move the said folder in no. 3 into the mods folder
5. Delete the said folder in no. 2
6. Done!
Sorry if my english is quite confusing i'm Filipino.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17) [6/1/17]
Post by: OldHouse on August 18, 2017, 09:47:02 AM
@JudPaps: Thx man. Drove me nuts.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17]
Post by: jacob814 on September 08, 2017, 10:02:31 PM
Hey everyone, I took your feedback and ideas and I present the small but much-needed update: Medival Glassworks

-Adds a new glassworks worktable that runs off of fuel instead of electricity.
-Makes the glassworks research easier to research by lower tech level colonies.
-The normal glassworks worktable now also takes the electric smelting research to become unlocked.

-The issue with the version has now been fixed. Although not game breaking, a red line of text is never fun.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: Canute on October 17, 2017, 03:44:52 AM
jacob814, you arn't active lately but if you working at a A18 version later.
Currently the Glass table are no place to eat.
I replaced all my small tables with 4x glass table and my pawn allways eat from the ground.
As gathering spots they works well.

Quote from: kaptain_kavern on June 16, 2017, 10:39:53 AM
Quote from: jacob814 on August 06, 2015, 10:20:53 AM
Known Bugs/Issues
- The ceiling lights do take up space in the tile. I am working on a fix but it may take some time because it will require coding that I am not familiar with.
If this is still a problem, I think you just need to change <altitudeLayer> in your lamp bases to something different than buildings. MoteOverhead should do the trick I guess
Dubwise Skylight use Weather layer for his skylights.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: jacob814 on October 17, 2017, 08:26:02 AM
Are you sure you have downloaded the most recent update? Both of these issues have been fixed in the latest steam release and to my knowledge, the latest release here.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: Canute on October 17, 2017, 09:03:53 AM
What is the latest ?
the  -Medival Glassworking
or -A17 Update
?
I used the A17 update.
Ok i just see, you named the Medival glasswork as 17.2, then these title Medival glassworking is missunderstanding.
You should name it 17.2 and at the description, add the medival glassworking :-)

And the archiv got a wrong file struction, you got 2 times a folder. One folder should be enough.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: gnrmilk on October 29, 2017, 05:09:54 PM
I have some problem. Glass blocks look like monolithic wall but on screenshots these blocks are separated from stone wall and each other with frame (border). Is it by design or bug?
Btw great mod. Thanks.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: jacob814 on November 22, 2017, 06:46:27 PM
This is because of a change the walls were rendered in A17. I will have to update the texture file to fix this but in the meantime, they have to be like this. Sorry for the inconvenience.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.1) [11/22/17]
Post by: Ruisuki on February 12, 2018, 03:46:37 AM
Any update coming jacob?
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.1) [11/22/17]
Post by: jacob814 on February 12, 2018, 03:41:25 PM
What do you mean? It's updated for 18
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.1) [1/12/18]
Post by: Ruisuki on February 12, 2018, 04:02:01 PM
Oh my bad, I was going off your last comment in the thread. 18.2 is the latest version? No need to add the beta 18 update file?
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.1) [1/12/18]
Post by: jacob814 on February 12, 2018, 04:14:03 PM
Thelatest version is the github link. Im not sure what you mean bybeta 18 update file.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Ruisuki on February 12, 2018, 04:27:06 PM
the file below the top one on the githut link(below 18.2) the fact that its named update made me think it was just a patch thats no longer needed. I was getting a mention saying mine was out of date in the mod folder
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: jacob814 on February 12, 2018, 04:34:13 PM
Oh, that was me being lazy at naming the update. The github link will take you to the latest version.
Title: Re: [A17] jacob814's Mods - Glass&Lights(V 17.2) [9/8/17] Medival Glassworks
Post by: Harry_Dicks on February 12, 2018, 07:12:28 PM
Quote from: jacob814 on November 22, 2017, 06:46:27 PM
This is because of a change the walls were rendered in A17. I will have to update the texture file to fix this but in the meantime, they have to be like this. Sorry for the inconvenience.

Was this issue ever resolved?

By the way, thanks for a great mod :)
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: jacob814 on February 13, 2018, 08:34:01 AM
The most recent addition added a Japanese translation and a fix for the glass texture.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Ruisuki on February 23, 2018, 05:18:16 AM
hey jacob does your glass mod interact in any way with dubs skylights? He has glass panels for greenhouses
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: jacob814 on February 23, 2018, 12:25:48 PM
Although I did take a look at his mod, I decided against integration. I do however have integration with a mod called expanded roofing. Highly suggest checking it out.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Harry_Dicks on February 23, 2018, 12:46:50 PM
Quote from: jacob814 on February 23, 2018, 12:25:48 PM
Although I did take a look at his mod, I decided against integration. I do however have integration with a mod called expanded roofing. Highly suggest checking it out.

I second this. Nothing against dubs work, and holy crap is it fantastic, but his Skylights mod has really been outdone. With Expanded Roofing, you can now build skylights, solar panels into the roofs, and also THICK ROOFS! This means you are essentially as protected as you would be if you dug into a mountain. No more drop pods crashing through into the middle of your base. I want to say this should protect against tornadoes, too, but I have not had the chance yet to check.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Ruisuki on February 23, 2018, 06:43:11 PM
Hm that seems OP. With no threat of infestation, drop pods or, if it turns out, tornadoes the thick roof option seems a bit much for me. I do like the solar panel roofing idea though.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Harry_Dicks on February 23, 2018, 06:52:19 PM
Quote from: Ruisuki on February 23, 2018, 06:43:11 PM
Hm that seems OP. With no threat of infestation, drop pods or, if it turns out, tornadoes the thick roof option seems a bit much for me. I do like the solar panel roofing idea though.

You do realize you can achieve all of this by having your base in a mountain, besides the infestation? One method you are forced to mine into the mountain then you have all of these protections, versus the other method requires you to research these technologies, and then have to spend extra resources constructing these thick stone roofs. Also, with the "no threat of infestation" some people actually don't like them, and I turn mine off. I've got 200+ events/incidents anyway, so I won't miss just one ;)

One more thing: if anyone uses RF - Smooth Stone Walls, you can prevent infestations this way when you tunnel into a mountain if you don't want to have to put up new additional walls.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Ruisuki on February 23, 2018, 07:11:40 PM
Quote from: Harry_Dicks on February 23, 2018, 06:52:19 PM
Quote from: Ruisuki on February 23, 2018, 06:43:11 PM
Hm that seems OP. With no threat of infestation, drop pods or, if it turns out, tornadoes the thick roof option seems a bit much for me. I do like the solar panel roofing idea though.

You do realize you can achieve all of this by having your base in a mountain, besides the infestation? One method you are forced to mine into the mountain then you have all of these protections, versus the other method requires you to research these technologies, and then have to spend extra resources constructing these thick stone roofs. Also, with the "no threat of infestation" some people actually don't like them, and I turn mine off. I've got 200+ events/incidents anyway, so I won't miss just one ;)

One more thing: if anyone uses RF - Smooth Stone Walls, you can prevent infestations this way when you tunnel into a mountain if you don't want to have to put up new additional walls.
Thats what im saying theres no threat there. Plus you get solar panels on roof so Im probably gonna pass on that one for now.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: fieldarchy on April 14, 2018, 07:38:05 AM
hey everyone,

I downloaded the glass and lights mod today from github and installed it into the mods folder. Upon launch of the game, I got the error message that the mod version and my game version are incompatible but I have the most recent release of the game 18.1722 and the mod says it has been updated for 18.1.

I have uninstalled the mod and then reinstalled 3 times. I even played around with the mod order to no avail.

So I am at a loss.

Any help?

[attachment deleted due to age]
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Canute on April 14, 2018, 09:21:59 AM
It is because the modauthor didn't follow the filestructure for mod-archives.
Open the Glass&Lights folder, and inside you find another Glass&Lights folder, move this one at the mods.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Call me Arty on May 12, 2018, 11:49:41 PM
 Hey, I've been using this mod since A17 and enjoy it a lot. I'm just leaving this comment here for the discussion and update (I've got the Steam version).
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: jacob814 on July 12, 2018, 04:47:46 AM
@Canute Forguve me for my absence, althought I strive to keep this mod up to date, I am quite busy atm. As soon as I get back from my trip in August, ill have this mod updated to the most recent version of rimworld. I do believe the steam version is up to date though
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: ultra4 on September 19, 2018, 05:34:23 PM
I absolutely adored this mod in B18 (but i fiddled with it, so it used Rainbeau's Fertile Fields "sand" instead of rocks, you can crush rocks into sand in that mod, but also extract it from several terraforming jobs), so i loved making huge glass greenhouses in the desert (yes glass walls and also "expanded roof" transparent roof (also edited to use "glass" in addition to steel)

What can i say, having no glass manufacturing has made my B19 base so dumb and ugly...

it's like... what's the point in having huge neutroamine flower plantation (VG) when the walls of made of rock ??!?! :-\ can't look at that ugly stuff !!!    :o


...plus trying to run the b18 version in b19 breaks the game in the funniest way, pawns can no longer have joy... at all... that's how i feel too   :'(
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Treason5240 on September 19, 2018, 07:38:37 PM
Umm...you know there's a 19 version on steam, right?
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: ultra4 on September 19, 2018, 08:12:51 PM
it has a non-steam link.... which is great. It's for B18 which is not

Would be very grateful for a non-steam B19 working link
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: Canute on September 20, 2018, 01:59:30 AM
Treason5240,
we are at the forum here, we wan't non-steam download or that mod don't exist ! :-)
Title: Re: [B19] jacob814's Mods - Glass&Lights(V 19.1) [9/20/18]
Post by: jacob814 on September 20, 2018, 09:49:55 AM
Updated to B19. Power requirements for lights now are similar to vannila requirements. Japanese Translation also updated.
Title: Re: [B18] jacob814's Mods - Glass&Lights(V 18.2) [1/12/18]
Post by: ultra4 on September 20, 2018, 07:13:35 PM
Quote from: ultra4 on September 19, 2018, 08:12:51 PM
very grateful
;D :D
Title: Re: [B19] jacob814's Mods - Glass&Lights(V 19.1) [9/20/18]
Post by: Lex Silvas on September 20, 2018, 07:46:38 PM
Thank u for updating this mod to b19.  Much appreciated  :-* :-* :-* :-*
Title: Re: [B19] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
Post by: jacob814 on October 19, 2018, 10:58:44 PM
Updated Github to Release 1. Enjoy, you filthy nonsteam users. lol
Title: Re: [1.0] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
Post by: Ruisuki on November 05, 2018, 04:47:16 AM
hello jacob any chance double or triple sized doors are in the cards for the future ala jecrells expanded doors mods? Figure a wedding chapel needs double doors more often than not
Title: Re: [1.0] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
Post by: Proxyer on December 20, 2018, 10:29:20 PM
Hello, author.
Steam Workshop items (Glass + Lights) are in a private state. Please check if you are "Status: Verified" in your Steam Account details. Currently Steam's security contract content has been updated, so if you do not agree the workshop item will not be published. Thank you.
Title: Re: [1.0] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
Post by: 82ab53e4 on April 19, 2019, 09:12:12 AM
Hi awesome mod creator. I tried this mod for medieval playthrough and i found that this mod lacking support for low-tech light solutions :D. Probably this is not the aim of mod but i will leave my suggestions anyway:
Title: Re: [1.0] jacob814's Mods - Glass&Lights(V R.1) [10/19/18]
Post by: jacob814 on June 22, 2019, 07:53:21 PM
Little late to the party but I haven't forgotten the forum. There is an update coming out soon that changes the look of the mod slightly. I've also completely redone the wall lamps, making them part of the wall and much nicer. Oh, and ceiling lights will be placeable over things now.

-@Ruisuki, unless you want to create the textures and make all the required code, no I don't have plans for that kind of thing. Sorry.

-@Proxyer I see your on here as well, I figure you've already gotten this sorted out.

-@Pyre Most of those ideas, while good, take more time than I would like to implement. If you would like to create art assets for those things and I like them, I will probably take the time to implement them. As for removing the component requirement, I can do that before the next update.
Title: Re: [1.0] Glass&Lights Last Update: [10/19/18]
Post by: Ruisuki on August 18, 2019, 07:09:41 AM
alrighty we await the release
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: jacob814 on August 18, 2019, 03:41:58 PM
Updated to V1.1, All new textures, and functionality. I would love some feedback so post here when you can.
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: PixelBitZombie on March 08, 2020, 09:57:03 PM
Does the Git commit take awhile? Don't see 3/9 2020 release there. Been waiting for this one!
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: jacob814 on March 09, 2020, 10:21:23 AM
@PixelBitZombie I was honestly waiting to see if anyone still used the forum version. Ill have it up on GitHub tonight.
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: PixelBitZombie on March 09, 2020, 11:29:07 AM
Quote from: jacob814 on March 09, 2020, 10:21:23 AM
@PixelBitZombie I was honestly waiting to see if anyone still used the forum version. Ill have it up on GitHub tonight.

Aye thank you.
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: jacob814 on March 10, 2020, 08:56:50 AM
@pixelBitZombie, I might have forgotten to update github last night. Im not sure where I went wrong as I did open the desktop app and was reading off changes but I never clicked submit to master, which I need to do to give you a release.

It will be updated as soon as I get home from work. Sorry about that.
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: PixelBitZombie on March 10, 2020, 09:08:02 AM
Quote from: jacob814 on March 10, 2020, 08:56:50 AM
@pixelBitZombie, I might have forgotten to update github last night. Im not sure where I went wrong as I did open the desktop app and was reading off changes but I never clicked submit to master, which I need to do to give you a release.

It will be updated as soon as I get home from work. Sorry about that.

Homie it's all good. I've been waiting for a few mods to update, I got the patience.  8)
Title: Re: [1.0] Glass&Lights Last Update: [8/18/19] V1.1
Post by: jacob814 on March 10, 2020, 06:02:51 PM
Quote from: PixelBitZombie on March 10, 2020, 09:08:02 AM
Homie it's all good. I've been waiting for a few mods to update, I got the patience.  8)

Well I hope you don't have to wait too much longer now with my mod updated and up on github. Best of luck in your rimworld adventures.
Title: Re: [1.1] Glass&Lights Last Update: [3/10/20] V1.1
Post by: PixelBitZombie on March 11, 2020, 06:28:37 PM
Thank you!
Title: Re: [1.1] Glass&Lights Last Update: [3/10/20] V1.1
Post by: ultra4 on August 13, 2021, 07:44:50 AM
The latest update here is 1.1 but i noticed other forums have the 1.2 and 1.3 for this mod. Can we except to see it here too?
Title: Re: [1.1] Glass&Lights Last Update: [3/10/20] V1.1
Post by: jacob814 on August 13, 2021, 08:15:22 AM
Ill update it in the next 5 minutes. You mention multiple forums, where at exactly? I only release my mods here and on the steam workshop so anywhere else is new to me.
Title: Re: [1.3] Glass&Lights Last Update: [8/13/21]
Post by: ultra4 on August 13, 2021, 07:02:32 PM
....rimworldbase.com but they are in 1.2 also

PS: thank you  :)
Title: Re: [1.3] Glass&Lights Last Update: [8/13/21]
Post by: Canute on August 14, 2021, 04:04:10 AM
Since there are a comfortable way to get workshop mods there is no realy use of other websites.
Basicly these websites do just the same, they get workshop mod's and offer them over their websites. Mosttime without the permission of the author.

I suggest that you read the 1.link from my signature and get the mod directly from the steam workshop.