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RimWorld => Releases => Mods => Outdated => Topic started by: ITOS on April 21, 2014, 07:49:55 AM

Title: [A10] Glassworks IX
Post by: ITOS on April 21, 2014, 07:49:55 AM
Discontinued! Jacob814 has released an update for Alpha 11:
http://ludeon.com/forums/index.php?topic=8402.0

(http://i60.photobucket.com/albums/h18/ItosAtio/5_zps74496e6e.jpg)

Description
This mod adds glass and windows. You first have to research Glassworks and build the tools necessary for making glass. With further research into Safety Glass you can build stronger windows that resist fire. Besides looking nice, windows are quick to build (once you have the materials) and allow light from lamps to flow into nearby rooms.

Download version IX:
https://dl.dropboxusercontent.com/u/23186958/RimWorld/Glassworks%20IX.zip

Current and old versions can also be found on Nexus:
http://www.nexusmods.com/rimworld/mods/23/?

Updates
Update II: Added worktable for making glass, which is the new resource for building windows. Also made alternative textures for windows.
Update III: Updated for Alpha 4. Changed texture for windows again. Windows now connect like walls (and with walls).
Update IV: Added glass door. Fixed windows blocking light.
Update V: Updated for Alpha 5. Destroyed windows and glass doors now leave broken glass.
Update V.I: Updated for Alpha 6.
Update V.II: Updated for Alpha 7. New process for making safety glass.
Update VI: Balanced a few numbers. Added a small glass table and a decorative TV.
Update VII: Update for Alpha 8. Now uses a stuff system that brought some changes to textures and properties.
Update IIX: Update for Alpha 9.
Update IX: Update for Alpha 10. Nerfed glass production from 10 per chunk to 2 per chunk. TV should work with the joy system but I have yet to catch any colonists using it.

Permissions
You may include this mod in mod packs as long as I'm credited as the creator of the mod. You may create and release derivative works based on this mod as long I'm credited as the original creator.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Vas on April 21, 2014, 09:16:28 AM
Good, but windows would be fragile so I wouldn't really use them in my own base.  Especially since I live in a mountain.  xP  Scenic dirt view.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Viceroy on April 21, 2014, 11:24:40 AM
I like it, not everyone is a dirt worshipper. I enjoy my gated and walled community with pleasant houses for all.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Architect on April 21, 2014, 11:32:37 AM
You could make them give a bonus to happiness to make them a little more worth the time to build if you wanted?
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Cala13er on April 21, 2014, 11:36:54 AM
Quote from: Architect on April 21, 2014, 11:32:37 AM
You could make them give a bonus to happiness to make them a little more worth the time to build if you wanted?

+1. They don't seem worth it yet.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: daft73 on April 21, 2014, 12:16:08 PM
Quote from: Cala13er on April 21, 2014, 11:36:54 AM
Quote from: Architect on April 21, 2014, 11:32:37 AM
You could make them give a bonus to happiness to make them a little more worth the time to build if you wanted?

+1. They don't seem worth it yet.
I agree, give it quality of life bonus or something...maybe even a set of bad things that can happen..say the wall gets naded'..glass shards fly. It could be used offensively as well to the creative builder. ::)
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: ITOS on April 21, 2014, 02:37:47 PM
Quote from: Architect on April 21, 2014, 11:32:37 AM
You could make them give a bonus to happiness to make them a little more worth the time to build if you wanted?

They give a small beauty buff. What I really wanted was for windows to prevent a space from feeling too small. Can't find the code to do that though, might not be possible.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Architect on April 21, 2014, 02:41:22 PM
I think thats buried quite deep in the code I'm afraid, not sure its gonna be plausible to fix that :/
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: TimMartland on April 21, 2014, 03:01:33 PM
It would be good if it negated or at least reduced the cramped modifier. Rooms seem a lot less stressing when they have a window.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Viceroy on April 21, 2014, 03:57:07 PM
Could always ask Tynan to make it accessible to modding, I suppose in the development cycle it is better to request things sooner rather than later.

Besides he seems to be genuinely a solid bro on the community front.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: mrofa on April 21, 2014, 05:07:40 PM
I like them.
You can use a workaround and make them not a room border like walls and doors have it, also you could use a <attlitudelayer> of a blueprint and a <overdraw> as true so they will be shown on walls and not betweem them like now, this will make them to fit more to custom walls.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: ITOS on April 22, 2014, 01:16:02 PM
Quote from: mrofa on April 21, 2014, 05:07:40 PM
I like them.
You can use a workaround and make them not a room border like walls and doors have it, also you could use a <attlitudelayer> of a blueprint and a <overdraw> as true so they will be shown on walls and not betweem them like now, this will make them to fit more to custom walls.
Not having them as room borders is problematic for bedrooms. Bedrooms are really the only rooms I make small (seriously, each colonist doesn't need it's own suite).

I may look into altitude and overdraw but I don't feel a great need to make them fit better than the vanilla doors.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Evul on April 22, 2014, 01:18:48 PM
Love the mod!
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Headshotkill on April 22, 2014, 01:31:45 PM
I could place windows between a hallway and the hydroponics room, that would be a nice view won't it?
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: daft73 on April 22, 2014, 01:55:26 PM
Just a heads up, when I zipped the file's' to my mod folder, it initially did not work. It unpacked like so..(http://i58.tinypic.com/bjbfc9.png)
I did not notice this initially because of the other mods I have as well sharing the same folder. Through trial and error I realized your mod was not in a folder by itself, which caused the mod not to work. I fixed it on my end by making this folder (http://i57.tinypic.com/11sch1x.png)..and that fixed it.

Others may come across it as well..good mod though ;)
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: ITOS on April 22, 2014, 02:28:24 PM
Quote from: daft73 on April 22, 2014, 01:55:26 PM
Just a heads up, when I zipped the file's' to my mod folder, it initially did not work. It unpacked like so..(http://i58.tinypic.com/bjbfc9.png)
I did not notice this initially because of the other mods I have as well sharing the same folder. Through trial and error I realized your mod was not in a folder by itself, which caused the mod not to work. I fixed it on my end by making this folder (http://i57.tinypic.com/11sch1x.png)..and that fixed it.

Others may come across it as well..good mod though ;)

I guess that happens depending on what your work flow with archives are. I have my archive manager always unpack to a folder with the same name as the archive.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: NephilimNexus on April 23, 2014, 12:48:49 AM
Well if the let light in, then they should be removing "it's dark" as a penalty for rooms without electric lights, at least during the daytime.  So it can save power.
Title: Re: [MOD] (Alpha 3) Glassworks I
Post by: Zack_Wester on April 24, 2014, 02:30:28 PM
Can you make the Windows an bit thicker? I looks on the screenshot that it might be an bit of an problem distincting them from doors.
also I think they will be more pleasing currently it looks kind of odd.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: ITOS on April 25, 2014, 02:39:44 PM
Glassworks II:

Added a worktable for making glass, which is the new resource for building windows. Also made alternative textures for windows that may fit with the vanilla art better.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: Darkfirephoenix on April 25, 2014, 02:45:20 PM
Could we get glass roofs? It would allow to plant inside without the need of an hydroponics table and it could allow to build usefull solarpanels inside too (without the risk of having raiders drop right into your base like it can happen with no-roof-zones)
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: daft73 on April 25, 2014, 02:56:02 PM
Quote from: ITOS on April 25, 2014, 02:39:44 PM
Glassworks II:

Added a worktable for making glass, which is the new resource for building windows. Also made alternative textures for windows that may fit with the vanilla art better.
Interesting, what, if I may ask is the resource for the windows; sand, metal?
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: ITOS on April 25, 2014, 05:52:51 PM
Quote from: daft73 on April 25, 2014, 02:56:02 PM
Quote from: ITOS on April 25, 2014, 02:39:44 PM
Glassworks II:

Added a worktable for making glass, which is the new resource for building windows. Also made alternative textures for windows that may fit with the vanilla art better.
Interesting, what, if I may ask is the resource for the windows; sand, metal?
Stone. Can't be bother to code sand-mining. Sand is pretty much tiny stones anyway.

Quote from: Darkfirephoenix on April 25, 2014, 02:45:20 PM
Could we get glass roofs? It would allow to plant inside without the need of an hydroponics table and it could allow to build usefull solarpanels inside too (without the risk of having raiders drop right into your base like it can happen with no-roof-zones)
Don't hope for too much. There seems to be a lot of hard-coded stuff for roofs.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: Tynan on April 25, 2014, 06:25:31 PM
I like how you went all the way with adding a new glass production line. Very nice.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: jamieg on April 25, 2014, 06:32:50 PM
Quote from: ITOS on April 25, 2014, 05:52:51 PM
Quote from: daft73 on April 25, 2014, 02:56:02 PM
Quote from: ITOS on April 25, 2014, 02:39:44 PM
Glassworks II:

Added a worktable for making glass, which is the new resource for building windows. Also made alternative textures for windows that may fit with the vanilla art better.
Interesting, what, if I may ask is the resource for the windows; sand, metal?
Stone. Can't be bother to code sand-mining. Sand is pretty much tiny stones anyway.

Quote from: Darkfirephoenix on April 25, 2014, 02:45:20 PM
Could we get glass roofs? It would allow to plant inside without the need of an hydroponics table and it could allow to build usefull solarpanels inside too (without the risk of having raiders drop right into your base like it can happen with no-roof-zones)
Don't hope for too much. There seems to be a lot of hard-coded stuff for roofs.

Im working on a sand pit atm and will be happy to share the coding with you when i have it working perfect if you like? as long as your texture isnt the same :p
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: bombarding on April 25, 2014, 08:35:21 PM
yes..please make roof from glass, so we can build green house and plant hydro in it...and with switch mod, we can save power with auto on 19pm-5am
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: jamieg on April 25, 2014, 08:48:45 PM
In fact i can send you some sort of workbench that produces sand?? you just gootta ask :) i pressume you use metal as your main resource
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: ITOS on April 26, 2014, 03:28:20 AM
Quote from: jamieg on April 25, 2014, 06:32:50 PMIm working on a sand pit atm and will be happy to share the coding with you when i have it working perfect if you like? as long as your texture isnt the same :p
I'd rather look at making some form of compatible version of my mod that can use the sand-resources from you mod (if you are making one). I don't like it when multiple mods create duplicate resources in my game.

I'm guessing a sandpit is like a workbench that can only be built on sand and only produces sand when worked on?

Quote from: Tynan on April 25, 2014, 06:25:31 PM
I like how you went all the way with adding a new glass production line. Very nice.
Thank you.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: jamieg on April 26, 2014, 07:05:42 AM
Well the only thing is, is the mod we are working on is not like a normal mod check out http://ludeon.com/forums/index.php?topic=3270.0 and you will see what i mean ;) so at the moment i do not think it is worth trying to make compatibility between our 2 mods :)
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: Kirid on May 02, 2014, 03:43:41 PM
I changed the window texture for the version I use. I don't know if you put them in the middle for any particular reason, but I kept finding it difficult placing textures with them.
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/Windows.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/Windows.png.html)
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: mrofa on May 02, 2014, 09:46:11 PM
When tynan will fix the opacity in rimworld, you will be adding windows kinds like crazy :D
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: ITOS on June 08, 2014, 05:52:12 AM
UPDATE FOR ALPHA 4F:

I have made the necessary changes to the code for this mod to work with Alpha 4f. However, the art for the doors have changed and I would like to change the art for the windows to match. The best way to do that would be to turn windows into a wall-type object. Getting that to work may take a while.
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: LZPanzer on June 08, 2014, 07:08:40 PM
one word Greenhouse
Title: Re: [MOD] (Alpha 3) Glassworks II
Post by: ITOS on June 10, 2014, 03:52:41 PM
Quote from: Encode on June 09, 2014, 01:37:19 AM
Thank you for updating it. I've actually copy/paste/edit Glasswork1 (Alpha3) texture to make it link (metal/stone) walls, not rock though. Hope this is useful for your reference to make your new updates wall-linking.

Snapshot of one of my very old base using this edited Glasswork1.
https://lh5.googleusercontent.com/-2X4bQE3KQI4/U3jhndlpUzI/AAAAAAAAALY/Tnpqp4Ug0O0/w1215-h972-no/03-kitchen%252Brooms%252Bglass.light.png

Snapshot of my last Alpha3 game (Randy Random) with quite a few mods, including Glassworks1, using a Sunlamp to light up 4 rooms.
https://lh5.googleusercontent.com/-dLpImHEKvHA/U5VJSem6LXI/AAAAAAAAASM/a3zj97MTHPg/w1215-h972-no/ocd%2540work.png

I'm still testing the new Alpha4(f) environment, so not really using mods at the moment, but will sure update this to Alpha4 on my side if no new release from you. Hope that's alright with you. Just for my personal use, not claiming as my own or spreading them. I like the windows on blue/green carpet rooms. Cheers!

Interesting. I went for a very different direction with the wall texture (see attached picture).

I want something that connects cleanly to the vanilla walls. It should also fill the entire square so that you can't see doors sliding underneath. The fake perspective makes it difficult to have connecting glass in corners, though. May have to change that.

And I couldn't prevent you from doing anything for yourself with my mod. Seriously, I'd need Microsoft's entire legal department to try.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: ITOS on June 11, 2014, 03:08:31 PM
New version for Alpha 4f. See first page or http://www.nexusmods.com/rimworld/mods/23/?.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: Cala13er on June 11, 2014, 03:19:36 PM
Quote from: ITOS on June 11, 2014, 03:08:31 PM
New version for Alpha 4f. See first page or http://www.nexusmods.com/rimworld/mods/23/?.

It's nice, however I don't personally think the walls look good when linked with the glass walls.
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: moredrowsy on June 11, 2014, 07:11:12 PM
Awesome work!
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: ITOS on June 12, 2014, 01:49:38 PM
Quote from: Encode on June 11, 2014, 06:53:05 PM
Thanks for Glassworks3! I made a little adjustment (again for my own use. ) when I was surprised there's no light going through etc. Here's what it looked like.

DERP! I set the <blockLight> to false but it wasn't working. Turns out there was another <blockLight> set to true further down that I missed. Going to fix that with the next update, I also want to add a glass door.

Connecting to other walls can look weird when done in a crossing. I don't know of a way to condition the wall to look different when connecting to different walls.
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: madpluck on June 13, 2014, 12:16:29 PM
So does that mean that the walls let in light during the day, therefore allowing for outside growing areas without a sun lamp, and it will negate the "darkness" penalty to colonists' mood? I'm a little confused about what the mod "does" exactly. If it's purely aesthetic, then do the windows have a "tiny" beauty bonus for colonists' mood?
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: mrofa on June 13, 2014, 12:23:26 PM
Use attlitude layer to let light in
Title: Re: [MOD] (Alpha 4) Glassworks III
Post by: ITOS on June 18, 2014, 12:07:31 PM
Quote from: madpluck on June 13, 2014, 12:16:29 PM
So does that mean that the walls let in light during the day, therefore allowing for outside growing areas without a sun lamp, and it will negate the "darkness" penalty to colonists' mood? I'm a little confused about what the mod "does" exactly. If it's purely aesthetic, then do the windows have a "tiny" beauty bonus for colonists' mood?
I only know how to set the windows to not stop light from lamps. Daylight is treated different in game and is instantly stopped by roofs, regardless of walls. The window have a "nice"-level beauty bonus.
Title: Re: [MOD] (Alpha 4) Glassworks IV
Post by: ITOS on June 29, 2014, 09:51:01 AM
Update IV: Added glass door. Fixed windows blocking light.
Title: Re: [MOD] (Alpha 4) Glassworks IV
Post by: knoedel90 on June 30, 2014, 03:13:44 AM
you can build a sunlamp in a 1x1 glass room outside with a power Switch. this is nearly the same like a greenhouse.
Title: Re: [MOD] (Alpha 4) Glassworks IV
Post by: ITOS on June 30, 2014, 01:57:28 PM
Quote from: knoedel90 on June 30, 2014, 03:13:44 AM
you can build a sunlamp in a 1x1 glass room outside with a power Switch. this is nearly the same like a greenhouse.
You wouldn't really need the glass for that. Once the roof is generated you can remove all walls except one bit. The roof will stay and protect the lamp from rain.
Title: Re: [MOD] (Alpha 4) Glassworks IV
Post by: Jathomas on June 30, 2014, 02:46:30 PM
Quote from: ITOS on June 30, 2014, 01:57:28 PM
Quote from: knoedel90 on June 30, 2014, 03:13:44 AM
you can build a sunlamp in a 1x1 glass room outside with a power Switch. this is nearly the same like a greenhouse.
You wouldn't really need the glass for that. Once the roof is generated you can remove all walls except one bit. The roof will stay and protect the lamp from rain.

however the one wall block looks weird as well as blocking some light
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: ITOS on July 06, 2014, 06:10:56 AM
Update for Alpha 5. Broken windows and glass doors now leave broken glass that your colonists will clean up.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: vagineer1 on July 06, 2014, 07:08:39 AM
Quote from: ITOS on July 06, 2014, 06:10:56 AM
Update for Alpha 5. Broken windows and glass doors now leave broken glass that your colonists will clean up.

Will there be wooden window frames in the future? Because right now a lot of my buildings are made out of wood and the metal window frame texture doesn't really fit with the wooden walls.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: ITOS on July 06, 2014, 10:02:27 AM
Quote from: vagineer1 on July 06, 2014, 07:08:39 AM
Will there be wooden window frames in the future? Because right now a lot of my buildings are made out of wood and the metal window frame texture doesn't really fit with the wooden walls.
I have no plans for it. It is not difficult to do add variants for each wall material but it would clutter up the Architect tab.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: Marshy on July 06, 2014, 10:03:25 AM
Quote from: vagineer1 on July 06, 2014, 07:08:39 AM
Will there be wooden window frames in the future? Because right now a lot of my buildings are made out of wood and the metal window frame texture doesn't really fit with the wooden walls.

+1 Agreed, needs maybe a stone variant also.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: vagineer1 on July 06, 2014, 10:46:48 AM
Quote from: ITOS on July 06, 2014, 10:02:27 AM
Quote from: vagineer1 on July 06, 2014, 07:08:39 AM
Will there be wooden window frames in the future? Because right now a lot of my buildings are made out of wood and the metal window frame texture doesn't really fit with the wooden walls.
I have no plans for it. It is not difficult to do add variants for each wall material but it would clutter up the Architect tab.

It is alright, shortly after I posted this and built my first window I realized that it covers the entire square so it looks good.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: axenn on July 26, 2014, 08:52:03 AM
That don't allow light from outside ?? This is for economize energy
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: ITOS on August 14, 2014, 11:13:21 AM
My ISP has decided that I shouldn't have any Internet so I won't update this for a while.
Title: Re: [MOD] (Alpha 5) Glassworks V
Post by: ITOS on August 16, 2014, 10:17:43 AM
Quote from: ITOS on August 14, 2014, 11:13:21 AM
My ISP has decided that I shouldn't have any Internet so I won't update this for a while.
Borrowed a mobile modem and updated the mod to RW Alpha 6.
Title: Re: [MOD] (Alpha 6) Glassworks V.I
Post by: Kirid on October 09, 2014, 08:43:57 PM
Any plans to update this?
Title: Re: [MOD] (Alpha 6) Glassworks V.I
Post by: skullywag on October 10, 2014, 08:11:14 AM
I will if the OP is ok with that, ill give it a few days to let him respond though.
Title: Re: [MOD] (Alpha 6) Glassworks V.I
Post by: InfiniteRemnant on October 22, 2014, 08:32:53 PM
i think they would have replied to you by now if they were going to...
Title: Re: [MOD] (Alpha 6) Glassworks V.I
Post by: skullywag on October 23, 2014, 02:31:41 AM
Agreed. Ill have a nosey when i get home tonight.
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: ITOS on October 25, 2014, 10:46:17 AM
Updated for alpha 7. The new stuff-system doesn't fit me and I had some trouble with updating. Hopefully I have removed all errors.
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: DracoGriffin on October 25, 2014, 04:00:06 PM
This could be a really great mod; would it be possible to update the OP with more of the fine details? (Glass breaks, what's the beauty modifier, how does it affect light/rooms, etc)

Also, any interesting ways to use the glass that you've found would be neat too! (More Hair mod shows off tons of pictures and settings to really drive home the additions; even if it is "just" hair...)
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: Rikiki on October 27, 2014, 04:31:10 AM
I noticed you may have forgot to update the research time (1500 is veeery long in Alpha 7 ;)).

As for example, I like using safety windows in prison cells. I can see what is doing my prisoner before opening... ::)
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: skullywag on October 27, 2014, 05:10:13 AM
Yeah research amounts changed. Knock a zero off the end.
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: ITOS on October 27, 2014, 10:04:20 AM
Quote from: Rikiki on October 27, 2014, 04:31:10 AM
I noticed you may have forgot to update the research time (1500 is veeery long in Alpha 7 ;)).

As for example, I like using safety windows in prison cells. I can see what is doing my prisoner before opening... ::)

I actually want the glass to take a while to get but be very quick to build with. But, yeah... The current research is a bit long...
Title: Re: [MOD] (Alpha 7) Glassworks V.II
Post by: ITOS on December 01, 2014, 02:53:13 PM
Update VI with a glass table and a TV (see main post for a picture). These object require additional research and provides high beauty bonuses. Also balanced a few numbers, such as research time and value of safety glass.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: vagineer1 on December 13, 2014, 03:59:49 AM
Quote from: ITOS on December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.

I just tried to download Glassworks and it keeps sending me to a 404 page.

On a side note I think some of the pictures on the OP are not showing anything.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on December 13, 2014, 05:23:23 AM
Quote from: vagineer1 on December 13, 2014, 03:59:49 AM
Quote from: ITOS on December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.

I just tried to download Glassworks and it keeps sending me to a 404 page.

On a side note I think some of the pictures on the OP are not showing anything.

It seems like the attachment system for this forum is not working correctly at the moment.
I have removed the broken attachments and added Dropbox links instead.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: vagineer1 on December 13, 2014, 05:26:19 AM
Quote from: ITOS on December 13, 2014, 05:23:23 AM
Quote from: vagineer1 on December 13, 2014, 03:59:49 AM
Quote from: ITOS on December 12, 2014, 06:07:19 PM
Updated for RimWorld Alpha 8.

I just tried to download Glassworks and it keeps sending me to a 404 page.

On a side note I think some of the pictures on the OP are not showing anything.

It seems like the attachment system for this forum is not working correctly at the moment.
I have removed the broken attachments and added Dropbox links instead.

Thank you.

Does the tv require research or can you build it straight away?
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on December 13, 2014, 05:49:55 AM
Quote from: vagineer1 on December 13, 2014, 05:26:19 AM
Does the tv require research or can you build it straight away?

It requires "decorative glass research" witch unlocks after the first "glassworks research".

Flat screens are fairly complex so I thought it made sense to have them require additional research. I also intend to add more decorative objects that will be unlocked with that research.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: vagineer1 on December 13, 2014, 05:50:52 AM
Quote from: ITOS on December 13, 2014, 05:49:55 AM
Quote from: vagineer1 on December 13, 2014, 05:26:19 AM
Does the tv require research or can you build it straight away?

It requires "decorative glass research" witch unlocks after the first "glassworks research".

Flat screens are fairly complex so I thought it made sense to have them require additional research. I also intend to add more decorative objects that will be unlocked with that research.

It would be nice to have some other tv sets as well. Maybe some sort of old fashioned scifi box tv like in one of your earlier images?
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: SimpleBear01 on December 17, 2014, 12:52:25 PM
I'm not sure if this has been suggested yet, but maybe some form of bulletproof glass? Could probably be done through a higher resource cost and HP for the glass.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on December 17, 2014, 01:49:42 PM
Quote from: SimpleBear01 on December 17, 2014, 12:52:25 PM
I'm not sure if this has been suggested yet, but maybe some form of bulletproof glass? Could probably be done through a higher resource cost and HP for the glass.
That is the purpose of "safety glass". It is stronger than regular glass and inflammable. I won't be making even stronger variants since I want them to complement, not replace, normal walls.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: Kilderon on December 20, 2014, 08:19:47 AM
Found an odd interaction error when trying to track down a more serious error, not sure if it's being caused by Glassworks VII or Mod Order (https://ludeon.com/forums/index.php?topic=7454.0 (https://ludeon.com/forums/index.php?topic=7454.0)) I figured I'd post it in both threads with the details.

Loading either mod alone causes no error, but loading the two together gets you: XML error: &gt; doesn't correspond to any field in type ThingFilter.

Error is visible immediately upon closing the mod screen. Starting a colony is not required. Attached is a cropped image of the debug screen I get.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on December 20, 2014, 08:28:45 AM
Quote from: Kilderon on December 20, 2014, 08:19:47 AM
Found an odd interaction error when trying to track down a more serious error, not sure if it's being caused by Glassworks VII or Mod Order (https://ludeon.com/forums/index.php?topic=7454.0 (https://ludeon.com/forums/index.php?topic=7454.0)) I figured I'd post it in both threads with the details.

Loading either mod alone causes no error, but loading the two together gets you: XML error: &gt; doesn't correspond to any field in type ThingFilter.

Error is visible immediately upon closing the mod screen. Starting a colony is not required. Attached is a cropped image of the debug screen I get.

I've seen it but I don't understand what the error means. It doesn't seem to cause any problems while playing so I've just ignored it.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: skullywag on January 08, 2015, 08:57:34 AM
</categories>> ;)
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: Rikiki on January 08, 2015, 10:00:08 AM
In a more detailed way: ;)
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: skullywag on January 08, 2015, 10:16:58 AM
Quote from: Rikiki on January 08, 2015, 10:00:08 AM
In a more detailed way: ;)

  • Open the Mods\Glassworks\Defs\RecipeDefs\Recipes_Glassmelting.xml file with any text editor (notepad++ ::))
  • Line 19: replace "</categories>>" by "</categories>"

Makin it too easy for em :p
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: Rikiki on January 08, 2015, 10:22:59 AM
Makin it too easy for em :p
Maybe but as it was painful even for me to find it... :P
A shame there is no "spoiler" toggable section. ;D
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: ITOS on January 08, 2015, 01:35:18 PM
Quote from: Rikiki on January 08, 2015, 10:00:08 AM
In a more detailed way: ;)

  • Open the Mods\Glassworks\Defs\RecipeDefs\Recipes_Glassmelting.xml file with any text editor (notepad++ ::))
  • Line 19: replace "</categories>>" by "</categories>"

Thank you. I'll fix that when I update next time. Might be while though, trying to colonize Laythe.
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: SilverDragon on January 30, 2015, 04:43:00 AM
Quote from: Rikiki on January 08, 2015, 10:00:08 AM
In a more detailed way: ;)

  • Open the Mods\Glassworks\Defs\RecipeDefs\Recipes_Glassmelting.xml file with any text editor (notepad++ ::))
  • Line 19: replace "</categories>>" by "</categories>"

A-HA! So that where it was! ;D I gave up on trying to find where that greater-than error came from, it's such a pain in the buttocks to dig through all the files to see where it was hiding. A simple typo of that caliber didn't affect anything so I let it be as my pet error.  :-*
Thanks for the info!
Title: Re: [MOD] (Alpha 8) Glassworks VII
Post by: Asfalto on February 20, 2015, 09:23:26 AM
Man, is there a quick way to implement only the structures and the item "glass" and "safetyglass", without adding the job and the production, to alpha 9?

I mean, i just LOVE your glass texture in my base, and i'd like to add it to the game, but i noticed the conflict with alpha 9 is in how works are handled, so i thought to remove the producing phase..

H??

Edit: i tried removing the work/jobs and so on, and it gives me a material error i think, about Unity2D not being able to draw
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: ITOS on February 21, 2015, 10:37:11 AM
Updated for Alpha 9.
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Epyk on February 21, 2015, 11:03:53 AM
Thanks for the update!
One of my personal favorites.
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Epyk on February 21, 2015, 11:39:17 AM
Glassworks appears to be causing a long host of errors.

(http://i62.tinypic.com/34hj2p3.png)
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: ITOS on February 21, 2015, 02:08:10 PM
Quote from: Epyk on February 21, 2015, 11:39:17 AM
Glassworks appears to be causing a long host of errors.

Damn, uploaded the wrong files. Should be fixed now.
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Asfalto on February 21, 2015, 02:22:53 PM
Thx, i learned something about it while trying to make the glass a "vanilla" object, but i missed something.. will keep trying as practice
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Enjoyment on February 24, 2015, 12:35:16 PM
One of my most favourite mods... Great job.. But, what does "IIX" means? Is it eight (which is VIII) or nine (which is IX)  ::)
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: ITOS on February 24, 2015, 01:19:27 PM
"IIX" stands for 8. I always found double subtractives to look better.
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Temeez on February 28, 2015, 05:07:31 AM
I made a compatibility patch for this mod so you can use my DoorControl with the glass doors. :)
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: bullet on February 28, 2015, 07:40:07 AM
it would be cool if you  add dooropen speed for the glass materials more then wood  (which at now the fastest - 120%) . 150-200% for example
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: dickjustice on March 09, 2015, 05:47:29 AM
Hello there. I installed your mod and restarted game. It gave me bunch of errors. Further information is on screenshot.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: skullywag on March 09, 2015, 05:49:59 AM
Check if images exist at the location specified in the error in the glassworks mod folder inside the textures folder. If they dont try redownloading.
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: dickjustice on March 09, 2015, 07:28:05 AM
Quote from: skullywag on March 09, 2015, 05:49:59 AM
Check if images exist at the location specified in the error in the glassworks mod folder inside the textures folder. If they dont try redownloading.
They are there, both files, with .png extension. Maybe file extension is missing in texture loading call?
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: skullywag on March 09, 2015, 01:29:57 PM
Nope no extension shows in log message. Can you try with only this mod enabled?
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: vagineer1 on April 16, 2015, 02:18:50 PM
When will Glassworks be updated for Alpha 10?
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: ITOS on April 16, 2015, 04:54:18 PM
Quote from: vagineer1 on April 16, 2015, 02:18:50 PM
When will Glassworks be updated for Alpha 10?

Give it some time, jeez. ::) I just saw the new alpha a couple hours ago.


...

It's updated now. :P
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: LanMc on April 17, 2015, 01:07:50 PM
Quote from: ITOS on April 16, 2015, 04:54:18 PM
Quote from: vagineer1 on April 16, 2015, 02:18:50 PM
When will Glassworks be updated for Alpha 10?

Give it some time, jeez. ::) I just saw the new alpha a couple hours ago.


...

It's updated now. :P


Thank you, thank you, thank you!  I wouldn't want to go to Alpha 10 without your Glassworks mod!  I love it so much!!!  Keep up the awesome!

Lan
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: Enjoyment on April 18, 2015, 02:11:31 AM
Thx for a quick update of my fav mod.
Fix the 'download' line (it leads to correct link, but says "download version IIX"

And a little offtopic:
Quote from: Enjoyment on February 24, 2015, 12:35:16 PM
One of my most favourite mods... Great job.. But, what does "IIX" means? Is it eight (which is VIII) or nine (which is IX)  ::)
Quote from: ITOS on February 24, 2015, 01:19:27 PM
"IIX" stands for 8. I always found double subtractives to look better.
Why it was "Glassworks III" than, instead of "Glassworks IIV"? ;)[/size]
Title: Re: [MOD] (Alpha 9) Glassworks IIX
Post by: ITOS on April 18, 2015, 02:40:40 AM
Quote from: Enjoyment on April 18, 2015, 02:11:31 AM
Quote from: Enjoyment on February 24, 2015, 12:35:16 PM
One of my most favourite mods... Great job.. But, what does "IIX" means? Is it eight (which is VIII) or nine (which is IX)  ::)
Quote from: ITOS on February 24, 2015, 01:19:27 PM
"IIX" stands for 8. I always found double subtractives to look better.
Why it was "Glassworks III" than, instead of "Glassworks IIV"? ;)[/size]
I admit to not being consistent on that point. It's probably because III is much more common while higher numerals are not seen often enough for me to be influenced by that norm.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Der Failer on April 18, 2015, 11:57:15 AM
Hey ITOS,
i just found that your mod throws this:
XML error: <joyGainPerTick>0.00015</joyGainPerTick> doesn't correspond to any field in type JobDef.
Turns out that you used joyGainPerTick in the Jobs_Glass.xml when it should be joyGainRate. It also look like you then need to change the number as well.
The problem is that even after changing this the colonists still refuse to watch TV. So i did so more testing and got it working :)
The second thing i found is that the JoyGiversGlass.xml the thingDef is Television and is there for linking to the vanilla TV, instead of your TV.
To finally get it to work the giverClass (in the JoyGiversGlass.xml) must be JoyGiver_InteractBuildingSitAdjacent instead of JoyGiver_WatchBuilding. I've no idea why JoyGiver_WatchBuilding, which is used in vanilla, is not working but who wants to stand in front of a TV anyway.

An other thing i don't quite understand, the specialProduct Smelted in the recipe for glass. From what i have seen the only does something it if ingredient of the recipe has a smeltProduct defined in its ThingDef (like Guns or SteelChunks), but this does not apply for RockChunks in vanilla, nor in your mod, so all it does after all is preventing the use of "Do until you have x". So could you please just get rid of it?

Anyway after all the complaining i want to point out that i really like this mod. :)
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: ITOS on April 18, 2015, 03:35:11 PM
Quote from: Der Failer on April 18, 2015, 11:57:15 AM
Hey ITOS,
i just found that your mod throws this:
XML error: <joyGainPerTick>0.00015</joyGainPerTick> doesn't correspond to any field in type JobDef.
Turns out that you used joyGainPerTick in the Jobs_Glass.xml when it should be joyGainRate. It also look like you then need to change the number as well.
The problem is that even after changing this the colonists still refuse to watch TV. So i did so more testing and got it working :)
The second thing i found is that the JoyGiversGlass.xml the thingDef is Television and is there for linking to the vanilla TV, instead of your TV.
To finally get it to work the giverClass (in the JoyGiversGlass.xml) must be JoyGiver_InteractBuildingSitAdjacent instead of JoyGiver_WatchBuilding. I've no idea why JoyGiver_WatchBuilding, which is used in vanilla, is not working but who wants to stand in front of a TV anyway.

An other thing i don't quite understand, the specialProduct Smelted in the recipe for glass. From what i have seen the only does something it if ingredient of the recipe has a smeltProduct defined in its ThingDef (like Guns or SteelChunks), but this does not apply for RockChunks in vanilla, nor in your mod, so all it does after all is preventing the use of "Do until you have x". So could you please just get rid of it?

Anyway after all the complaining i want to point out that i really like this mod. :)

Thank you. I'll look at fixing these things. I need to make an update anyway to fix the glass table which I accidentally broke.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Pursuit on May 16, 2015, 07:44:59 AM
Good job. Now I don't feel the need to add so many lamps, the light flowing through windows works great. I wish windows were in the vanilla game, but then we might not have this great mod.
I haven't tested every aspect of this mod yet, but wish I could add skylights.
Added it to my LP, makes a nice addition to go along with the new Joy System.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Play2Jens on May 28, 2015, 08:18:58 PM
Whooo! thanks for this! I hope Ty will add this to the vanilla game, so everyone can enjoy this.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Kolljak on May 31, 2015, 03:49:31 PM
Found out why no one uses the tv... its not set to be a gathering spot. they wont go gather there.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Kolljak on May 31, 2015, 03:58:43 PM
added
<designationCategory>Joy</designationCategory>
between line 40 and 41
making this.
40     <Passability>PassThroughOnly</Passability>
41     <designationCategory>Joy</designationCategory>
42     <comps>


I let you know how it goes.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Kolljak on June 01, 2015, 10:12:50 AM
hmm no noticeable change.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Adamiks on June 06, 2015, 04:59:25 PM
Windows (Glass walls) don't lets light through.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Helixien on June 13, 2015, 03:07:23 PM
Will we see a version for Alpha 11?
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: LanMc on June 14, 2015, 04:31:36 PM
Quote from: iWilliBlecha on June 13, 2015, 03:07:23 PM
Will we see a version for Alpha 11?

I hope so, I really like this mod!!!
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: Byter on June 27, 2015, 10:48:05 AM
Have a look at jacobs Ceiling Light mod. He also updated Glassworks and included it in his thread.
Title: Re: [MOD] (Alpha 10) Glassworks IX
Post by: jacob814 on June 27, 2015, 05:21:33 PM
Quote from: Byter on June 27, 2015, 10:48:05 AM
Have a look at jacobs Ceiling Light mod. He also updated Glassworks and included it in his thread.

Thats is right. I have been given permsion to update the mod and claim it as my own. If anyone would like to download it go here: http://ludeon.com/forums/index.php?topic=8402.0