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RimWorld => Releases => Mods => Outdated => Topic started by: jacob814 on December 20, 2014, 01:09:19 PM

Title: [A11c] Ceiling Lights / Glassworks+ MOVED LOCATION
Post by: jacob814 on December 20, 2014, 01:09:19 PM
Jacob814's Mods

I HAVE MOVED LOCATION FOR THESE MODS, GO >HERE< (https://ludeon.com/forums/index.php?topic=14870.0)



Ceiling Lights(A11):
A simple mod that adds ceiling lights to the game. To unlock the colored lights you need to research colored lights. All lights have a beauty effect and the green light also has a comfort effect as well.
Changlog
1.0: release(A9)
1.1: Updated(A11)
1.2: Fixed blue ceiling lights not giving off a blue hue, gave all lights a beauty effect, and gave green light a comfort effect as well.

Glassworks+(A11):
This mod adds glass walls and other glass objects to the game. Start by researching glassworks.
Changlog
1.0 release (A11)

Notes:
The original mod author of Glassworks was ITOS.
If you would like to add either of these mods in your modpack, send me a pm and a link to the modpack. I will include a list of the modpacks with any of my mods on a seperate page. Also let me know if you remove it or discontinue the modpack it is in.
How to install (http://lmgtfy.com/?q=installing+rimworld+mods)

Downloads:
(A11)Ceiling Lights1.2 (https://www.dropbox.com/s/xkxgyctq7kasw6x/Celing%20Lights%5BA11%5D.rar?dl=0) - (Alt) (https://github.com/jacob814/Ceiling-Lights/releases/tag/v1.2)
(A11)Glassworks+1.0 (https://www.dropbox.com/s/avf3iswyvolk52o/Glassworks%5BA11%5D.rar?dl=0) - (Alt) with the next release of the mod.


Previews:
Glassworks+
(http://puu.sh/iExXK.png)


Ceiling Lights
(http://puu.sh/iExYs.png)
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Berengar on December 20, 2014, 01:16:42 PM
Simple as f#ck.. but i love it!
Will test it later on my colony.^^
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Chiasm on December 20, 2014, 01:21:45 PM
Been looking for this! Will give it a go later tonight. I'm surprised we don't have ceiling lights in vanilla, tbh.
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Dave-In-Texas on December 20, 2014, 08:03:03 PM
Thank you :)
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: jacob814 on December 20, 2014, 08:57:57 PM
np ;)
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: jacob814 on January 07, 2015, 02:53:13 PM
If anyone has a mod they wanted implemented that is simple and neat, tell me and ill see what I can do.
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Shrizer on January 12, 2015, 10:17:25 AM
So, I placed some lights and now I can't remove them, and they're currently a massive drain on my power supply. The lights are all placed at the given areas, I can't place new lights in those areas and whenever a power source (Circuit wall etc) is close enough, they draw power, however I cannot select, deconstruct or remove them.

http://prntscr.com/5rkxsi
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Temeez on January 13, 2015, 12:41:24 PM
Quote from: Shrizer on January 12, 2015, 10:17:25 AM
So, I placed some lights and now I can't remove them, and they're currently a massive drain on my power supply. The lights are all placed at the given areas, I can't place new lights in those areas and whenever a power source (Circuit wall etc) is close enough, they draw power, however I cannot select, deconstruct or remove them.

http://prntscr.com/5rkxsi

Could you give a step by step how you managed to do that. Did you try to save and restart the game? I have a small feeling that another mod is eating the floor lights.
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: Ironvos on January 18, 2015, 06:20:59 PM
Seeing as they are ceiling lamps, you could make it so pawns can be placed on the same tile as the light.
Removing the <passability>PassThroughOnly</passability> line should do the trick.
Although it will not really show the light bulb anymore when a pawn is on top of it, but it still emits light.
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: SilverDragon on January 18, 2015, 06:28:20 PM
Quote from: Shrizer on January 12, 2015, 10:17:25 AM
So, I placed some lights and now I can't remove them, and they're currently a massive drain on my power supply. The lights are all placed at the given areas, I can't place new lights in those areas and whenever a power source (Circuit wall etc) is close enough, they draw power, however I cannot select, deconstruct or remove them.

http://prntscr.com/5rkxsi

Can you select any installed lights near that area? If so, you could try to double-click a light that you can select, that should select all the similar items in your current view. You can then deconstruct them all at the same time.

It is weird though how they're completely gone from the view. It'd help alot if you could list the mods you are currently running and if they're alpha 8 compatible. :)
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: jacob814 on January 23, 2015, 05:10:41 PM
This is really interesting bug.. I will work on this as soon as possible. Lot has happened in my life and haven't gotten to look at this till now.
Title: Re: [MOD] (Alpha 8) Ceiling Lights v.1.0
Post by: jacob814 on January 23, 2015, 05:27:37 PM
The bug you are experiencing is not something I could reproduce. The only things I can say is that it was another mod causing this problem or some unknown problem. Make sure all the mods in your mod-list are for alpha 8 and that any of your other light related mods modify a base class.
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: jacob814 on February 18, 2015, 05:33:33 PM
This mod was updated to Alpha 9. There was no compatibility issues as far as I can tell.
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: HBKRKO619 on February 18, 2015, 05:43:11 PM
I think you forgot to update the download link, He's from 2 month ago ^^
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: jacob814 on February 20, 2015, 12:23:29 PM
I think you may be right XD
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: HBKRKO619 on February 20, 2015, 02:27:02 PM
 ;D It's all good now, thank you ^^
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: BangUDie on May 19, 2015, 11:01:34 AM
If anyone misses this mod like I did...
I did manage to get it working with Alpha 10... don't know why I cant seem to get the graphic for it working but whatever....

I can post my changed Ceiling_Lamps.xml file but its likely easier to just change the file.
Go to Ceiling Light\Defs\ThingDefs\Ceiling_Lamps.xml  (Notepad works)
All I did was add    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BuildingRubble</filthLeaving>
at the bottom of the </ThingDef> category
(Looked like that was needed from poking around in the Core files and based on other posts I viewed about A9>A10)
Also in the <statBases> just change <MaxHealth>35</MaxHealth> to <MaxHitPoints>35</MaxHitPoints>

Still cant figure out why the graphic isn't working though
File if anyone wants that route

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Ceiling Lights v.1.1 - Small update
Post by: Nimrod on May 19, 2015, 12:57:34 PM
Quote from: BangUDie on May 19, 2015, 11:01:34 AM
If anyone misses this mod like I did...
I did manage to get it working with Alpha 10... don't know why I cant seem to get the graphic for it working but whatever....

I can post my changed Ceiling_Lamps.xml file but its likely easier to just change the file.
Go to Ceiling Light\Defs\ThingDefs\Ceiling_Lamps.xml  (Notepad works)
All I did was add    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BuildingRubble</filthLeaving>
at the bottom of the </ThingDef> category
(Looked like that was needed from poking around in the Core files and based on other posts I viewed about A9>A10)
Also in the <statBases> just change <MaxHealth>35</MaxHealth> to <MaxHitPoints>35</MaxHitPoints>

Still cant figure out why the graphic isn't working though
File if anyone wants that route

Hey! Ceiling Lamps is a working part of https://ludeon.com/forums/index.php?topic=11741.0
have a look there ;)

cheers
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: jacob814 on June 11, 2015, 10:18:53 AM
This mod is now updated to alpha 11. I have also resumed work on it so do expect new features. Make sure to re-read the main post about this mod, link there works as well.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: BangUDie on June 17, 2015, 03:59:56 PM
Thanks for the update, much appreciated... new features would be awesome!
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: thefinn on June 18, 2015, 01:55:11 AM
I'm sure it's not possible but you know what would be great, if you could put one of these above a table.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: jacob814 on June 19, 2015, 05:00:55 PM
Quote from: thefinn on June 18, 2015, 01:55:11 AM
I'm sure it's not possible but you know what would be great, if you could put one of these above a table.
I will look into this because with the recent feature of how wires can be added to walls, it may just work out.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: jacob814 on June 19, 2015, 05:01:39 PM
Quote from: thefinn on June 18, 2015, 01:55:11 AM
I'm sure it's not possible but you know what would be great, if you could put one of these above a table.

I have some ideas, I do ask though what colors of lights would you guys like to see?
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: Ninefinger on June 19, 2015, 06:02:39 PM
Quote from: jacob814 on June 19, 2015, 05:01:39 PM
I have some ideas, I do ask though what colors of lights would you guys like to see?

Red <glowColor>(255,82,52,1)</glowColor>, Orange <glowColor>(255,132,0,1)</glowColor>, Yellow <glowColor>(217,217,217,0)</glowColor>, Green <glowColor>(180,255,0,1)</glowColor>, Blue <glowColor>(52,210,255,0)</glowColor>, Purple <glowColor>(185,61,205,1)</glowColor>. And for testing purposes it would be cool to see what a black light would look like, not sure what to use for glow color.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: Ienkoron on June 19, 2015, 11:03:58 PM
Quote from: Ninefinger on June 19, 2015, 06:02:39 PM
Quote from: jacob814 on June 19, 2015, 05:01:39 PM
I have some ideas, I do ask though what colors of lights would you guys like to see?

Red <glowColor>(255,82,52,1)</glowColor>, Orange <glowColor>(255,132,0,1)</glowColor>, Yellow <glowColor>(217,217,217,0)</glowColor>, Green <glowColor>(180,255,0,1)</glowColor>, Blue <glowColor>(52,210,255,0)</glowColor>, Purple <glowColor>(185,61,205,1)</glowColor>. And for testing purposes it would be cool to see what a black light would look like, not sure what to use for glow color.

For the black light an intense neon blue or green?
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: Beathrus on June 21, 2015, 12:27:52 PM
So, I know we are talking about 'color'... But why not add in 'auto lights', too? Like after researching 'colored lights' let us research 'auto lights' that turn off when no one is in the room? As in, they detect when no one is present so they shut themselves off. Make it where they use 25 more power, and cost more. But yeah, its something I would love.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: Ninefinger on June 21, 2015, 12:31:30 PM
Quote from: Beathrus on June 21, 2015, 12:27:52 PM
So, I know we are talking about 'color'... But why not add in 'auto lights', too? Like after researching 'colored lights' let us research 'auto lights' that turn off when no one is in the room? As in, they detect when no one is present so they shut themselves off. Make it where they use 25 more power, and cost more. But yeah, its something I would love.
You can do this with the Auto switch mod i believe.  http://ludeon.com/forums/index.php?topic=2890.0
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: Beathrus on June 21, 2015, 12:37:05 PM
Quote from: Ninefinger on June 21, 2015, 12:31:30 PM
Quote from: Beathrus on June 21, 2015, 12:27:52 PM
So, I know we are talking about 'color'... But why not add in 'auto lights', too? Like after researching 'colored lights' let us research 'auto lights' that turn off when no one is in the room? As in, they detect when no one is present so they shut themselves off. Make it where they use 25 more power, and cost more. But yeah, its something I would love.

You can, but that requires someone to turn off the light. And I don't run wires to my lights anymore, I hide them in my walls; and let my lights connect to to them that way.

And by Auto lights, I mean they shut off automatically. Just like the alert light auto lights up when a signal is sent from the threat sensor. Something like that; The lights simply cost more and use more power, but will shut off if no one is in the room. I really want this, for ceiling lights so I am not using up power in every single colonist bedroom when they are not present; and since the rooms are only 5x5 I can't really run a switch in there and power line.
You can do this with the Auto switch mod i believe.  http://ludeon.com/forums/index.php?topic=2890.0
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: RoadWolfY on June 21, 2015, 12:54:45 PM
How about a ceiling fan with built-in lamp? It works like a lamp and a cooler (very weak, but don't produce any heat). It will be cool if you can make it animated.
Also, more powerfull lamps for bigger rooms , maybe even a small ceiling sunlamp, which you can place above your hydroponics.
Another suggestion - probably the hardest - RGB ceiling lamp - so you can choice the color you want (with sliders or choosing a preset from the list), instead of having a lot of different separate lamps (might be usefull when playing with a lot of differend mods)
And maybe a spotlight, which will illuminate area only in front of it, while there still will be a darkness under it and behind - usefull for base defences.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: jacob814 on June 22, 2015, 02:29:02 PM
Quote from: Beathrus on June 21, 2015, 12:27:52 PM
So, I know we are talking about 'color'... But why not add in 'auto lights', too? Like after researching 'colored lights' let us research 'auto lights' that turn off when no one is in the room? As in, they detect when no one is present so they shut themselves off. Make it where they use 25 more power, and cost more. But yeah, its something I would love.

Ill look into that as well.
Title: Re: [MOD] (Alpha 11) Ceiling Lights v.1.1
Post by: jacob814 on June 22, 2015, 02:32:38 PM
Quote from: RoadWolfY on June 21, 2015, 12:54:45 PM
How about a ceiling fan with built-in lamp? It works like a lamp and a cooler (very weak, but don't produce any heat). It will be cool if you can make it animated.
Also, more powerfull lamps for bigger rooms , maybe even a small ceiling sunlamp, which you can place above your hydroponics.
Another suggestion - probably the hardest - RGB ceiling lamp - so you can choice the color you want (with sliders or choosing a preset from the list), instead of having a lot of different separate lamps (might be usefull when playing with a lot of differend mods)
And maybe a spotlight, which will illuminate area only in front of it, while there still will be a darkness under it and behind - usefull for base defences.

The ceiling fan is possible and ill ill put it on the todo. The RGB ceiling lamp has always been an idea but right now I am only making mods with xml files. If I was to do that I would need to code a bit and I dont know how to do that just yet. Also what is really holding me back is that I am not very good at coding so that would be a while.
Title: Re: [A11] Ceiling Lights / Glassworks+ -jacob814
Post by: jacob814 on June 27, 2015, 09:26:25 AM
This thread now holds glassworks+ and ceiling lights. Ceiling lights was also updated,consult change-log. Main forum post updated
Title: Re: [A11] Ceiling Lights / Glassworks+ -jacob814
Post by: FuzzieMann on July 04, 2015, 01:11:50 AM
Hi, I'm in China for a month because I'm on vacation, but due to the Great Firewall I cannot download the mod from Dropbox. So if you could add a github or a sendspace link, it would be greatly appreciated :)
Title: Re: [A11] Ceiling Lights / Glassworks+ -jacob814
Post by: jacob814 on July 04, 2015, 09:04:28 AM
Quote from: FuzzieMann on July 04, 2015, 01:11:50 AM
Hi, I'm in China for a month because I'm on vacation, but due to the Great Firewall I cannot download the mod from Dropbox. So if you could add a github or a sendspace link, it would be greatly appreciated :)

@FuzzieMann An alternative link has been added for people like you. If you want to download ceiling lights mod then you will have to wait because I plan to do a merge of these two mods with the extra content im adding in the next release. If you have any other question or suggests, just let me know.
Title: Re: [A11b] Ceiling Lights / Glassworks+ -jacob814
Post by: jacob814 on July 04, 2015, 09:05:24 AM
Mod works with 11b without any problem as well as the glassworks mod. Just use the same links as before.
Title: Re: [A11b] Ceiling Lights / Glassworks+ -jacob814 (Alt Download)
Post by: jacob814 on July 20, 2015, 10:09:38 AM
Spoiler to upcoming events :)
(http://i.imgur.com/3MJysNB.png)
Title: Re: [A11c] Ceiling Lights / Glassworks+ -jacob814 (Alt Download)
Post by: jacob814 on July 23, 2015, 02:11:03 PM
Both should work with Alpha 11c without issue. Report here if otherwise
Title: Re: [A11c] Ceiling Lights / Glassworks+ -jacob814 (Alt Download)
Post by: zenfur on August 03, 2015, 09:26:31 AM
Hey there, could addition! I have one issue with it though. IT's ceiling lamp, so it shouldn't be an obstacle for for example work benches, the way power conduct doesn't disturb what's builded in the place, or for example A2B underground convey belt.