New version for Alpha 4f. See first page or http://www.nexusmods.com/rimworld/mods/23/?.
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote 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!
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 :pI'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.
Quote from: Tynan on April 25, 2014, 06:25:31 PMThank you.
I like how you went all the way with adding a new glass production line. Very nice.
Quote from: daft73 on April 25, 2014, 02:56:02 PMStone. Can't be bother to code sand-mining. Sand is pretty much tiny stones anyway.Quote from: ITOS on April 25, 2014, 02:39:44 PMInteresting, what, if I may ask is the resource for the windows; sand, metal?
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.
Quote from: Darkfirephoenix on April 25, 2014, 02:45:20 PMDon't hope for too much. There seems to be a lot of hard-coded stuff for roofs.
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)
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..
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 ..and that fixed it.
Others may come across it as well..good mod though
Quote from: mrofa on April 21, 2014, 05:07:40 PMNot 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 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.
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?