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Messages - ITOS

#46
Outdated / Re: [MOD] (Alpha 4) Glassworks III
June 11, 2014, 03:08:31 PM
New version for Alpha 4f. See first page or http://www.nexusmods.com/rimworld/mods/23/?.

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#47
Outdated / Re: [MOD] (Alpha 3) Glassworks II
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.

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#48
Outdated / Re: [MOD] (Alpha 3) Glassworks II
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.
#49
Outdated / Re: [MOD] (Alpha 3) Glassworks II
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.
#50
Outdated / Re: [MOD] (Alpha 3) Glassworks II
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.
#51
Outdated / Re: [MOD] (Alpha 3) Glassworks II
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.
#52
Outdated / Re: [MOD] (Alpha 3) Glassworks I
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..
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 ;)

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.

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#53
Outdated / Re: [MOD] (Alpha 3) Glassworks I
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.
#54
Outdated / Re: [MOD] (Alpha 3) Glassworks I
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.
#55
Outdated / [A10] Glassworks IX
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


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.