RimWorld

RimWorld

[ZAV] Glowstone
110 Comments
Alexander Zagirov  [author] 10 Sep @ 12:10pm 
@Olfan before saying anything can you read mod description? Especially “Сeiling lamps” part where I explained things about this mod’s assembly. Source code is inside mod folder.
Olfan 10 Sep @ 12:01pm 
Of course when you disable error checking you will no longer see the errors. But wouldn't you want to know that they exist even if they don't break anything yet? I know maintaining mods for video games is not the same as building backend software for a bank, but I'd never publish something that could be flagged by an error checker.

I'd have a look at the code myself and see how the error checker comes to believe there's a reference to a non-existing method, but I couldn't find a link to a public repo for this mod.
Alexander Zagirov  [author] 3 Sep @ 7:35am 
@ましろ *facepalm* you’re using “Mod Error Checker”? Remove it and VERY LIKELY there will be no more errors. This thing is a tool for developers and errors it shows often not errors but missing optional arguments and so on. I really need to put a big red alert somewhere on a mod page for people to stop reporting errors from this mod.
ましろ 3 Sep @ 7:26am 
Hi,
I investigated the issue using Mod Error Checker, and it points to Glowstone.dll, specifically the method:

public virtual void Minify()

inside CompChandelier. The error is a System.MissingMethodException for MinifyUtility.MakeMinified(Verse.Thing).
Alexander Zagirov  [author] 2 Sep @ 12:33pm 
@ましろ never seen this error. Probably a conflict with some other mod. Firs try loading only this mod with prerequisites and see if this error persists. If not then disable mods from you list one by one until you find the culprit. Based on error text itself it should be something related to minifying building.
ましろ 2 Sep @ 7:50am 
Error in [ZAV] Glowstone, assembly name: Glowstone, method: CompChandelier:Minify, exception: System.MissingMethodException: Method not found: RimWorld.MinifiedThing RimWorld.MinifyUtility.MakeMinified(Verse.Thing)
Pewter HailStorm 22 Jul @ 4:40pm 
I got it back in 1.4, but then i sopped playing, when i came back (right as Odessy and 1.6 was released) Glowstone was outdated. And my foolish self didn't consider looking for it because i have been busy updating my mods. But now that i have time. i happily learned that, from my perspective, it's back!

And that makes me happy <3
Alexander Zagirov  [author] 22 Jul @ 2:01pm 
@Copper Boltwire it’s "been back" since 1.4
Pewter HailStorm 22 Jul @ 12:44pm 
Omg, it's back <3
Jirki88 20 Jul @ 9:05pm 
Yay, thanks! :)

I think it may mostly have been overlooked since you could get the big / small glowstones straight from mining before, so you'd only encounter the problem if you wanted tiles. Now, with getting the clusters from mining, it becomes a little more obvious.
Alexander Zagirov  [author] 20 Jul @ 5:46pm 
@Jirki88 good catch! To think all 3 people (myself included) maintaining this mod from beta days never noticed that cutting recipes don’t have workSpeedStat assigned! *facepalm* I’ll push a fix later today.
Jirki88 20 Jul @ 1:11pm 
Any chance to make the crafting recipes (cut / crush) be affected by general labor speed, or perhaps smithing speed?
ミラッチェ 19 Jul @ 7:36am 
Thanks for checking!
We are currently working on updating to 1.6, so the MOD loading order may be messed up!
We will do our best to make your MOD compatible with our colony.:SMT5V_JackFrost:
Alexander Zagirov  [author] 19 Jul @ 5:00am 
@ミラッチェ I tried to replicate this error with different combination of mods and dlcs but to no avail. My only guess would be a conflict with another mod. Do you have other mods that add columns to the game? It’s possible that they’re patching the same def.
Alexander Zagirov  [author] 19 Jul @ 4:34am 
@ミラッチェ ??? This shouldn’t be happening. I’ll look into it later.
ミラッチェ 19 Jul @ 1:32am 
Hello, thank you for your mod!

While running the mod on RimWorld 1.6, I encountered the following patch error:

---------------------------
Patch operation Verse.PatchOperationSequence failed
Target: Defs/PreceptDef[defName="IdeoBuilding"]
File: columns_ideology_patch.xml
---------------------------

It seems the target definition may be missing or altered (possibly due to DLC not loaded or structure changes).
Just wanted to let you know — thank you for your work!

Your MOD is very helpful. I look forward to working with you in the future.
Kresteel 18 Jul @ 5:02pm 
I have been looking for a reupload of this for a while now... Im so excited! TY!
Alexander Zagirov  [author] 18 Jul @ 5:54am 
@Kardes Well, simply adding normal / darklight toggle is easy, but I don’t like the idea. Hmmm… well, it’s not the first time people ask me to add darklight variants so I’ll find some time today or tomorrow to add it.
Kardes 18 Jul @ 1:29am 
The one by mantrasong had a darklight version.
Somebody posted it as a Discussions as a XML edit.
It honestly looks really good with just the lighting changed.
I used it for years before updated this one to 1.4
Alexander Zagirov  [author] 17 Jul @ 2:25pm 
@Natangry No, this mod is far older that ideology dlc. If you want darklight variants I can probably add something like a corrupted glowstone, but I’ll need new textures.
Natangry 17 Jul @ 2:11pm 
Anyway to make glowstone count as darklight?
Talvi Jam 11 Jul @ 12:05pm 
yep, it worked! Thank you so much for your work. I love this mode. It creates some light in the lives of my tribal tree-liking cavemen :steammocking:
Alexander Zagirov  [author] 11 Jul @ 11:42am 
@Talvi Jam Steam sometimes f*cks up updates. Try unsubscribing and subscribing again.
Talvi Jam 11 Jul @ 11:38am 
For some reason it still shows as version 1.5 inside the game
Alexander Zagirov  [author] 11 Jul @ 9:46am 
1.6 Update
Old assembly still works (surprisingly). So, yet again, All Hail the original creator for this robust piece of code. I also tested “SU: Ceiling” versions of ceiling mounted laps in dev mode and everything seem to work fine. I also tested both variants with gravships and there weren’t any problems.
koimono 24 May @ 8:31pm 
Anyone know what the structure in the 3rd image is?
Alexander Zagirov  [author] 30 Apr @ 6:20am 
@Tenchi because I’m not the original mod author and can’t draw anything beyond grade school level. If you want wall torches, please make textures for them and I’ll do the rest.
Tenchi 30 Apr @ 3:48am 
Wonder why there isn't an option for wall "torches"? Basically just a glowstone in a torch holder.
Alexander Zagirov  [author] 26 Apr @ 8:52am 
@Mythophile “Mod Error Checker” again? I probably should make a big red alert on mod page for people to stop reporting non existent bug cause some other mod actively trying to poke inside assembly’s unused code that cannot be called FROM ANYWHERE IN THE GAME.
Mythophile 26 Apr @ 8:31am 
"Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)
[Ref 774DF94E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()"
Tenchi 27 Mar @ 3:49pm 
Impressive, very impressive. Let's see Paul Allen's abandoned mod rebalance.
Faya AOP 25 Feb @ 7:11am 
This mod is by far one of the best mods. The glow stripes beat all! thank you for this!
Alexander Zagirov  [author] 31 Jan @ 2:50pm 
@Bones If you want to just tweak some numbers I can recommend “RIMMSqol” mod. As for prices, I may revise them at some point, but need to sit and calculate / compare some numbers. I remember glowstone spawn rates should be around jade level, so I probably balance prices around it, but can’t say when will I have free time to do it.
Bones 30 Jan @ 4:35pm 
Only feedback I have is that perhaps the raw glowstone is worth a little too much, even with expanded trader silver I can drain a caravan with 6 or 7 pieces and raise my raid value pretty quickly, and that happens just by having glow stone on the map not only having it in storage iirc
Alexander Zagirov  [author] 30 Jan @ 12:59am 
*facepalm* Ah, I get it! I separated folders, but furniture files had the same name so the one from SU – Ceiling rewrote original file when loaded. I pushed a fix.
Alexander Zagirov  [author] 30 Jan @ 12:38am 
@Emperor Lowa I’ll check it today, but this shouldn’t be possible. I didn’t touch anything related to lamps or pylons.
Emperor Lowa 29 Jan @ 4:16pm 
Apparently your update today is making the glowstone lamps and pylons not show up when SU ceilings are on.
Alexander Zagirov  [author] 28 Jan @ 11:25pm 
@llt I already explained that I’m not a C# programmer, and I don’t have time or desire to delve into it. I’m a web developer and already have my hands full. If you know what to do than there is a source core included.
llt 28 Jan @ 6:10pm 
@Alexander Zagirov The underlying call arguments for it changed, but the function call at the source level remains the same, so no code change needed. You just need to recompile for 1.5, or use something like dnspy to patch it up.
Alexander Zagirov  [author] 27 Dec, 2024 @ 2:52pm 
@Halfelfaedyn remove it and there will be no errors.
Halfelfaedyn 27 Dec, 2024 @ 10:02am 
Yeah it is
Alexander Zagirov  [author] 27 Dec, 2024 @ 6:30am 
@Halfelfaedyn “Mod Error Checker” by any chance?
Halfelfaedyn 26 Dec, 2024 @ 10:10pm 
I'm getting this error: Error in [ZAV] Glowstone, assembly name: Glowstone, method: Comp_FilthDisappears:LeaveFilth, exception: System.MissingMethodException: bool RimWorld.FilthMaker.TryMakeFilth(Verse.IntVec3,Verse.Map,Verse.ThingDef,int,RimWorld.FilthSourceFlags)
[Ref 55D2EB64]
Halfelfaedyn 11 Nov, 2024 @ 3:47pm 
Yes!!! 1.5 I missed this!
Alexander Zagirov  [author] 21 Aug, 2024 @ 9:39pm 
@hd83 I’m glad you understood something, but this assembly is an inheritance from the original mod. While I’m a programmer myself it’s not like I can do something about it. I’m a web developer so something like xml or xpath I know due to my profession. But dubbing my hands into rimworlds programming is something I don’t have neither time nor desire for. Well, I’m sure someone who knows what to do can fix it in a matter of minutes, but it’s not me and never will be me. Source code is included so if you can fix it then be my guest.
hd83 21 Aug, 2024 @ 7:30pm 
I see, I understand now.
So, the ModErrorChecker is displaying it as an error, even though it's an optional argument.
I confirmed that the error can be avoided by doing the following:

private void LeaveFilth(IntVec3 pos, Map map) {
if (pos.InBounds(map) && pos.Walkable(map)) {
FilthMaker.TryMakeFilth(pos, map, Props.filthLeaving, 1, FilthSourceFlags.None);
}
}
Alexander Zagirov  [author] 20 Aug, 2024 @ 5:11am 
@hide87654 And without “Mod Error Checker”? :)
hd83 19 Aug, 2024 @ 10:22pm 
When I switch to 1.3 and restart, I get a lot of red errors, even though I only have the core loaded. I don't really understand what's going on.
I captured a screenshot of the errors in version 1.5.

https://imgur.com/a/HCObtiE
Alexander Zagirov  [author] 19 Aug, 2024 @ 4:46am 
@hide87654 Nope, can’t replicate it. ( https://imgur.com/a/DiblgFP )
Can you try and see if this error also occurs with the original glowstone mod?