Adds mineable rocks which glow and can be used to provide light.
Workshop ID: 1236045174
Items Added: Glowstone: A large or small glowing rock which can be used for lighting. Glowstone Cluster: Fused glowstones that can be used for sculptures. Glowstone Dust: Powdered glowstone that can be used to make tiles or shells. Glowstone Tile: Small glowing tiles that can be placed on the ground for lighting paths. Come in a variety of shapes for fitting around corners and hallways. Crafted at the electric smelter or Survivalist’s Additions Forge Glowstone EMP Shell: A weaker EMP shell that also houses glowstone dust. Will light up the targeted area for a short period of time. Perfect for night raids.
Objects Added: Pylon: A large socketed glowstone used for lighting. Lamp: Two small glowstones held in a lamp for lighting. Chandelier: Can be hung over most objects and provides light. Comes in 3 sizes. Glowstone IED: Provides a small EMP and lights up the area when triggered.
Save Compatability This mod can be added to existing saves. Always back up your saves before adding new mods as there is always the possibility for issues.
Mod Compatability Survivalist’s Additions: Forge can be used to weld Glowstones and make Glowstone Tiles. No known issues yet, please report any issues
Older Versions and Update Notes All versions of this mod can be found on my GitHub[github.com]. Each release has info on what has changed from the previous release.
played a game of Rimworld last night for the first time since .16, and idk if it’s another mod I have or if it is now in vanilla, since I can’t find info anywhere on it, but there is a resource called crystal shards that does the exact same thing as glowstones, and has no issues.Also, I cannot reproduce any of the bugs people have mentioned in the comments, so it seems like this mod is just fine, but people are just having compatibility issues, and I have a major mod I am working on right now for Rimworld, and have no desire to make a compatibility patches for this mod. For now, I will just be using whatever mod(or vanilla) is providing these crystal shards, and will not be supporting this mod anymore, since it is actually just fine.Good luck to you, if you decide to make a compatibility patch.My advice would be to join the Rimworld Discord. I’m sure someone there can help you make a comp. patch. I’m on it alot, so maybe I can help you there, if I am avaliable.
(1/3)LOGS! because logs help!Okay, so I’m having the poofing stuff, but I run in dev mode and noticed some yellow errors, so I poked the mod a bit and checked the logs some and I’ve determined it’s only things that contain the tiles. Chandeliers and pylons work fine.That being said, here’s the logs:Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has null thingClass.Verse.Log:Warning(String)Verse.DefDatabase`1:ErrorCheckAllDefs()System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo)System.Reflection.MethodBase:Invoke(Object, Object)Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.Root:m__1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.LongEventHandler:m__1()
(1 of 2)I’m not the mod author, but I did poke around the dll, and recompiled it to fix some bugs a few weeks or so ago.Pay attentions to this line:’Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has null thingClass.’ Use dnspy.exe (A download link can be found on RImworlds wiki.) Then you’ll need to basically copy and paste each class into a new dll you made in Visual basic Studio Community edition(I forget which version, but the wiki should say it). After you got the classes from the original dll replicated into your Visual Studio project, you can find the GLO_GlowstoneFloorSingle’s ‘thingClass’ which is NULL and shouldn’t be apparently.OR…..
(2/3)Config error in GLO_GlowstoneFloorSingle: GLO_GlowstoneFloorSingle has components but it’s thingClass is not a ThingWithCompsVerse.Log:Warning(String)Verse.DefDatabase`1:ErrorCheckAllDefs()System.Reflection.MonoMethod:InternalInvoke(Object, Object, Exception&)System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object, CultureInfo)System.Reflection.MethodBase:Invoke(Object, Object)Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.Root:m__1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.LongEventHandler:m__1()
(2 of 2)I am almost certain this is a mod conflict, because I never had an issue,when I ran this mod by itself.- Begin Rant -FYI for the future… PLEASE for the love of god, don’t upload a log that you ran with other mods activated. Us modders will spend hours of our busy lives going through it, and not being able to find the actual problem. Please, show us some respect. – End Rant -I didn’t make this mod, and I don’t have the time anymore to help maintain it. Besides the Crystal ore and glow lights from the Biomes!: Core mod mostly does the same thing, without any issues. You won’t get any floor tiles with the Biomes mod, but really… It’s already cheating to have lighting that doesn’t cost electricity or wood… Anyway, good luck!