RimWorld

RimWorld

Glittertech Expansion
93 Comments
cat monke 12 minutes ago 
thank you so much for including the source
BlueEagle421  [author] 2 hours ago 
I MARKED COMMON SENSE AS BUGGY
More info on the mod page :D
BlueEagle421  [author] 2 hours ago 
SMALL UPDATE!

- balance changes
- fixed ressurector mech serum recipe
- fixed glitterworld debris shower bug (should work this time!)
Нелюдь 3 hours ago 
Has anyone tried playing with this mod and combat extended on 1.5? Were there any bugs or incompatibilities?
AtomicRobot 5 hours ago 
Not sure if you get notified if people open discussions, but I ran into a problem trying to craft ressurector serum. doesn't detect skilltrainers as neurotrainers...
BlueEagle421  [author] 5 hours ago 
Can you please use HugsLib to provide a report?
Grimmy 6 hours ago 
still getting the endless ship debris. is there a way to force it to stop?
FireNExplosions 8 hours ago 
Pretty sure it is unintended, but whenever I craft something it does not consume the resources used. At the moment it provides infinite resources at just the cost of power, which seems pretty broken.
ToxicFyre 14 hours ago 
Can I use this mod to just bump into glittertech things for lore purposes? I am thinking of running a medieval run, and pretend that glittertech things are magic.
=>PR<= XxDEM0NIKSxX 16 hours ago 
add meat milking machine for goonertech
pugen 16 hours ago 
does it work with no solar flare mod
BlueEagle421  [author] 18 hours ago 
UPDATE

- added healer mech serum recipe
- balanced skilltrainer recipes
- balanced fabrics recipes
- updated fabricator texture
- updated preview image
- balanced memory pylon
- added flickable to most things

- fixed glitterworld debris shower bug (hopefully)
- fixed repaierer repairing thing with no hit points

Soon will fix remaining bugs!
keeganbate 18 hours ago 
When I enter dev mode for a quick test of mods, glitterworld debris crashes in from the sky nearly non-stop. It's like a satellite got destroyed over my head. Is this an event that is triggering somehow?
Jenny🖤 19 hours ago 
Hey just the heads up, unless I have a very weird collision with mods (Which I highly doubt), the neuroclear console linking is reversed (up to 3 can be linked per bed instead of linking up to 3 beds). Also as mentioned underneath, the common sense mod picking all the ingredients before starting work option causes all the production to be effectively free as the resources are dropped on the ground and not used up.
=>PR<= XxDEM0NIKSxX 16 Jul @ 5:15pm 
ay what abt goonertech with Rimjobworld compatibility....
cooldude808 16 Jul @ 4:43pm 
Will there be a way to make nutromine?
KaijuSoul 16 Jul @ 4:26pm 
Same thing as kikinwing13. loaded in and theres like 100 of them now. It also doesnt register as an event or weather that i can use debug to stop.
BlueEagle421  [author] 16 Jul @ 3:47pm 
Will respond to all comments soon I just have a lot of work now ;)
Will look into remaining issues asap
kikinwing13 16 Jul @ 12:23pm 
I've run into a problem where glitterworld meteor shower doesn't stop. my whole map is covered in debris and the lightning storm never stops. it literally destroyed my whole town
Cailanya 16 Jul @ 8:36am 
Super cool mod! I feel that you've struck a good balance by making rare resources and items more reliably accessible late-game, while not obsoleting vanilla resource production.

I did encounter a mod compatibility issue with the Common Sense mod, specifically the "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option. With this option toggled on, the pawn gathers all the required ingredients in their inventory before heading to the Glittertech fabricator, then simply drops the ingredients on the ground when starting the forming process. This effectively makes the Glittertech fabricator bills free, as the required ingredients can be reused.
colnz 16 Jul @ 3:26am 
can confirm the glittertech repairer now worls with gravships
Ryuu 15 Jul @ 8:23pm 
is there an german translation somethere?
Shimmer 15 Jul @ 8:12pm 
Craftable mechlinks, signal chips would be nice for a glitterworld thing, it makes sense for them to heavily rely on mechanoids

Any other mechanitor oriented additions would be REALLY appreciate if at all planned
Siddown 15 Jul @ 6:27pm 
Using a memory pylon makes the ui have a stroke and just makes the thoughts in the needs tab just disappear
https://gist.github.com/HugsLibRecordKeeper/3eaedb993d11f87bb9626b69109b7b7a
RTWPA 15 Jul @ 4:24pm 
Hello, very nice mod! Juste for the report: my repairers are deadset on repairing anything that is not in their zone and completely random (a blast door, a drop spot ....)
Nameless 15 Jul @ 3:25pm 
PART 4
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Nameless 15 Jul @ 3:25pm 
PART 3
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi, System.Boolean queued) [0x0004d] in <fcfab19af5d14a608a65ebd77f29482f>:0
- PREFIX OskarPotocki.VEF: Boolean VEF.Storyteller.VanillaExpandedFramework_Storyteller_TryFire_Patch:Prefix(FiringIncident fi)
at RimWorld.Storyteller.StorytellerTick () [0x0003a] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.TickManager.DoSingleTick () [0x0019b] in <fcfab19af5d14a608a65ebd77f29482f>:0
- PREFIX OskarPotocki.VEF: Void VEF.Maps.VanillaExpandedFramework_DoSingleTick_Patch:Prefix(Stopwatch& __state)
- POSTFIX OskarPotocki.VEF: Void VEF.Maps.VanillaExpandedFramework_DoSingleTick_Patch:Postfix(Stopwatch __state)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Nameless 15 Jul @ 3:25pm 
PART 2
- POSTFIX com.vanillamemesexpanded: Void VanillaMemesExpanded.VanillaMemesExpanded_GameConditionManager_RegisterCondition_Patch:SendRandomMood(GameCondition cond)
- POSTFIX llunak.MorePrecepts: Void MorePrecepts.GameConditionManager_Patch:RegisterCondition(GameCondition cond)
at RimWorld.IncidentWorker_MakeGameCondition.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00034] in <fcfab19af5d14a608a65ebd77f29482f>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00066] in <fcfab19af5d14a608a65ebd77f29482f>:0
- PREFIX OskarPotocki.VEF: Boolean VEF.Storyteller.VanillaExpandedFramework_IncidentWorker_TryExecute_Patch:Prefix(IncidentWorker __instance, IncidentParms parms)
- POSTFIX TPRitualAttachableOutcomes.HarmonyPatches: Void TPRitualAttachableOutcomes.Patch_IncidentWorker_TryExecute:Postfix(IncidentParms parms, IncidentWorker __instance, Boolean& __result)
Nameless 15 Jul @ 3:24pm 
PART 1
Hello @BlueEagle421, thank you for your work on this mod and your contribution to the community! You are doing a job making so many people happy :) Can you please help me with an error which is potentially linked to the mod of yours?
System.NullReferenceException: Object reference not set to an instance of an object
[Ref FC86188B]
at USH_GE.GameConditionManager_RegisterCondition.Prefix (RimWorld.GameConditionManager __instance, RimWorld.GameCondition cond) [0x0004b] in <3d7032078a4946b19ebebd10fbd0463a>:0
at RimWorld.GameConditionManager.RegisterCondition (RimWorld.GameCondition cond) [0x00014] in <fcfab19af5d14a608a65ebd77f29482f>:0
- PREFIX GlittertechExpansion: Boolean USH_GE.GameConditionManager_RegisterCondition:Prefix(GameConditionManager __instance, GameCondition cond)
Zarquon 15 Jul @ 10:51am 
After saving, exiting, reloading (and grav jumping to a new map) i noticed the "set to meditation area" bug has reappeared.
Zarquon 15 Jul @ 8:42am 
Just downloaded todays update, then after reconstructing they worked. Thank you for your help.
I thought it would work with other mods, my mistake. It doesn't repair anything made out of materials from "glittertech" mod. Not requesting you add compatibility, though i will deconstruct mine. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2558099206
BlueEagle421  [author] 15 Jul @ 6:47am 
Okay. Did you try to reconstruct it? Did it happen before update today?
Zarquon 15 Jul @ 6:37am 
My glittertech repairer says it is repairing a mediation spot, but there isn't one in the radius and they have no HP to repair.
七海 15 Jul @ 4:52am 
Also, have you considered adding a recipe for Grav Engine? I have seen elsewhere that it is too easy to make.
七海 15 Jul @ 4:47am 
I mean, it's much easier to use a High subcore than it is to use a human.The balance of Orbital targeterwill not change.Because the original operation was slightly troublesome when the attack came.I feel it would be convenient to load the original operation early.
BlueEagle421  [author] 15 Jul @ 4:22am 
@Flat I was thinking of it, will see
BlueEagle421  [author] 15 Jul @ 3:50am 
@七海 what do you mean "inconvenient"?

@colnz probalby fixed now, but please let me know. Don't have Odyssey yet to test it out

@Dagamo repairers are should be much more optimized now ;)

@Luney! thanks!
colnz 15 Jul @ 1:27am 
glittertech repairer column breaks gravship landings, has a nullReferenceException with a reference of D0DA826A, if that helps
Luneyl 15 Jul @ 12:13am 
peak
Flat 14 Jul @ 10:10pm 
Could you add a way to make neutroamine? I want to be able to craft it but its too easy to make with most mods
七海 14 Jul @ 9:25pm 
Hello, author. In actual use, I find the Orbital targeter to be inconvenient.I think it would be better to modify it to use High subcore,rather than using a human being.It can be loaded in advance and is very convenient
BlueEagle421  [author] 14 Jul @ 3:01pm 
I was personally thinking of mech Telepad that would teleport all player controlled mechs to it with a single button. Might be good for defense spots :)
Naraxa 14 Jul @ 2:47pm 
No worries, I get it and didn't have anything concrete atm, just wondered as I love mechanitor gameplay and so will get to thinking fun ways of glitter-ifying the mechs lol
BlueEagle421  [author] 14 Jul @ 1:40pm 
No firm decision for all the items but definitely wanted to add a recipe for healer mech serum
Techlich 14 Jul @ 1:17pm 
Are there any plans to add more glitter tech stuff, such as the healer mech serum (not just resurrect), psychic soothers, volumetric power cells, psy trainers and neuroformers, etc?

I'm just curious. No problem if not, or haven't made a firm decision yet.
BlueEagle421  [author] 14 Jul @ 1:02pm 
currently no
NoTimeLeft 14 Jul @ 1:00pm 
Can other factions spawn with glitterworld buildings? Or is there perhaps a glitterworld faction?
BlueEagle421  [author] 14 Jul @ 11:15am 
Small update... c:

- added harmony dependecy to About.xml
- fixed a bug with glittertech fabricator with no power net connected
BlueEagle421  [author] 14 Jul @ 11:15am 
@Naraxa I love biotech so sure, but it might be very time consuming and cant promise anything as always
BlueEagle421  [author] 14 Jul @ 11:14am 
@Dagamo I will look into it xD