RimWorld

RimWorld

Glitter Tech
768 Comments
perilous Nov 16 @ 7:42pm 
So, then go use that other Mod. Not sure why you thought we would care about your personal opinion of it...
Evilservant6 Nov 16 @ 4:12pm 
this mod sucks, it nerfed EVERYTHING way too low from the original, the "Glitter tech classic" is way better and accurate, tis mod feels like a joke to the original
Nayr Nov 14 @ 3:50pm 
this mod rocks
Zydar C. Oct 7 @ 6:42pm 
Damn. Was fun while it lasted :ak_jub:
Garret  [author] Oct 7 @ 6:24pm 
Yes :)
That was a long standing mistype lol
Zydar C. Oct 7 @ 8:56am 
Nice mod, I've been using it for several years now. One question though: I recalled that the pre v1.6 Plasma Fusion Reactor had a 320,000 W output. Was this nerfed to 32,000 W in 1.6?
Garret  [author] Oct 6 @ 3:50am 
LOL, yeah I changed it back in 1.4 to avoid conflicts with other mods who were using titanium as well.
Izanami Oct 5 @ 2:50pm 
@Garret They fixed the issue. Had notified both of you. Apparently they were playing off of your titanium, but it had changed (according to them). So they updated it.
Garret  [author] Oct 3 @ 11:55pm 
This mod uses titanium_gt
They are two different titaniums
Izanami Oct 3 @ 8:02pm 
@Garret Issue seems to be a conflict between this mod and Stuffed Power. Regrowth 2, and Rimu-Nation were also identified as having Titanium, but weren't tossing errors when installed with this mod. Stuffed Power did.
Izanami Oct 3 @ 7:18pm 
@Garret v1.6.4566

Conflict is hopefully with another mod affecting Titanium. I used Text Crawler and it identified a few. When I pulled this mod, error went away. So will put it back and pull each of the other ones to see if it has a conflict with any of them and let you know. Hopefully that is the case, as if it some other mod causing the issue, that is going to be far too hard to identify.
Garret  [author] Oct 3 @ 8:29am 
@Gule - check the fabrication bench
Garret  [author] Oct 3 @ 8:28am 
@Izanami - what version are you playing?
Izanami Oct 3 @ 5:49am 
@Garret Tossing two errors related to Titanium.
Could not resolve cross-reference: No Verse.ThingDef named Titanium found to give to Verse.ThingDefCountClass (320x null)
Could not resolve cross-reference: No Verse.ThingDef named Titanium found to give to Verse.ThingDefCountClass (80x null)
GULÉ🏠 Oct 1 @ 10:31am 
@Garret where can you search for computer components? :praisesun:
Garret  [author] Oct 1 @ 8:45am 
Or you can search for computer components
Garret  [author] Sep 29 @ 4:52pm 
Or send a caravan out to trade with some of the higher tech settlements. They have a low chance of having them.
GULÉ🏠 Sep 29 @ 12:09pm 
So I have to wait until a black market dealer shows up?
Garret  [author] Sep 28 @ 11:51am 
You can buy computer components from the black market dealer. Then you can build the Electrolyzer
GULÉ🏠 Sep 28 @ 11:28am 
How the heck do you guys get Silicon wafers?
Without silicon wafers I can't build computer components, without computer components, I can't build Electrolyze which is used to build silicon wafers.
I'm stuck :(
Garret  [author] Sep 20 @ 4:42pm 
Its the same mod just different authors. Not really compatable...
Princess Vixie Sep 19 @ 1:01pm 
having a problem with this mod and the other glittertech mod by sam where the titanium is vastly different and called 'titanium alloy' and its completely messed up my progression cuz i cant find the alloy :< i love the katana but am trying to understand how the titanium sitch can be rectified
Mrshilka Sep 3 @ 10:09pm 
There is no need to lower it if nothing has changed, its long build time originally is well with in balance for the weapons power, might be something my end, I asked because the ultra gland at 600 work time is being constructed faster than the 330ish speed of the EMRG, also the fact the EMRG must be made in one sitting.
Garret  [author] Sep 3 @ 8:34pm 
Hmm, I didnt change anything. I'll lower it
Mrshilka Sep 3 @ 7:44pm 
Did the last update change the EMRG build time?, my people are starving now trying to make a new one with nearly 200% general work speed this is first time I am making one since update but I had made 30+ others fine.
Garret  [author] Sep 1 @ 9:33pm 
Yeeaaahh, me too
I'm working on it.
grumble314 Sep 1 @ 5:45pm 
With the new update starting getting:
Exception loading UnityEngine.Texture2D from file.
absFilePath: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2558099206\Textures\Things\Pawn\Humanoid\Apparel\NanoSuitHelmet\NanoSuitHelmet.dds
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
[Ref 78AB3FBE]
Garret  [author] Aug 27 @ 2:50pm 
@perilous
I removed the shuttle completely. I have not added it back into the mod yet.
Rooskie Aug 27 @ 10:47am 
@Garret Yes, you're right, my bad. Mod in question that causes unwanted transperency is RIMMSqol (1084452457). Console log doesn't seem to have any usefull info. I'll remove that mod until it's resloved.
perilous Aug 27 @ 9:04am 
@Garret You said back on the 22nd that you had disabled the Shuttle due to some errors. Has that been fixed yet? I am just noticing that I cannot get a Shuttle Engine off the traders and was wondering if it was related.
Garret  [author] Aug 26 @ 10:15am 
@WJSabey
I see it, thank you.
I'm need to finish the updates I'm working on now and then I'll push them to Git and work on rebaselining 1.5. Sorry for the wait.
Garret  [author] Aug 26 @ 9:59am 
I think I need to put something in the description which states:
Before posting an issue, remove all other mods, and load only Harmony and then Core + DLCs and then Glitter Tech. If the issue is still there, proceed with letting me know. If not, its a mod conflict and you will have to figure out which mod mine is conflicting with. Once you find that out, post the mod, the issue you are having and I will see if I can patch it to work with that mod or not.
Garret  [author] Aug 26 @ 9:56am 
@Rooskie
All I did was replace the graphic. Not sure why they would turn invisible when you create something with them.
Rooskie Aug 26 @ 7:37am 
I love that you updated icons for alpha and beta poly. But now all things I build with them are completely translucent only casting shadow, which kinda scks. Since I get no errors I wonder is this intedned or possible misinteraction with another mod?
WJSabey Aug 26 @ 3:57am 
It's pretty simple, with this active when I try to place a deep drill the ghost is red, if I try to place it it tells me "Must be placed on drillable resource" in the top left.
https://steamcommunity.com/sharedfiles/filedetails/?id=3556317360
Also drills that were previously placed and drilling up chunks in existing saves stop working, with the message "No resources below" in the bottom left panel.
https://steamcommunity.com/sharedfiles/filedetails/?id=3556317526
When it broke, I assumed that you had patched the DeepDrill PlaceWorker and Comp for the advanced deep drill, which broke the regular one in the process. Something must have changed, because I've been using this mod for years without issue.
Garret  [author] Aug 25 @ 8:04pm 
Okay, so you are playing 1.5 version of the game. LOL
Can you take a picture of what you are talking about and I'll take a look at it tomorrow night after work and baby goes to sleep.
WJSabey Aug 25 @ 1:05pm 
All except Odyssey, I'm not going 1.6 until more mods update.
Garret  [author] Aug 25 @ 5:49am 
What DLC mods are you running?
WJSabey Aug 24 @ 7:56pm 
I've tested it with no other mods active. No mods, it works fine. Just this one, and it doesn't work.
Uton Aug 24 @ 3:28am 
Yup, that fixed it! No more red errors concerning "Glitter Tech"! :-)

Thx a lot for your quick response!
Garret  [author] Aug 23 @ 8:41pm 
@Uton
I removed the patch, let me know if that fixes your error.
Garret  [author] Aug 23 @ 5:47pm 
You can only put the deep drill on scanned resources?
I've never had an issue. You need to check your other mods because its the combination of this mod and another mod. This one, by itself, works just fine.
WJSabey Aug 23 @ 2:20pm 
It worked fine up until about a month ago, but since then if I have this active, I can only place deep drills on scanned resource deposits. Without this mod it works like it should.
Garret  [author] Aug 23 @ 5:58am 
Yeah, seems like there is a mod conflict for a lot of people with the royalty column and ideology patch.
Uton Aug 23 @ 4:38am 
(System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Uton Aug 23 @ 4:38am 
Second one is

[Glitter Tech] Patch operation Verse.PatchOperationFindMod(Royalty) failed
file: C:\Spiele FastLoad\SteamLibrary\steamapps\workshop\content\294100\2558099206\Royalty\1.6\Patches\IncludeMyColumn_Royalty.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ClearCachedPatches_Patch0 ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal
Uton Aug 23 @ 4:36am 
(System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

ok, that was the first one, sorry for the unprofessional layout...
Uton Aug 23 @ 4:35am 
(Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PatchOperation.Apply_Patch2 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ApplyPatches_Patch3 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run
Uton Aug 23 @ 4:33am 
First off thank you for maintaining this great mod! Since the last update I get 2 red errors though:

[Glitter Tech - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/RoyalTitleDef[defName=defName="Knight" or defName="Praetor" or defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/throneRoomRequirements/li[@Class="RoomRequirement_ThingAnyOfCount"][things/li="Column"]/things"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Royalty): Error in <match>
[End of stack trace]
Source file: C:\Spiele FastLoad\SteamLibrary\steamapps\workshop\content\294100\2558099206\Royalty\1.6\Patches\IncludeMyColumn_Royalty.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix
tbc...
Garret  [author] Aug 23 @ 4:06am 
Anyone else having problems with the deep drill? I thought I fixed that issue a long time ago. I've played several play throughs and haven't seen anything wrong with it.