(https://git.thecodecache.net/GWP/Release/wikis/uploads/0a78d71d65c279b383386c7792005cc5/Preview.png)
Glitterworld Prime is an online trading platform, used for buying and selling goods with other Rimworld Colonies.
There are no connections to set up, no firewalls to configure, no need to run servers and no Dynamic DNS services are required.
It's all run from the GlitterWorld Prime hosted infrastructure.
Please report issues on the issue tracker for the version you are using listed below!
Alpha 17, Beta 18No longer supported.
Beta 19 and 1.0Issue Tracker: Here (https://git.thecodecache.net/GWP/Release/issues)
Wiki Page: Here (https://git.thecodecache.net/GWP/Release/wikis/home)
Steam Workshop link: Subscribe (https://steamcommunity.com/sharedfiles/filedetails/?id=1515843333)
ZIP Files: Here (https://git.thecodecache.net/GWP/Release/wikis/Changelog-and-Downloads)
(https://discordapp.com/assets/fc0b01fe10a0b8c602fb0106d8189d9b.png) (https://discord.gg/NBMGM8b)
How you can support the mod and the programmerIf you can spare a £1/month towards running costs I would be really grateful.
(https://git.thecodecache.net/GWP/Release/uploads/8a215847a95ae9675a5461e31559b27f/image.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=VJQCEAVGUWVFJ)
Or:
(https://az743702.vo.msecnd.net/cdn/kofi2.png) (https://ko-fi.com/S6S47X0T)
License:You are free to inspect the mod but may not modify or redistribute without my express permission.
However! If you would like to contribute to GWP please feel free to drop me a message.
I do plan on making the source code (mod only) available via TheCodeCache.net but the server code (API) and database code will remain private for the foreseeable future.
Hi TwistedSoul,
please provide a non-steam download, i didn't found one at the gitlab.
Or remove/close this topic if you want just a steam only mod.
Hi Canute, Apologies, didn't realise that was a requirement.
Edit:
I will be adding a ZIP this evening. Done, post updated.
Downloading it, will check in a minute and report if there's any issue with my installed mods.
Could You also include a picture or two of the mod? How does the GUI look et cetera :-)
Already selling/buying. 8)
This sounds amazing. I will assimilate it immediately. For the swarm!
Quote from: r3dm0nk on November 09, 2017, 04:00:50 PM
Downloading it, will check in a minute and report if there's any issue with my installed mods.
Could You also include a picture or two of the mod? How does the GUI look et cetera :-)
Hi r3dm0nk, Thanks for the interest!
My implementation is an exact clone of the normal in-game trade dialog, so there's not much to screenshot, I will add some though just to show people what it is.
Regards, TwistedSoul.
New release today, available on Steam and mod wiki.
Major change to include support for minified things.
Couple of bug fixes too.
This sounds pretty neat, I'll probably get it (once it updates to A18, because I've been playing that recently)
I'll update the mod to A18 once it becomes mainstream :)
I haven't even downloaded it yet let alone configured my development environment for it.
Holy F.... Cant wait to try this out. And people were saying RimWorld doesnt have any future for multiplayer
Hi all, Some people may have been getting errors whilst trying to trade in the last hour or so.
The errors were being caused by some strange item data that had come from some modded items.
I have a fix for this in place now but it took me some time to sanitise the data.
Apologies for the inconvenience.
On the plus side, Whilst this was happening I took the time to update the server code to the latest version.
The server now tracks statistics about each item daily,
For now it's just the quantities traded.
I'll be using the data from this to compute the prices of items in the future based on the demand of each item.
Also in just two days, more than 3.4 million Silver has swapped hands and there are over 122,946 items in stock right now.
Have you thought about passing this data to a website to view online? It'd be pretty interesting to see the market online and it'd probably be a decent way of advertising the mod itself.
Yep :)
It's in the description, Features I plan to add include: Adding a website to track the market prices of all commodities.
Currently I am focusing on making sure the in-game side of things is stable, then improve the server side code to be more robust and then add all the nice things such as the website.
Overall I've spent about a 70+ hours coding so far to get where I am with the mod / infrastructure,
I do have a page currently under development on my private dev server that I was using to show some of these new stats for debugging purposes but it will probably end up being the frame of the final version.
But next on my list of things to do is the server-side market price calculations based on item demand.
That reminds me, I need to add my roadmap to the Wiki ;D
Update:
This evening I deployed an API code break fix to remedy the "Cannot parse item, key not set." errors.
In a day or so I'll be updating the mod so that only the most current version can access the market.
The reasons for the errors are because there is still one or two games using an old version of the mod which doesn't upload enough data about the item to store it and so when an up to date client downloads the data, it can't be parsed properly.
As a result, I've had to remove about 300 of 1331 items from the database. In all very little has been lost as most of those items were "trash" items anyway.
I've modified the server to return an error to the client if the item is the incorrect version now and should prevent further broken items being stored in the database and prevent issues for clients who are up to date.
Quote from: TwistedSoul on November 12, 2017, 03:35:54 PM
The reasons for the errors are because there is still one or two games using an old version of the mod which doesn't upload enough data about the item to store it and so when an up to date client downloads the data, it can't be parsed properly.
Sounds like I'm that one.
;D
It's my own fault, I should have been more vigilant with my code and require that objects are the right version before attempting to store them.
I was just in a rush to get it uploaded and show it to people :)
GLORIOUS
Maintenance Notification
Hi all, This is an advanced warning, Tomorrow, 2017-11-16 at 10 AM UTC I will be taking the server offline for maintenance which will last about 2 hours.
Also during this window I will be releasing an update of the mod to Steam and the GitLab Page. Please update to continue using GWP.
Failing to update after the maintenance window will produce errors if you attempt to trade and most likely your items will be lost.
This is because I need to perform a database schema update and as such some of the items in the database need to be updated to match this new format. Also I have had to make some API changes in order to make updates easier in the future.
If you try and use the mod during this time the game may freeze but should resume after the timeout and an error will be produced.
Kind regards,
TwistedSoul
Maintenance is complete, Please make sure your mod is up to date before trading.
Release build 0e56b084 brings balance updates, trade dialog filtering and support for things with quality.
Balance:
- Things now take 1 in-game day to be delivered. If you close your game, even if you saved it, the items will not be delivered!
- You cannot have more than 1 order at a time.
- Having multiple consoles no longer decreases delivery time by that factor.
https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases (https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases)
CompQuality support:
(https://git.thecodecache.net/aleyshon/glitterworld-prime/uploads/0f3751700f218fe7e529b27580a1a476/image.png)
Thing filter:
(https://git.thecodecache.net/aleyshon/glitterworld-prime/uploads/37d11475dde72343702508cb2bb6d8fc/image.png)
Kind Regards, TwistedSoul
QuoteMaintenance is complete, Please make sure your mod is up to date before trading.
Maybe a ingame versions check would be useful, and give an error msg. if the version don't match.
From this version on there is a version check :)
An error message will be logged.
Even though no one has reported it yet there seem to be a small number of people who are getting errors when trying to trade.
I think I've narrowed down the issue and released a break fix.
Steam people should get it when they restart the game/steam itself. For others, it's already on the Wiki.
https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases (https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases)
Have you created some method to prevent people from passing on goods that have been cheated in? I'd think there would be some way to prevent that (possibly through the requirement of a mod like 'don't tempt me' or my adding some similar code). This mod is great regardless and I can't wait to see how much better it becomes!
New build released:
2017-11-17, Build 875e350e, Bug fixes, Major refactoring of code, Implemented a MapComponent class to store persistent data.
https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases
Wow, some of you have a lot of mods...
I was monitoring the server and some of you were exceeding the max allowed data upload size.
I've raised the limit. Please let me know if you still see "413 Request Entity Too Large"
Hello and thanks to the following Factions who have traded with GlitterWorld Prime recently.
We hope you found our service first class and all of your deliveries were on time!
- 21st Division of Menkent
- Absturzstelle omega Alpha of Regulus Yildun
- Arstozka of Sadachbia XV
- Dannebrog of Old Elakrab
- Empire of Vega
- Germania of Haldus II
- Isigato of Regor Sterope
- JangMi_FanClub of Mirfak
- John of Nova Scheddi
- Microton of Pherkard
- MixedUp of Rucbah Australis
- Neue Gemeinschaft of Spica Menkar
- New Arrivals of Achird Media
- New Arrivals of Al Alzir
- New Arrivals of Alathfar Primus
- New Arrivals of Armus Planet
- New Arrivals of Becrux
- New Arrivals of Cor Caroli XV
- New Arrivals of Diphda II
- New Arrivals of Enif Brachium
- New Arrivals of Hassaleh VII
- New Arrivals of Jabbah Mahasim
- New Arrivals of Kuma IV
- New Arrivals of Old Sceptrum
- New Arrivals of Porrima XIII
- New Arrivals of Ras Betria
- New Arrivals of Subra Alrami
- New Tribe of Rijl
- Palo Pinto of Rigil Al Rai
- Sith Empire of Meissa
- The Colonists of Kaphrah
- The Glitterworld Survivors of Betria Minelava
- The Iron Road of Aldib Quadrus
- The Lilvia Family of Heka
- We Landed of Niyat Quadrus
- Римтон of Дальняя Алнасл
- 帕特侯斯 of 天玑XV
Currently messing with the texture, What do you think?
(https://git.thecodecache.net/aleyshon/glitterworld-prime/uploads/ae5747d74b30c90849701363fa8fd370/PrimeConsole.png)
(https://git.thecodecache.net/aleyshon/glitterworld-prime/uploads/7da93c0c5ae2ea409e803f8a3cbcb1d6/NewTextureInMap.png)
QuoteTo trade with Glitterworld Prime, you must build
-The GlitterWorld Prime console (same requirements and research as Comms. Console).
What do you think about that this console is not buildable.
But any orbital trader will sell you a console.
And since this console comes from glitterworld, i could be smaller (1x1, or 1x3) too.
B18 version available!
A17 version has also been updated.
All users must update to latest builds for respective version:
https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases
Hi all, bit of a progress update.
I've been putting together a website to allow browsing the GlitterWorld Prime Data.
Some screenshots can be found here (https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/Website/Screenshots)
Currently it allows:
- Browsing Things in Stock
- Browsing the list of Colonies, Viewing what that Colony has traded with GWP
- Viewing the daily statistics, A list of all things traded on that day.
Graphs and all that stuff will come later on.
Public Alpha version will probably go up tonight (2017-11-26).
Out of curiosity, how do you prevent cheating?
There really isn't any way for me to prevent cheating.
Dev mode is easily enabled and Things created in dev mode are indistinguishable from Things created through gameplay.
I looked into possibilities such as tagging items created in dev mode and prevent them from being traded but it's easily defeated by creating the items, editing the save file, removing the tags and then trading them...
Maybe you should add more trade server.
Vanlia only.
Permadeath only.
with or without mod 'don't tempt me' (no develop. mode).
Another good addition I've been thinking of is a mechanic similar to the 'caravan request' system where a player enters a query to request an item (from a list) for an additional fee. Though this would probably be a pain to introduce I feel like it would add much more appeal to the currently limited market in items such as plasteel and steel.
Very nice mod and concept, but would it be possible to add an optional client side negative modifier percentages for sell price and buy price for increased difficulty? As it is now the marketplace is so OP compared to every other trade option that i don't really want to use it that much. If i could set it so that buying price of items was maybe doubled and the selling price was halved it would be great. I suppose i can use dev mode to manually delete silver but that is a chore.
Could it be possible for the server to add or remove a random quantity of a random amount of items at a set time? so it gives that idea that a lot of worlds are buying and selling different things, and there are not only the colonists trying to sell whatever they have in surplus or they deem useless.
I notice that majority of the caravan reward items (bombardment beacons, ect) are sometimes seen in the list but aren't actually purchasable. Is there any particular reason these aren't purchasable, like for balance or what-not?
You are sure these items arn't from some mod's you didn't installed ?
Bombardment beacons are from Orassans too.
Quote from: Canute on December 08, 2017, 02:42:24 AM
You are sure these items arn't from some mod's you didn't installed ?
Bombardment beacons are from Orassans too.
These are very much the vanilla items, same with the antigrain warheads.
Updated: 2017-12-12, Builds a9191a89, ceef637c
Balance: Can no longer trade with GWP until faction name and base name is set for the current map.
Change: Updates to to match server API changes.
Fix: Fixed a bug where if the Thing's CompQuality isn't currently set but the ThingDef has a CompQuality it caused duplicate items in the database.
Quote from: Goldenpotatoes on December 07, 2017, 09:32:03 PM
I notice that majority of the caravan reward items (bombardment beacons, ect) are sometimes seen in the list but aren't actually purchasable. Is there any particular reason these aren't purchasable, like for balance or what-not?
Hi Goldenpotatoes, I am investigating this as we speak. Issue link (https://git.thecodecache.net/aleyshon/glitterworld-prime/issues/16)
I'm not sure why they are not tradeable at the moment, but I believe is because their ThingDef tradeability is probably Tradeability.Never.
I'll see what I can do.
Quote from: Deonix on December 01, 2017, 12:14:11 AM
Could it be possible for the server to add or remove a random quantity of a random amount of items at a set time? so it gives that idea that a lot of worlds are buying and selling different things, and there are not only the colonists trying to sell whatever they have in surplus or they deem useless.
Hi Deonix, Yes! This has been implemented.
GlitterBot was deployed on 2017-12-12.
Its purpose is to adjust the price of items based on demand and to add/remove stock randomly.
The more of something people buy ergo the more expensive it becomes and the opposite is also true.
The less of something people buy, the cheaper it becomes.
For example:
▲ Adjusting price of ThingDef:Apparello_Beret:DevilstrandCloth:Superior from 470.0 to 560.0
▲ Adjusting price of ThingDef:SculptureGrand:GR_TortoiseShell:Good from 8195.0 to 9800.0
▲ Adjusting price of ThingDef:Apparel_Duster:Elephant_Leather:Excellent from 525.0 to 620.0
▲ Adjusting price of ThingDef:Vanya_ShieldBelt:Legendary from 6540.0 to 7900.0
▼ Adjusting price of ThingDef:BlocksSlate from 2.3 to 2.11
▲ Adjusting price of ThingDef:InsectJelly from 9.6 to 10.0
▲ Adjusting price of ThingDef:VG_FluEz from 26.0 to 28.0
Quote from: TwistedSoul on December 16, 2017, 07:04:49 AM
Hi Deonix, Yes! This has been implemented.
Yay, thank you!
Hi. Sent one of my pawns to the GlitterWorld terminal and after a while the game hanged up and crashed.
[attachment deleted by admin: too old]
First time seeing this, still not understanding what it is. Basically an open auction house for all rimworld players? Thats cool. Thats epic. Now if Phi could be continued and linked with that, we could say RimWorld has gone multiplayer.
would you be able to add an option so I can see everything I can sell on my base. because after a big raider it takes a lot of time to sell things
SCREEENS!!!!
@evilbob
There are screenshots available on the Wiki page.
@RyanRim
Yes, that's exactly what it is. People can sell their goods to GWP and others can buy from GWP.
Prices are determined by supply and demand.
@MechanoidHater
I'm not sure why your game crashed. The GlitterWorld data download succeeded and finished parsing all the items.
Maybe your computer ran out of RAM due to the huge inventory in GWP.
Also I noticed that your game save has a lot of errors in it when it was being loaded. Could be related to that.
All I can say is that it probably wasn't GWP that caused the crash as all my code has error trapping.
Update: 2018-01-18, Builds d0dc97bc , e553ea72
WarningThe server will disallow accessing the market with builds older than d0dc97bc [A17] and e553ea72 [B18] in 3 days.
Please upgrade as soon as possible.Major Changes:
- A "subscription" is now required, it costs 300 silver per Quadrum (15 in-game days).
- Default Thing Filter is now Food to speed up opening trade dialog.
- Items should now be returned to the user if the trade fails to complete with the server for some reason
- Some items that could be sold could not be bought back, should now be fixed.
Other Changes:
- Change: Updated code and API version numbers.
- Change: POST to PUT type request on SetSubscriptionData
- Change: Rename GlitterWorld_Colony to something more appropriate.
- Change: Reduced debug log output a little bit.
- Change: Removed duplicate error messages from Dialog_PrimeGetData.
- Fixed: Prevent two popup windows from being shown when Negotiator is in bad health.
- Fixed: Improved opening speed of Trade Dialog.
- Fixed: Window Position and Size of Dialog_PrimeGetData.
- Fixed: A17 does not support GZIP decompression, added preprocessor directive to disable.
Not me and i don't know why,
but i know many people still playing A17.
Maybe setup a A17 only server ?
Hi Canute,
A17 is still supported but they will need to update to the latest version of the mod for continued access that's all.
I'm trying to keep backwards compatibility for as long as I can, but I might end support in say 6 months from now.
Setting up another server would be too expensive, it's costing me upwards of $30 a month already.
Doh, i though you host these server at home.
Maybe place some comercial at the client to cover the server cost ! :-)
Or let the client mine bitcoins, Rimworld only use 1 core, the others should be free for this ! :)
Hahaha, If only this were allowed, Ludeon specifically states that mods are not allowed to display advertisements or force people to pay.
QuoteYou may not advertise for donations within your Mods themselves.
Your Mods must be distributed for free, period.
Neither you, nor any other person or party, may sell them to anyone, commercially exploit them in any way, or charge anyone for receiving or using them without prior written consent from Ludeon.
Commercial exploitation includes but is not limited to in-game advertising, other advertising or marketing for any company, product or service.
They didn't say anything about mining though ;D ;D
Quote from: Canute on January 18, 2018, 07:02:00 AM
Or let the client mine bitcoins, Rimworld only use 1 core, the others should be free for this ! :)
What an interesting idea, if at even possible. How easily could a mod author hide a miner in their mod, and someone like me who has pretty much no idea what they are doing, not be able to tell?
New builds released:
2018-01-24, Builds dc9521c0, 2eb1a433
- Fix: "Tried to make non-Stockable thing for trader stock" now resolved.
2018-01-30, Builds 4c4322c1, 9776ad5b- Fix: Issue #20, Remove all calls to StockGeneratorUtility.TryMakeForStockSingle.
- Fix: Issue #19, Prompts to resubscribe every attempt to use the Prime Console.
- Fix: Issue #18, NullReferenceException when creating non-stockable items during delivery.
- Change: Bumped API version to 2.42 and assembly version to 2.1.42.17/18.
- Change: Added some additional debug logging.
- Change: Added new function CreateThing in Utilities to simply and centralise spawning Things.
I'm having a bug that I wasn't experiencing earlier. When I try to purchace items, the silver is removed but I don't receive any items and I can acess the terminal immediatly after. Here are my logs : https://gist.github.com/HugsLibRecordKeeper/2a46d9b1f560041dba1ce46460066f66 It starts at line 465.
The main error seems to be :
Exception filling window for Glitterworld_Prime.Dialog_PrimeTrade: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First[GlitterWorld_Item] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Glitterworld_Prime.ITrader_PrimeTrader.GiveSoldThingToTrader (Verse.Thing toGive, Int32 countToGive, Verse.Pawn playerNegotiator) [0x00000] in <filename unknown>:0
at RimWorld.Tradeable.<ResolveTrade>m__0 (Verse.Thing thing, Int32 countToTransfer) [0x00000] in <filename unknown>:0
at RimWorld.TransferableUtility.TransferNoSplit (System.Collections.Generic.List`1 things, Int32 count, System.Action`2 transfer, Boolean removeIfTakingEntireThing, Boolean errorIfNotEnoughThings) [0x00000] in <filename unknown>:0
at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0
at Glitterworld_Prime.Dialog_PrimeTrade.<DoWindowContents>b__13_3 () [0x00000] in <filename unknown>:0
at Glitterworld_Prime.Dialog_PrimeTrade.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
RimWorld.Tradeable(, countToDrop=-1) is bugged. There will be no more logs about this.
Thanks in advance.
Just wanna reply to say i also have that issue.
Could kinda track it down to selling apperal.
Whenever i tried to sold some, it threw me a similar error message, i couldnt click accept (if i did, nothing happened), and when i went out of the menu to close it, it gave me the message in the console that the silver was taken, but then an error occured
Hi all, A new version was just released (https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases) that should fix most errors people are getting when selling goods.
It's been an issue (https://git.thecodecache.net/aleyshon/glitterworld-prime/issues/18) I've been tracking for a while.
[EDIT] Hoping I've really fixed it this time in builds 3966913b & 5d7cf793 for A17 and B18 respectively.
Regards, TwistedSoul
It seems that the prices for selling are opposite. Meaning you get multipliers in the market value (x0.5 doubles the value) making it quite OP.
Okay love the idea but in terms in balance it is way off... I get the whole buy price that is defined by demand hence components cost 100 rightfully (25 market price). but why in gods name you sell things in the exact same price? Was it hard to code the x0.5 for selling and difficulty adjustments i mean selling stuff at these prices is kinda game breaking balance speaking.
P.S. Yes i know someone can opt not to sell anything to keep the balance (use admin console etc) but i was just asking what was the idea behind it.
As a druglord I would think you would be flooding the markets with yayo and flake!
Man. This mod is so-o great and awful at the same time. Why do you even raise prices for basic resources such as components and plasteel and don't do the same for manufactured things? That's complete bs. It's totally ruin basic economy stuff. You know, when you buy resources, then make items from it, then sell them for higher price. I spent 2000$ worth of plasteel, plus some cloth and 2 days of production just to get 1600 worth carbon jumpsuit
I'm really sorry for not replying. The forum is not E-mailing me when a new reply is posted. Let me try and answer some of these.
- Q: Why do you even raise prices for basic resources such as components and plasteel and don't do the same for manufactured things?
- A: The prices are determined by the demand for the item, if someone buys lots of steel, the price goes up, same thing for beds, if someone buys a lot of beds, the price goes up.
- Q: Why do you sell things at the exact same price as the buy price?
- A: It's basically how markets work. For instance if you buy an item, then immediately sell it back, you should get back what you paid for it.
Same goes for stock markets. You can buy a share, wait for the price to go up due to demand and then sell it for a profit.
- Q: What is the base cost for things?
- A: The the base price is the cost set by the creator of the item, Either Ludeon if it's Vanilla or the Mod maker for additional content.
Rest assured, I am monitoring the prices of items and I'm tuning the algorithm for price adjustments on my development server based on the market data until I'm happy it won't upset anyone.
I will look into balancing it somewhat, but I want it to remain as realistic as possible. If anything, the content owners would need to adjust the base item cost to be more balanced.
I'm also looking into "buy and sell" orders for people who want to input their own values for trading goods.
Hi all, we've got some new and exciting features coming to GWP very soon!
https://www.thecodecache.net/2018/04/01/new-features-and-changes-for-glitterworld-prime/
Is there already a search feature I can't find?
If not, it would be greatly appreciated as I mostly always have a "shopping list" and scrolling through the menus and/or item is very tedious.
Thanks in advance
Quote from: TwistedSoul on April 01, 2018, 01:29:51 PM
Hi all, we've got some new and exciting features coming to GWP very soon!
https://www.thecodecache.net/2018/04/01/new-features-and-changes-for-glitterworld-prime/
That's so damn impressive! I didn't even knew that mods are capable of doing such complicated operations. Really want to see how this will work out in game. Great job!
Hi, I'm a rimworld user, but unfortunately, a friend of mine does not have the money to buy the original, and he asked me for a multiplayer mode, is there any way to have this pirate in private server ;) ? is saving for rimworld, since it gives environment around 5 hours a day, thanks anyway
Quote from: AnNyeong on April 01, 2018, 02:02:22 PM
Is there already a search feature I can't find?
If not, it would be greatly appreciated as I mostly always have a "shopping list" and scrolling through the menus and/or item is very tedious.
Thanks in advance
There's not currently a search per-se, but there are filters you can apply and in the latest version there is now a "Items I have" checkbox which filters the items to show items you currently have in a orbital trading stockpile, so it makes re-buying things you have already have super fast.
However, I appreciate how useful it would be so I have created a feature request to implement this in a future version.
https://git.thecodecache.net/aleyshon/glitterworld-prime/issues/25
Quote from: Gizborn on April 02, 2018, 10:48:46 AM
That's so damn impressive! I didn't even knew that mods are capable of doing such complicated operations. Really want to see how this will work out in game. Great job!
Thank you! I take great pride in producing code, always looking to push the boundaries of what was thought impossible.
Quote
Hi, I'm a rimworld user, but unfortunately, a friend of mine does not have the money to buy the original, and he asked me for a multiplayer mode, is there any way to have this pirate in private server ;) ? is saving for rimworld, since it gives environment around 5 hours a day, thanks anyway
This does not allow "multiplayer" in a classic sense, it allows you to trade with other colonies indirectly by means of a marketplace.
Regards, TwistedSoul.
Quote from: Unreal on April 02, 2018, 01:32:53 PM
Hi, I'm a rimworld user, but unfortunately, a friend of mine does not have the money to buy the original, and he asked me for a multiplayer mode, is there any way to have this pirate in private server ;) ? is saving for rimworld, since it gives environment around 5 hours a day, thanks anyway
Buy the game you schmuck, rule 6 is no piracy.
Teaser of the new search function for the Trade Dialog in the next version of GlitterWorld Prime:
(https://git.thecodecache.net/aleyshon/glitterworld-prime/uploads/44beca83fc2023b9e30b73312004b65d/Search.gif)
Nice! Any ETA on the update?
Hopefully only a week or two, most of the major stuff is done
* The new "persistent" order system
* Allowing multiple, simultaneous orders.
* The search bar filter
* Colony owned items filter.
* Client side support for separate buy/sell prices
I still have to backport the code to A17 but it shouldn't be too difficult or take too long.
I still have a bunch of server side code to write and testing to do so I'm hoping not more than a week or so!
I'm excited for the update!
Well wait no more! 2.2.1 has just been released!
For a quick rundown on what changed, I made a post on my website (https://www.thecodecache.net/2018/04/01/new-features-and-changes-for-glitterworld-prime/)
Steam downloads:
- B18: https://steamcommunity.com/sharedfiles/filedetails/?id=1206654786
- A17: https://steamcommunity.com/sharedfiles/filedetails/?id=1195358665
ZIP Versions:
https://git.thecodecache.net/aleyshon/glitterworld-prime/wikis/releases
Thank the lord for a search function!
This gives the game so much more depth. I never thought I would see an actual marketplace in Rimworld ;D
I've only just started playing this mod and it's awesome! Now you can experience the division of labour in rimworld!
One suggestion though. Won't it be much nicer for the playing experience if market data is not downloaded every time you use it? It would be much smoother if it was updated hourly, or even daily!
again, thanks for making this awesome mod!
is there a beta for 1.0 somewhere to be found? Take your time if you're already working on it! XD
Nope, no beta yet.
I've recently changed jobs IRL and free time for updating the mod has been extremely limited.
There will be an update shortly after the release of 1.0, I already have it kinda working. :)
GWP isn't going away anytime soon!
However, I am going to have to consider how to at least break even in terms of hosting costs.
My local internet just wouldn't cut it here,
I may have to move to a Patreon type model to keep it afloat, like £1 per user a month or something stupidly low just to keep the servers going.
Support for B18, B19 and Unstable 1.0 is here!
In order to move forward with both the client and server code, I had to drop compatibility for A17 and thus will no longer work.
If you have issues, please use the links on the first post to raise issues on the tracker.
<3 TwistedSoul
I am prohibited of visiting the page for the B19 download.. Same for the wiki page of B19.
Same here, i am getting a 404 error 'The page could not be found or you don't have permission to view it.'
https://git.io/fASEo
Some Debug logs are in here and i was wondering if there was anything interesting for you
@TacataX, @Sirsim, Very sorry! For some reason the project was overriding my group permissions that I set. It's now public again. Thanks for letting me know.
@rawrfisher, GWP was having some issues, I *think* that I have resolved that problem.
Please let me know if you're still having any issues, Logs can be incredibly useful, thanks!
Using Build ce2cbcb on B18 and it won't let me sell furniture.
@Ikonic, Do you have any more details?
I've opened an issue (https://git.thecodecache.net/GWP/Board/issues/2) on the tracker.
Can you fill in the details like:
- Were there any errors?
- What were you trying to sell?
- Was it from a mod? If so which one/version.
- Can you attach the game output log?
When trying to sell (or buy) art or furniture it shows nothing. I was trying to sell double beds, dining chairs, end tables, and dressers.
Robots only shows 'Hauling Bot (disabled)' and 'Cleaning Bot (disabled)'. (Mod: Misc. Robots++ v2.1.1, Misc. Robots v0.18.12)
Arcades/Cartridges shows nothing. (Mod: Additional-Joy-Objects-18.03)
I've attached my output log.
[attachment deleted due to age]
Hey Ikonic,
EDIT: After looking at the log again, I spotted that you are running A17, RimWorld 0.17.1557 rev1153.
Maybe you uploaded the wrong log? But if not, Alpha 17 is not supported any more,
Only B18, 19 and U1 are supported.
A17 required too many changes for me to backport and didn't seem worthwhile.
[Original Post]
I've looked over the log, but I don't see GlitterWorld Prime starting or performing any actions in it.
Are you sure it's loaded and have you followed the How do I use it? (https://git.thecodecache.net/GWP/Beta18/wikis/How-do-I-use-it%3F) guide?
Requirements (Per map)
- Microelectronic basics researched.
- Build the GlitterWorld Prime console and Uplink found under the Misc category.
- Have at least one orbital trade beacon.
- The beacon and console must be powered.
- There must be unroofed tiles near the beacon.
- Have items in a stock pile in the range the beacon.
- Have at least 300 silver for first transaction.
That was an old log from a different version; apparently, B18 uses a different logging location. I'm running 0.18.1722. I'm sure I have GlitterWorld Prime loaded and all the requirements done. I am able to trade other items, just not the ones I listed.
Here's the correct output log.
[attachment deleted due to age]
New version uploaded for 1.0
Links in the first post and updated on Steam workshop.
Should fix compatibility with the "Story Framework" mod and any mods that depended on it like RimHammer.
Hi. I am running Rimworld 1.0.2059 with the latest version of Glitterworld Prime and whenever I use the console I get the message: GlitterWorld Prime Unavailable. I have followed the How do I use it? guide and it still doesn't work.
I am having this problem as well, I did a fresh reinstall and tried it on vanilla no mods thinking it might be a compatibility issue. But I'm getting the same message, is the servers offline>?
If you look in the game log and it says forbidden it's because you have been banned.
Are you using a legitimate copy of the game with a non- cracked steam client?
If the error is not forbidden please send me your game log and list of mods.
More information has come to light,
If you downloaded your game from anywhere other than SendOwl (Ludeon's digital distributor) or Steam e.g. "IGG-Games"
Please don't ask to be unbanned here, on the issue tracker or on the Discord server.
It simply won't happen. Buy the game legitimately.
Hey TwistedSoul, how exactly does your new system work for banning individuals? And will this have any chance of error? For example, banning users that have loaded the game outside of Steam, even though they have bought it legitimately.
And will bans be extended to any other activities in the mod?
So normally users all have a unique ID. Based on their steam ID or one that I randomly generated and assigned on their first use of GWP. So even people who play the DRM free version will be absolutely fine. Normally, a single ID ban only prevents a single person from playing but when people account share or get cracked versions they all have the same ID which is handy for me actually :)
That's pretty clever, I wonder if that's something that could be applied to other mods. Or perhaps it's just a server thing perhaps? On another note, if someone had happened to pirate the game, if they did buy the game through Steam, or through a DRM-free version, would they be given a new ID, therefore allowing them to still use GWP?
Yeah, If they do buy the game through steam, It'll use the Steam ID from their account like it should, and if they buy the DRM-Free version, so long as they install it to a different folder it'll have a new ID assigned to it. That is unless they abuse the market and get banned again ;)
How exactly could one abuse the marketplace? This probably isn't the best place to ask it because that probably gives trolls ideas, unless you mean in a sense of say, pirating the game. If that's not what you mean though, it doesn't seem as though you can really do much besides buy items and sell items to exchange for silver. Knowing that Glitterworld Prime is run through a server, is there an actual limit to how much silver Glitterworld Prime actually has? Could someone potentially buy out all the silver that Glitterworld Prime has to offer? Or am I just overthinking the subject?
I keep getting unavailable?. How do I find out if the server is down or up?.
Hi Axon,
Please can you attach your game log output?
The server has been up without issues for over 60 days.
I have 24x7 monitoring on it but I will be putting a status page up soon.
It keeps saying unavailable for me too..
I need your games logs to diagnose the issue guys.
If you're playing with an illegal copy of RW, don't ask for help.
Some countries, including Russia can sometimes have issues reaching Ireland where the servers are due to ISPs blocking certain IP ranges.
I've been getting "Unable to download market data. Please try again later." for 3 or 4 days. I am using a legit DRM-Free copy of rimworld, i got the sendowl receipt in my email. and it was working just fine before these last few days.
https://file.io/bbc3Qj outputlog
https://imgur.com/a/Pnd2ZyP modlist
Hey Raix, The output log you link gives a 404 :(
my bad
https://files.fm/u/94rwfbc4
Sent you a PM in case you didn't see it :)
I assume (for me at least) the issue was that I was using a VPN. Works with it turned off. Why?, no idea. Works though.
Hi all,
Updated the mod tonight, please update in order to restore functionality. The B19 and 1.0 code has now been merged into a version that supports both in the same file!
- Big speed improvements for people with lots of mods
- Work around for a problem in Combat Extended 1.0, restoring functionality to GWP.
- Breaking API changes so the older mod versions don't work.
- B18 support has been removed.
My reasons behind this are.
- It only makes up 1% of the traffic on the server,
- There have been very little active players in 30 days.
- It requires that I maintain a separate branch of the code since it is not code compatible with B19/1.0
Hello when I try to trade it says I'm banned from using it... is there a way to use it again?
Hi,
1.0 - I'm noticing I'm loosing parts of my order when I order multiple minified objects.
My wife and I share games using steam's family feature thingy (one account gets to play games from the other account as long as the other account isn't playing that game). Will either or both of us get banned for (never at the same time) playing the game using this mod in this way?
@IValerian, Nope, all good :)
Quote from: docssy on March 03, 2019, 11:21:58 PM
Hi,
1.0 - I'm noticing I'm loosing parts of my order when I order multiple minified objects.
Hello, can you please fill in the bug report (in first post) and give me as much detail as you can, also include HugsLib log link if you can (Ctrl-F12 in-game).
Many thanks.