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RimWorld => Mods => Releases => Topic started by: Albion on August 29, 2017, 10:09:24 AM

Title: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 29, 2017, 10:09:24 AM
(https://cdn.discordapp.com/attachments/388502710653288468/473623361549893633/Sparkling_World_Preview_Image_1l.png)

Introduction

The main idea for this mod is to increase the ability to craft advanced items and introduce some new advanced weapons, items and buildings without breaking the game or deviating too much from the vanilla version.
I'm open to constructive criticism regarding the balancing.

This mod can be added to any savegame and should work with most mods (see list below). Removing it from a savegame will result in errors though. If you want me to check a specific compatibility just post or pm.

If you encounter any bugs please report them. I will fix them as soon as possible.

Download links

Full Mod with all features present:
Steam Link - Full Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=1123043922)
NexusMods Link (https://www.nexusmods.com/rimworld/mods/222/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D222&pUp=1) (manual download)

Version with reduced feature list but optional addon-ons so you can pick what features you want (All these mod can also be found at NexusMods (https://www.nexusmods.com/rimworld/mods/222/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D222&pUp=1)):
Steam Link - Core Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=1195241161)
Add-ons (also work without the Core or Full mod):
Blue Moon Corp - Faction (http://steamcommunity.com/sharedfiles/filedetails/?id=1197474518)
Chemical extraction - Neutroamine and chemfuel refining (http://steamcommunity.com/sharedfiles/filedetails/?id=1213048604)
Mind Altering Device - change your traits (https://steamcommunity.com/sharedfiles/filedetails/?id=1396175133)
More World Events - additional events (http://steamcommunity.com/sharedfiles/filedetails/?id=1280211279)
Mech Serum Crafting - craft resurrector, healer and lazarus mech serum (https://steamcommunity.com/sharedfiles/filedetails/?id=1511462447)
Weapons - craft vanilla-friendly weapons (https://steamcommunity.com/sharedfiles/filedetails/?id=2016125368)
Extensions (Optional extension not included in the Full mod):
BMC Hardcore Patch - patches Blue Moon Corp to be even deadlier (http://steamcommunity.com/sharedfiles/filedetails/?id=1320376650) (requires Full mod or Blue Moon Corp Addon)
Combat Extended compatibility Patchn (B18!) - Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1353373367) or Github Link (https://github.com/Saebbi/Sparkling-Worlds-CE-Patch) (requires Full Mod!)

The mod will be continuesly improved upon.
If you want to support me or help me to be able to pay some artists for better textures, please consider to buy me a coffee:
(https://i.imgur.com/dmllKqT.png) (https://paypal.me/pools/c/8Bk5qfLxn2)

Content

Ship crash event
A new event, which spawns a quest opportunity to go and explore a spaceship crashsite.
The crashsite features three potential layouts with chances for high rewards but also grave danger. You might not be the only ones sending an armed caravan to explore the crashsite.
There is also a chance for a mechanoid hive ship crash including more mechanoid forces and more advanced/special loot.

Psychic emitter event
An ancient psychic emitter reactivated and is sending a powerful drone. Go out and destroy it or endure the drone until it shuts down again.

Doctor request event
Similar to the peace talk a doctor is requested to a nearby site. Sending a good doctor might result in an increase of goodwill.

Trade fair
Some caravan traders are gathering nearby to trade. Go out and trade with multiple caravans at once.

Infested ship chunks
Bugs from space! Some infested ship chunks fall down near your colony. They act like normal insect hives and will even reproduce.

Hunting lodge
Get the location of a nearby hunting lodge. Facilities for sleeping, cooking and butchering are already present as well as a herd of animals to hunt.

Thrumbo sighting event
A new event, which spawns a quest opportunity to go to a site near you colony where a herd of thrumbos is gathering. You might hunt and kill them or try to tame them. A hostile faction might have send a hunting party too, which will attack you.


Matterweaver
Mechanite assembly
Fabrication bench
Drug lab
Refinery

Boomalopes and Boomrats now give neutroglycerin instead of straight up chemfuel

Devilstand is now growable in hydroponics

Mind Altering Device - Don't like your traits? Get new ones using this marvelous technology. Side effects may include but are not limited to pyromania, cannibalism, dementia and death.

Bombardment satellite pod - Can be constructed at a pod launcher. Will spawn a orbital bombardment targeter when launched.

Glitterworld hospital bed - Like the normal hospital bed but even better. Pawn will heal quicker and there is a higher chance for a successfull treatment.

Compact nuclear reactor - Don't confuse with fusion. This nuclear power plant turns boring uranium into precious power. Warning: Consumes a lot of uranium and damage might lead to detonation.

Computingsystem - Addon for the High-tech research bench to research Glitterworld technologies.

Three new kinds of traders

Blue Moon Corporation - New faction of hightech spacers spawning harder raids with slightly better equipped raiders

Patches (already included in the mod)

Genetic Rim (https://ludeon.com/forums/index.php?topic=35158.0) - creatures from that mod produce neutroglycerin instead of chemfuel.

Medic Addons - allows to link the glitterworld hospital bed to the addons from the mod.

Jelly farm - makes the infested ship chunks drop hive parts so they can be used to create jelly farms.

Survival Tools - makes the multitool from the mod craftable after researching a Sparkling Worlds research


Credits

(https://i.imgur.com/dmllKqT.png) (https://paypal.me/pools/c/8Bk5qfLxn2)

License
This mod is licensed under CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)
(http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/by-nc-sa.svg)
You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Nameless on August 29, 2017, 12:17:07 PM
Following this.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: SpaceDorf on August 30, 2017, 06:18:43 AM
Quote from: Nameless on August 29, 2017, 12:17:07 PM
Following this.

What he said.

Quote from: Albion on August 29, 2017, 10:09:24 AM
Explosives Table

  • Make mortal shells
  • Make frag or EMP grenades as well as molotov cocktails
  • Make Triple or Doomsday rocket launchers
  • Make new EMP grenade launcher

This alone makes me interested in the mod.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: tonsrd on August 30, 2017, 01:13:49 PM
thank you for making this mod.

can you add a section on first post - does it work with glittertech ( mod ), remote explosives, veg garden etc etc...

can you add the Chemfuel power generator as its own mod ?
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on August 30, 2017, 07:48:32 PM
Quote from: tonsrd on August 30, 2017, 01:13:49 PM
thank you for making this mod.

can you add a section on first post - does it work with glittertech ( mod ), remote explosives, veg garden etc etc...

can you add the Chemfuel power generator as its own mod ?

I updated the first post. The mod should work with most popular mods right now since I'm not changing to much of the core game and don't have any assemblies right now. This will probably change in the future at which point I might split the mod into several parts and one full version.
If you have any specific mod lists you want me to check compatibility please send them to me or post them I will do my best to test them and make them compatible.

In regards to the chemfuel generator:
As mentioned above I might split up the mod in the future but this might take a few weeks. However if you just want the chemfuel generator I recommend a quick search in the forum which will turn up other mods with just a chemfuel generator like: Diesel generator (https://ludeon.com/forums/index.php?topic=30898.0)
If however for some reason you dislike my chemfuel generator and want it removed from the mod: Just don't build it  ;)
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: tonsrd on August 31, 2017, 05:53:17 PM
Vegetable Garden
https://ludeon.com/forums/index.php?topic=12934.0

remote explosives
https://ludeon.com/forums/index.php?topic=17285.0

genetic rim ( epoe inspired )
https://ludeon.com/forums/index.php?topic=35158.0

Better Workbench Management (QoL mod)
https://ludeon.com/forums/index.php?topic=33083.0

Glitter Tech
https://ludeon.com/forums/index.php?topic=5509.0

-- nucluer power and luci production --

sd stuff -- advanced nuclear power: 20k--
https://ludeon.com/forums/index.php?topic=26276.msg265726#msg265726

sd stuff - luci production
https://ludeon.com/forums/index.php?topic=26276.msg266819#msg266819

eatKenny's Industrialisation : Nuclear Power Plant
https://ludeon.com/forums/index.php?topic=30547.0

nuclear power plant --^^20kW power output^^



how much power is ur chemfuel / nuclear power plants ?
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on September 01, 2017, 07:42:57 AM
Quote from: tonsrd on August 31, 2017, 05:53:17 PM
how much power is ur chemfuel / nuclear power plants ?

The chemfuel generator produces 1.600W with a consumption rate of 14 chemfuel per day.
Not the most efficient one out there but as I mentioned above you don't have to build it. You could install a second mod with a more efficient generator and still use and enjoy this mod.

Same goes for the fission reactor: 9.000W with a consumption rate of 15 uranium per day.
One should be enough to power a decently sized vanilla colony. Build additional geothermal plants or a second reactor and all your energy needs should be met.


I also did some tests with your mentioned mods and updated the list in the first post accordingly. All the mods should work fine without issue with my mod. If you run into any problems or errors please report them.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on September 09, 2017, 01:23:41 PM
I updated the mod to include 2 new ranged weapons buildable with the 3D printer.

There was also a bug that caused the computingsystem to disappear after it was being build which is now fixed.

Additionally I added two new types of orbital traders:
Glitterworld - sells more exotic items and body parts than the exotic trader but doesn't buy art
Farming - sells a lot of animals (with low wilderness) as well as raw food and some meals
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: SpaceDorf on October 03, 2017, 10:23:55 AM
I found something to complain about  ;D

Please include the named root folder of the Mod into your zip-file.
It is common practice for Rimworld mods and prevents overwriting and sudden appearences of Def Folders.

My common practice is to collect new mods and upgrades on the forum,
bulk extract them in a temporary folder
and than check wich mods I have to replace/upgrade and which are new.

Opening the about file, to find out which mod is now scattered across my temp folder, removing it and then extract-as to create a named folder for it is just annoying.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on October 03, 2017, 10:06:02 PM
Done.

Sorry for not catching that but I never actually tried to download the file myself :o

I also recently updated the graphics so enjoy those. I'm currently working on the additional faction of hightech corporate soldiers.
Basically slightly harder raids but with higher rewards since the spoils of war go to the winner/survivor.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: SpaceDorf on October 04, 2017, 03:02:47 AM
Thank you.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: teag2 on October 13, 2017, 08:36:23 PM
The textures for this mod don't load by default. The cause appears to be the texture folders' names not being capitalized, as fixing that made them load for me.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on October 21, 2017, 06:10:14 AM
Sorry for not getting back to you sooner but I was busy and didn't see your post.

Are you refering to all textures not loading properly or are there specific ones?
I just double checked and at least in the lastest version of the mod this problem does not exists.
Maybe you have a slightly older version. Re-downloading should fix this then and you might even get better textures (they were updated recently) and some additional features. Re-downloading will NOT break your savegame. All new versions are compatible with old savegames.

Thank you for using my mod. Enjoy it.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: _syntaxera_ on October 25, 2017, 04:50:32 PM
With Rimworld 17b no textures are loaded
eg. "Things/Building/MatterweaverSW" won't load because the path is "things/Building/MatterweaverSW"
I assume it was a Rimworld change from 17a
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on October 25, 2017, 06:35:59 PM
Did you try downloading the latest version of this mod?
Does the problem still exist then?
I did tests with A17b and there were no issues but maybe I missed something. However at least on my end the current Dropbox download features capitalization of both the folder names and the paths in the file or am I wrong and going crazy?  :o ;D
Please try and download the latest version and try again. It will work fine with any previous Savegames.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: _syntaxera_ on October 25, 2017, 11:34:03 PM
Huh, so Dropbox is crazy
Looking on dropbox it's capitalised but on download it's not
Dropbox is making a new zip file when downloading it and deciding it shouldn't be capitalised I think?
Find some way to turn off the preview or whatever and just make it download the file how it's uploaded

The most annoying bugs are when they're not even on something you made :P
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on October 26, 2017, 01:32:37 AM
The fuck? I'll have to do some testing with this once I'm back from vacation.
It'll take a few days but I'll try to fix this problem. Thank you for bringing it to my attention. I might have to switch to gitlab for future download links.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on October 30, 2017, 01:59:17 PM
So apparently dropbox hates me and changes the capitalization of various folder names. No idea why.
However I moved from hosting on dropbox to hosting the files on Nexus mods. This way I can also see how often the mod actually gets downloaded.
All new downloads should have no issues and should work fine. If I'm wrong please report any problem.

An interesting thing I also noticed: since the release of unstable 18 the value of new subscribers per day on steam dropped to about half the value of previous weeks. I'm currently working on updating to the new version but I still have a long list of errors to work through.
Title: Re: [A17] Sparkling Worlds - A piece of Glitterworld on the Rim
Post by: Albion on November 03, 2017, 09:25:59 AM
I released a work-in-progress version for unstable A18 on nexusmods (link) (https://rd.nexusmods.com/rimworld/mods/222?tab=files). Both the faction and the melee weapon had to be cut for now because of issues with A18 but will be reintroducted at a later point.
Patching continues and I will release an updated version once the problems are resolved.
Enjoy the mod and please continue to post any bugs, errors, suggestions and feedback.
Title: Re: [A17/18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 26, 2017, 02:32:43 PM
I released an updated version of the B18 release with some additional features.
These features include:
non-leathal melee weapon (painstick)
new burning damage melee weapon (burnstick)
Healer/resurrector mech serum crafting
neutroamine production using boomalopes
Farming trader caravan for tribals and outlanders

The new neutroamine production will result in conflicts with the Chemicals & Neutroamine mod. If you want to keep that mod please use the Core Mod and any other addons you want except Chemical extraction. This way you'll have all features of the full mod but no conflicts.
Title: Re: [A17/18] Sparkling Worlds - Glittertech on the Rim
Post by: Imca on November 29, 2017, 04:22:51 AM
Dont supose you would be willing to make a patch to add Neutroglycerin to genetic rim creatures?

A heard of Nuclear Thrumbo would be hilarious for the production of it.
Title: Re: [A17/18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 29, 2017, 02:51:13 PM
I'll have to see how genetic rim works exactly to see where and how I should patch it. I never actually used it myself. No promises but I'll look into it and keep you posted.
It might take me a few days.

On another note: I'm curious about opinions in regards to bionics crafting. Is the extended organs mod everything you want and need in a mod or are you looking for a simplified version with just vanilla bionics crafting and maybe the addition of bionic ears, spine and jaw?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 30, 2017, 09:07:40 PM
As per Imcas request I included a patch for Genetic Rim (https://ludeon.com/forums/index.php?topic=35158.0).
All genetically altered creatures that were able of chemfuel production now produce neutroglycerin instead. Enjoy.

I also added bionics crafting. It is now possible to craft a bionic arm, leg or eye at the 3D printer after the appropriate research is developed.
It is compatible with EPOE (https://ludeon.com/forums/index.php?topic=10571.0) so don't worry about any conflicts. If you're using epoe you can ignore this new feature but if you aren't you can now enjoy the wonders of bionics crafting.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on December 01, 2017, 03:51:15 AM
QuoteAll genetically altered creatures that were able of chemfuel production now produce neutroglycerin instead. Enjoy.

For compactibilty, why not simple add a
Extract neutroglycerin from Chemfuel recipe.
Like at realworld you extract/refine alot of stuff out of raw-oil.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 01, 2017, 05:40:31 AM
Quote from: Canute on December 01, 2017, 03:51:15 AM
For compactibilty, why not simple add a
Extract neutroglycerin from Chemfuel recipe.
Like at realworld you extract/refine alot of stuff out of raw-oil.
It's an interesting idea but I view chemfuel more like gasoline which is a refined product. The idea in this mod is that Boomalopes produce a chemical substance similar but different to crude oil which can be refined into chemfuel/gasoline or neutroamine.
Adding the patch was easy enough and is completely compatible with any mod.
The only incompatibility I have is with the 'chemicals and neutroamine' mod which had the original idea and there does the same thing.
Last but not least I'm kind of committed now. Removing the current recipes might result in broken savegames which is something I want to avoid at all cost.
TL;DR: interesting idea and I might do it with the transition to beta 19 but for now it stays the way it is.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on December 01, 2017, 06:29:37 AM
Your basic idea to milk the neutroglycerin and refine it into the various stuff is good.
But the early vanilia advance to milk Boomalope for chemfuel, to power up the chemfuel generators goes *puff*.
Sure extra step to refine into chemfuel wouldn't hurt that much, but it is still an extra step.
Why not to give another animal the neutroglycerin ?
Since i don't know how you can milk a boomrat, maybe add neutroglycerin  to the butcher products of boomrats.
Since Boomrats reproduce pretty fast it should be a proper source of neutroglycerin .
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 01, 2017, 07:16:32 AM
True. I delay the use of the chemfuel generator until refining is researched but to be honest I'm kind of okay with that.
Before B18 you also had to wait until you developed either refining or deep core mining to get chemfuel. Boomalopes would be a way to get chemfuel slightly earlier but you have to have a random spawn and successful taming. By the time you have a small herd of Boomalopes you might have refining already researched anyway.
Chemfuel generators are more of a midgame power source to replace wood generators. At least in my opinion. I might reduce the work amount for refining into chemfuel but I think I'll still keep it. Having Boomalopes produce neutroglycerin just fits in perfectly with the backstory of them producing chemicals for the chemical industry.
Boomrats are milkable too in this mod, just like Boomalopes but they produce way less neutroglycerin. Having some additional neutroglycerin from butchering is a very interesting idea that I'll look into.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Dryerlint on December 01, 2017, 07:16:16 PM
Hey Albion. I love this mod but I wanted a bit of a more realistic micro fission reactor as I have some education in nuclear physics, specifically nuclear reactors. If anyone is interested here are the changes I made to my Buildings_Power_SparklingWorld.xml

Max HP cut to 100 (please don't damage reactors)
Non flammable
Costs 50 Uranium to build (consider this the baseline for the reaction to go critical)
Makes 50kW of power (this is actually a thousand times less than it would produce, but muh balance)
Tripled the heat output
Fuel Consumption cut to 0.01 (still much higher than a real reactor, but again, balance)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 01, 2017, 09:44:53 PM
Tanks for the praise Dryerlint. I actually studied physics so I know how very right you are.
However for balance purposes I made some adjustments. I wanted to create a power building that is not overpowered but is more interesting than building lots of generators. For this reason I decided to have a decent uranium consumption rate and not too much of a power output.

On the other hand I was actually already considering to have a rebalance of the reactor.
Specifically to reduce the fuel consumption to 5 uranium per day. This way it will only consume about 70 uranium per season.
I also just looked into heat generation and guess what... it actually wasn't generating heat. The comp was in the files but since the building was impassible it actually didn't increase the temperature in a room. I fixed that and ramped up the heat generation, so now you can heat large rooms with a nuclear reactor if your base is in a cold biome. Beware of too much heat though.
The power output remains unchanged. 9kW is a large amout and will power a decently sized colony especially if used in combination with 2-3 geothermal power plants.
I will release the update in a few days. I'm also working on some other features and don't want to push updates every other day.

Currently I'm also considering if I should implement some way to craft uranium or gold from a more readily available substance. Maybe silver.
Especially when using mods like this a major lategame problem is that a lot of recipes require uranium and after a while the only way to get more is by buying it from traders which isn't super engaging. I'm considering to add a uranium crafting recipe to the matterweaver or something like that but it doesn't really fit in with the lore.
Another solution might be a precious materials trader which can be called as a caravan which carries a lot of gold, uranium, plasteel and the like.
Anyone got any ideas on this topic?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CalebRaven on December 06, 2017, 12:00:53 AM
I've liked mods that give new mining structures, but those that allow choosing material can be overpowered. I've found Quarry to be good in that regard.

One thing Quarry does is produce tons of stone chunks. Heck, on mountainous maps you'll have more stone chunks than you know what to do with.

So what if there's a Glitterworld station that takes stone chunks and mining skill that extracts the useful minerals - previously either in too small a quantity or locked away in various compounds - and with some time and skill, spits out a small amount of material?

You could get really particular with each stone type giving different amounts, or you could make it uniform for all stone chunks. Drag 6 stone chunks to this station and out comes 10 uranium, 10 plasteel, and a small smattering of steel? Then again, making specific stone types give different things means you can address all mineral types.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on December 06, 2017, 02:12:09 AM
CalebRaven,
if you don't like that many stone chunks from quary you can't turn them off at the mod options.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 06, 2017, 06:39:59 AM
The stone chunk idea is interesting but it requires players to have a lot of them so they would have to use mods or live in the mountains.
I decided to go with a new kind of trader instead. He is called the mining goods trader and sells every type of raw material one can mine in vanilla. Specifically gold, jade, uranium, chemfuel, components and all types of stone blocks. He also buys but never sells drugs.
The amount of materials sold is way higher than bulk goods trader. He appears as both an orbital trader or as a caravan from an outlander colony and therefore can be called if you have good relations with them.
For me it felt like the easiest way to potentially increase the amount of rare raw materials, while not making it too easy to aquire them.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 06, 2017, 09:27:58 PM
I just published the newest version (called 1.5) with some minor adjustments and an update to the Genetic Rim patch but also a content update:
My next project goals are event chains.
One idea: A refugee joins the colony then after a while a demand to return said refugee appears and if the colony is not willing to comply there may be a raid or orbital bombardment a few days later.
Any other ideas or general suggestions/complaints?
As always: Enjoy the mod!
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CalebRaven on December 06, 2017, 11:27:38 PM
I know that about Quarry, just giving an example of something that can be used in a variety of maps yet not need to be mountainous to deal with. I guess mountain bases already have enough going for them that an easy source of even more resources is not ideal. At the same time, there are so many different map types that implementation of something that could be useful or cool may simply not work in all map situations (ice sheet, looking at you).

Trader sounds cool - keeps it simple.

In terms of events, perhaps some that focus on what the mod adds - Glitterworld stuff.

A locked laboratory is found, you buy coordinates from other faction. You get there and can find a few Glitterworld tech pieces - weapons, mechanites - but sometimes the lab was working on something that went wrong. Highly increased chance of the caravan upon opening the lab to get fibrous/sensory mechanites? Bug infestation at the lab?

As an add on to your later demand event, maybe they bring a piece of tech with them to convince you to keep them and the faction then demands the tech back as well as the refugee to bring them to justice?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CrimsonPhalanx on December 31, 2017, 07:14:18 AM
Just a little question about bullet storm, is it meant to fire at 180 rpm?

Because even a machine pistol is better in almost everything else apart from cooldown.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 31, 2017, 07:54:43 AM
Yes the 180 rpm are correct. The value only indicates the firerate during the burst, not the firerate in general.
However due to the low cooldown and warm-up, the bulletstorm fires it's bullets constantly at this rate unlike the machine pistol which has a higher warm-up but shoots it's bullets quite fast during the burst.
I chose the slow rpm so I could bring down warmup and cooldown to the same value as shots being fired, creating a constant stream of shots.

I take your point though. Maybe I should remove the burst and just have the gun shot every bullet by itself. The rpm is confusing and low compared to the other SMG guns.
I guess I'll update it with the next content patch.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CrimsonPhalanx on January 01, 2018, 02:41:06 PM
I understand the low warmup is really good for re-positioning and fighting on the go, and I apologize for not clarifying earlier, but by "machine pistol is better" I'm including the damage it can deal out, as bullet storm currently deals 2 damage per shot (correct me if the bullet type is supposed to deal some extra stuff).

I understand the need for balance but having glitter tech weapons that are on par or worse when compared with vanilla weapons feels kinda weird.

to clarify I spent a good long time waiting for my bullet storm colonist to kill a single boar.

But your idea about removing the bursts may give bullet storm one more advantage, since colonists won't get locked in place firing the burst.
But yea, I agree, it felt really satisfying to see a constant non stop line of bullets.


Keep the good work going, I can't wait to see the content in the next patch.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 01, 2018, 04:09:49 PM
About the 3D printer, how does it work with printing bionics? Does it still take some resources, if so what, how many, and what is the work amount/crafting requirement? And when it prints a gauss rifle or railgun, how will that work if those are modified by a mod? Will it be a different kind, or the one from the mod, or does load order matter for this mod?

Sorry for so many questions, but there's a lot in this mod, and I really want to try it out. I just need to disable at least 4 other mods for it - Chemicals & Neutroamine, sd's Luciferium Production, another one that converts steel to plasteel, and Exotic Joy for the TVs and telescope. But I really like the way this mod essentially handles most of those things the same way, cuts my mod list number down some, and I get some nice extras like the ability to craft synthread and hyperweave! Thanks for all of your hard work!
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 02, 2018, 12:02:05 PM
I'm back home from my holidays now so let's tackle this stuff....

Quote from: CrimsonPhalanx on January 01, 2018, 02:41:06 PM
I understand the need for balance but having glitter tech weapons that are on par or worse when compared with vanilla weapons feels kinda weird.
You're actually quite right. I somehow messed up my calculations and gave the bulletstorm too little bullet damage. I recalculated some stuff and now increased the bullet damage from 2 to 3 and decreased ticks between shots from 20 to 15, meaning I reduced warmup plus cooldown from 0.33 seconds to 0.25 seconds.
This should bring up dps to a slightly higher value than the machine pistol and smg. It's also somewhat similar to the charge rifle now.
I also removed the burst, so now it fires constantly single bullets and will switch targets.
Do these changes sound good to you, CrimsonPhalanx? I'll probably publish them by friday or sunday at the latest depending on how quickly I make progress with new content.

Quote from: CrimsonPhalanx on January 01, 2018, 02:41:06 PM
Keep the good work going, I can't wait to see the content in the next patch.
Thank you. I try my best in delivering great features and hope most people enjoy it.

Quote from: Harry_Dicks on January 01, 2018, 04:09:49 PM
About the 3D printer, how does it work with printing bionics? Does it still take some resources, if so what, how many, and what is the work amount/crafting requirement?
It works like any other crafting bill. It requires a specific research and a pawn with a crafting skill of 8+.
Regarding the resources each bionic leg and arm requires 50 Plasteel, 5 Luciferium and 6 Components. The work amount is 50.
The bionic eye requires 30 Plasteel, 6 Luciferium and 12 Components. Work amount is 40.
I know the resource costs are rather high but I didn't want people to just craft shitloads of cheap bionics. However I'm open to feedback and rebalance suggestions.

Quote from: Harry_Dicks on January 01, 2018, 04:09:49 PM
And when it prints a gauss rifle or railgun, how will that work if those are modified by a mod? Will it be a different kind, or the one from the mod, or does load order matter for this mod?
The 3D printer will only ever print gauss and railguns introduced by my mod. However using a patch this could be changed.
One could patch other guns to be printable at the 3D printer. A patch could also modify my guns without changing the way they are crafted. It all depends on the exact patch and the way it's implemented.
To my knowledge load order shouldn't matter MUCH. It depends on the exact mods and patches. If you have specific mods or ideas in mind I'm happy to help/assist you.

Quote from: Harry_Dicks on January 01, 2018, 04:09:49 PM
Sorry for so many questions, but there's a lot in this mod, and I really want to try it out. I just need to disable at least 4 other mods for it - Chemicals & Neutroamine, sd's Luciferium Production, another one that converts steel to plasteel, and Exotic Joy for the TVs and telescope. But I really like the way this mod essentially handles most of those things the same way, cuts my mod list number down some, and I get some nice extras like the ability to craft synthread and hyperweave! Thanks for all of your hard work!
Thanks for the appreciation. One of my original goals was to create a kind of one-stop-shop for great features most players will enjoy.
At least regarding the Chemicals & Neutroamine (C&N) mod I would like to point out that I also released a Core mod that doesn't include the faction and neutroglycerin production. Using this one allows you to still use the C&N mod.
However I would still recommend the Full mod since I improved on the C&N idea and also included a patch for the Genetic Rim mod so genetically engineered creatures also produce neutroglycerin instead of chemfuel.
Apart from C&N mod there shouldn't be to many conflicts with other mods except maybe for Exotic Joy. Usually it should just result in two ways of achieving the same effect (like two recipes/workbenches for plasteel crafting). However if you want me to patch specific conflicts with other mods please tell me and I'll look into it.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 02, 2018, 04:58:08 PM
Yes I will definitely be using your mod over C&N just for the GeneticRim patch alone. I'm also very glad you have the mod split up with the factions, because that has become a bit of a problem for me with all of my mods, too many factions!

Also I wanted to ask you if this would be possible - is there anyway you could sort of "request" and orbital trader to come by, the same way you ask other factions to send a trader to you? I ask because I have been using Walking Problem's Trading Economy. The only issue is, it adds I think 6 factions to the game, when I really only want a few specific items from traders - steel, plasteel (well maybe not anymore thanks to your mod heh), and components. I understand I can make all the components and plasteel I want now with just steel, but it is nice being able to buy 500 components at once and not worry about it for a bit. The issue is, between all of my 290ish mods and Trading Economy, I have maybe 20 factions, plus a lot more "hidden" factions, and with all of that running in the background of a huge mountain base, with 25 pawns, 60+ bots and 80+ farm animals, and all my mods, my game starts running like dirt. It's even worse when a few caravans show up. So I'm trying to trim down and mitigate wherever possible. I've already removed Psychology and Hospitality, and installed MakeWarNotLove. However if I could have all of my trading needs taken care of by a drop ship, I could seriously cut down on a lot of bloat.

So is anything like that possible, or could it be a possible mod option? And if so, could we have any options for what the trader ships carries and/or how much? I'm not trying to pawn off all of my mod problems on you, but I figured I could at least put it out there, as I'm sure I'm not the only one in the boat of too much game, not enough processor! :P Thanks again for all of your time, I cannot manifest the words to express my gratitude!
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 04, 2018, 10:41:26 AM
Well I think having 80+ actve pawns (yes bots are pawns too ;) ) is close to the hardware limit anyway.
There is also a mod called "more trade ships" which increases the number of orbital trader spawns but I'm guessing it's already one of your 290 mods.

I'll have to look into the possibility to request orbital traders but to be honest it kind of breaks the background lore since trade ships or space ships in general are rather slow and just an occasional sight, especially on Rimworlds. However I could create a seperate mod that makes orbital traders spawn instead of caravans. This will take some time though...
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 09, 2018, 12:09:07 PM
I just uploaded the newest (1.6) version of the mod with a new feature:

You can now contruct a satellite pod at the pod launcher. If launched into space it will spawn a orbital bombardment targeter.

I also implemented to changes to the bulletstorm gun so it now has increased firerate and damage.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 09, 2018, 01:27:02 PM
Oh my gosh I just realized you have the PERFECT gear for my chain-gang wardens, stun baton and pain gun! Do your pawns just keep attacking targets with them until they go unconscious?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 09, 2018, 02:19:11 PM
Yeah, just like normal weapons.
Instead of dealing damage the non-leathal weapons inflict a health effect that reduces consciousness and increases pain. If the health effect gets strong enough the target falls unconscious. But beware, if the health effects gets too strong it will kill the victim.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 11, 2018, 03:31:33 PM
I get this red error when loading my new game, followed immediately by an identical one but for KineticBombardmentSatellitePodSW Exception editing stack counts for ThingDef "BeamCannonSatellitePodSW": System.NullReferenceException: Object reference not set to an instance of an object
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type a) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil+<>c__DisplayClass9_0.<IsInst>b__0 (System.Type t2) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[Type] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.RSUUtil.IsInst (System.Type t, System.Type[] types) [0x00000] in <filename unknown>:0
  at ResearchableStatUpgrades.WorldComponent_StackCountEditManager.RefreshStackCountEdits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:RefreshStackCountEdits()
ResearchableStatUpgrades.WorldComponent_StackCountEditManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Do you know what that is, or if it's anything to worry about? Or is it coming from Researchable Stat Upgrades?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 11, 2018, 04:11:46 PM
Huh... It might be an incompatibility with the researchable stat upgrades mod if you're running it.
I never used or tested it.
When does the error appear? When you start a new game or when you try to load a savegame? Does the game load despite the error thrown?
Did you build one of the pods mentioned or does the error just show up without you ever building or interacting with one of the pods?
I'm not on my PC right now but I'll investigate later.

Edit: I checked the researchable stat upgrades mod and apparently the stack upgrade feature is somewhat bugged anyway.
I'll try to see if I can get around the issue and make the error disappear.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 11, 2018, 04:39:53 PM
Quote from: Albion on January 11, 2018, 04:11:46 PM
Huh... It might be an incompatibility with the researchable stat upgrades mod if you're running it.
I never used or tested it.
When does the error appear? When you start a new game or when you try to load a savegame? Does the game load despite the error thrown?
Did you build one of the pods mentioned or does the error just show up without you ever building or interacting with one of the pods?
I'm not on my PC right now but I'll investigate later.

Error appears after the save game is finished loading. It is a brand new game, that I saved about 5 seconds after drop pods landed, and haven't done anything else. There's also a 3rd one, called WallLamp_Glow, where the beamcannon/kinetic appeared in the other errors, with the exact same trace.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 11, 2018, 07:39:08 PM
I'm 99% confident it is because the Research stat upgrade mod doesn't catch some exceptions.
Unfortunately I'm not able to reproduce this error on my end so I can't investigate.

However can you do something for me? Can you open Buildings_Launcher_SparklingWorlds.xml file found in the mods folder? SparklingWorlds\Defs\ThingDefs_Buildings
There you have to insert <thingClass>Building</thingClass> in a new line preferably somewhere below <defName>BeamCannonSatellitePodSW</defName> or something.
Do this for both the BeamCannon and the Kinetic Def and maybe this will fix the problem.
I forgot to include this tag earlier and updated it on my local version. If this fixes the issue I'll roll it out.

Also if you can contact me on Steam or Discord I can work with you more closely to fix the problem.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 11, 2018, 09:46:21 PM
Shit man, that worked! So now I just need to find the mod that has the def that is missing that same tag, I'm guessing? If that's the case, does anyone have a program, that can search through all of the text of all of the xml documents in the folders that you select? Suppose that I just point this search/finder program at a specific mod folder, and it can manually scan all of the lines of text of all of the xml (or whatever format you choose) documents contained within?

I think I'll be able to find it without that program, but I was curious if anyone knows if anything like that exists.

EDIT: Nevermind I found the option in Notepad++ ! ;D

EDIT2: After finding that entry in one of the Clutter mods, I fixed it, and I now, OFFICIALLY HAVE ZERO REDS! Wooohooo!!! I never would have guessed that I would spend this much freaking time on just building a mod list. I seriously hope RimWorld can keep me entertained for months to come. I feel like it owes it to me, after taking a few weeks just to put all of this together! :P
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on January 12, 2018, 04:17:59 AM
Quotedoes anyone have a program, that can search through all of the text of all of the xml documents in the folders that you select?
You can do this with the windows explorer, just enter the text at the search field, it search first after file/folder matches and then search inside the files/folders.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 12, 2018, 11:41:29 AM
Quote from: Canute on January 12, 2018, 04:17:59 AM
Quotedoes anyone have a program, that can search through all of the text of all of the xml documents in the folders that you select?
You can do this with the windows explorer, just enter the text at the search field, it search first after file/folder matches and then search inside the files/folders.

Thanks Canute, that's good to know. I wasn't sure if Windows had that functionality built or not. Notepad++ has been working great for me though. It seems like it is extremely efficient, loads stuff near instantly, and it just feels like there isn't a lot of bloat or extra BS it's doing that I wouldn't need.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 12, 2018, 12:03:09 PM
Quote from: Harry_Dicks on January 11, 2018, 09:46:21 PM
Shit man, that worked! So now I just need to find the mod that has the def that is missing that same tag, I'm guessing?

Good to hear I was able to fix your problem. Thank you for your help.
I'll roll out the update with the changes and some updated textures sometime later tonight or tomorrow at the latest.
I'm still working on another content patch. Hopefully I'm done with that my then.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 12, 2018, 12:40:25 PM
Quote from: Albion on January 12, 2018, 12:03:09 PM
Quote from: Harry_Dicks on January 11, 2018, 09:46:21 PM
Shit man, that worked! So now I just need to find the mod that has the def that is missing that same tag, I'm guessing?

Good to hear I was able to fix your problem. Thank you for your help.
I'll roll out the update with the changes and some updated textures sometime later tonight or tomorrow at the latest.
I'm still working on another content patch. Hopefully I'm done with that my then.

Of course! Don't worry, the thanks is mutual! Give us some hints on the next content patch, I'm excited!
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 12, 2018, 01:44:14 PM
I'll hint at the next content with a small story:

Noodles does some stargazing for enjoyment. Life is good. Stores are full and the small tribe is prospering.
He notices a star... but it's moving. It's moving quite fast actually... Now it's more a streak across the sky... it almost seems like it's getting closer.
The star shoots across is field of view and disappears on the horizon behind the trees. Noodles is sure though that the star flew in front of the mountain rage in the distance. It has to be close...
The caravan leaves in the morning. Five brave souls on a track to discovery.
Two days later they arrive. They are sure it's the right spot. The plume of smoke was visible from miles away. What will they find?
They make it closer and finally they are able to gaze upon the destruction. Trees broken or turned to ash. Stone cracked and shattered.
At the end of this path of destruction. A shining thing. It looks like something from the old stories. Stories about the stars and maschines.
They come closer to investigate. What will they find? An empty husk? Riches beyond measure? A stack of weapons? Or maybe Death? Manhunters or Mechanoids?
Whatever they'll find, they're probably not the only ones trying to investigate. Other factions will send teams too. Some of these factions are not your friends...

So yeah. If it's not clear by now I'm currently working on a ship crash event where you can send a caravan to investigate.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 12, 2018, 02:24:06 PM
Quote from: Albion on January 12, 2018, 01:44:14 PM
I'll hint at the next content with a small story:

Noodles does some stargazing for enjoyment. Life is good. Stores are full and the small tribe is prospering.
He notices a star... but it's moving. It's moving quite fast actually... Now it's more a streak across the sky... it almost seems like it's getting closer.
The star shoots across is field of view and disappears on the horizon behind the trees. Noodles is sure though that the star flew in front of the mountain rage in the distance. It has to be close...
The caravan leaves in the morning. Five brave souls on a track to discovery.
Two days later they arrive. They are sure it's the right spot. The plume of smoke was visible from miles away. What will they find?
They make it closer and finally they are able to gaze upon the destruction. Trees broken or turned to ash. Stone cracked and shattered.
At the end of this path of destruction. A shining thing. It looks like something from the old stories. Stories about the stars and maschines.
They come closer to investigate. What will they find? An empty husk? Riches beyond measure? A stack of weapons? Or maybe Death? Manhunters or Mechanoids?
Whatever they'll find, they're probably not the only ones trying to investigate. Other factions will send teams too. Some of these factions are not your friends...

So yeah. If it's not clear by now I'm currently working on a ship crash event where you can send a caravan to investigate.

Sweet man, that sounds great! I thought it might have something to do with that after you post on the Recon & Discovery thread.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CrimsonPhalanx on January 17, 2018, 12:58:10 AM
Quote from: Albion on January 02, 2018, 12:02:05 PM
I'm back home from my holidays now so let's tackle this stuff....

Quote from: CrimsonPhalanx on January 01, 2018, 02:41:06 PM
I understand the need for balance but having glitter tech weapons that are on par or worse when compared with vanilla weapons feels kinda weird.
You're actually quite right. I somehow messed up my calculations and gave the bulletstorm too little bullet damage. I recalculated some stuff and now increased the bullet damage from 2 to 3 and decreased ticks between shots from 20 to 15, meaning I reduced warmup plus cooldown from 0.33 seconds to 0.25 seconds.
This should bring up dps to a slightly higher value than the machine pistol and smg. It's also somewhat similar to the charge rifle now.
I also removed the burst, so now it fires constantly single bullets and will switch targets.
Do these changes sound good to you, CrimsonPhalanx? I'll probably publish them by friday or sunday at the latest depending on how quickly I make progress with new content.
Sorry for the late reply,
Probably have use it a bit to see, will tell you once I try it out
Although, I have to ask, is the bullet storm supposed to fill in the gap of an LMG or something like a flexible rifle-smg
From the description I originally thought it was an area suppression weapon

I look forward to the new content, keep it up! ;)

EDIT: I tested the gun out, seems good for now

PS: On a side note, having a long range area suppression gun like a a bullet tsunami(low accuracy, firing a wave a bullets) would be fun as well (after looking at other mods, having a burst with infinity rpm will make a shotgun like effect), to balance it out, it could really slow down the user or have a very long cool down. Lore wise it could be like the lethal version of some big mounted version of the pain gun designed to stop huge crowds at once.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 17, 2018, 09:06:56 AM
To be honest the Bulletstorm is mostly an idea I had and wanted to implement into the game, even though there is no real niche for it.
It's actually quite difficult to place because if the dps and range is to high it simply replaces the charge rifle and will be overpowered in the short-medium range.
Right now it's mostly a better SMG/LMG with a more even damage spread and no wasted bullets because if a target goes down it will switch to a new target instead of unloading the whole burst followed by a new warm-up.

In regards to area suppression nothing comes close to the minigun so I don't really want to touch that subject. Mechanoids use it too, so if even they think it's a superior weapon I don't want to contradict them ;)

The new content will be published soon(TM).  I actually might be done tonight but I don't want to promise anything because this damn feature is more difficult to code than I anticipated. So far I've sunk at least 20 hours of work into this feature alone just to get a decent questsite generated...
I hoped to be able to steal some code but ended up having to rewrite almost everything because I wanted something better than the original.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 17, 2018, 09:53:08 AM
Quote from: Albion on January 17, 2018, 09:06:56 AM
The new content will be published tonight

Wooohoo you hear that boys?! Party at Albion's tonight!!!

Albion, you mentioned a discord earlier. Which one do you hang out on, I had a question for you.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 17, 2018, 10:13:38 AM
Quote from: Harry_Dicks on January 17, 2018, 09:53:08 AM
Quote from: Albion on January 17, 2018, 09:06:56 AM
The new content will be published tonight

Wooohoo you hear that boys?! Party at Albion's tonight!!!

Albion, you mentioned a discord earlier. Which one do you hang out on, I had a question for you.
You miss quoted me there ;) 8)
But I will try my best to get it done.

Regarding the discord, I'm on the main Rimworld one but rarely check in there.
However I created my own server for this mod which you'll find here: Discord server invite (https://discord.gg/WemEqvn)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: CrimsonPhalanx on January 17, 2018, 11:54:18 PM
Quote from: Albion on January 17, 2018, 09:06:56 AM
To be honest the Bulletstorm is mostly an idea I had and wanted to implement into the game, even though there is no real niche for it.
It's actually quite difficult to place because if the dps and range is to high it simply replaces the charge rifle and will be overpowered in the short-medium range.
Right now it's mostly a better SMG/LMG with a more even damage spread and no wasted bullets because if a target goes down it will switch to a new target instead of unloading the whole burst followed by a new warm-up.

In regards to area suppression nothing comes close to the minigun so I don't really want to touch that subject. Mechanoids use it too, so if even they think it's a superior weapon I don't want to contradict them ;)

The new content will be published soon(TM).  I actually might be done tonight but I don't want to promise anything because this damn feature is more difficult to code than I anticipated. So far I've sunk at least 20 hours of work into this feature alone just to get a decent questsite generated...
I hoped to be able to steal some code but ended up having to rewrite almost everything because I wanted something better than the original.

I totally forgot about mechanoids using miniguns, you make a good point. (though one could argue the minigun may be more balanced with less flaws compared to other unnamed area suppression tech :D)

I realized why I mistook bulletstorm was an area suppression gun, it reminded me of the real life Metal Storm (that thing has a ridiculous fire rate)
If you really don't want it to overlap with existing weapons, making it do much more unique things may help, (such as firing three 1 damage bullets at once instead of a single bullet, which would help hitting small things)
But it currently does have the fast retargeting factor as its specialty, so it's a decent weapon for hit and run specialists.

I guess the best way to make a weapon not overlap with existing ones is to really make them strong in one way but have flaws that make up for it.(like how rimsenal has pros and cons for each company) But hey I'm just suggesting, if everyone thinks it fine then I'm fine with it.


After reading the hints on the next content, sounds like your hard work is worth it. Totally understand the feel when you think something is simple but a ton of small issues make it 10 times harder/more work than originally thought, been through that a few times.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 18, 2018, 12:15:38 PM
It's Alive! I'm finally done with the new content.
It only took about 40-50 hours of work and 1000 lines of code but I did it. The spaceship crash event is now live and can happen on any colony using this mod.
I had hoped to be able to use some functions from the Recon & Discovery mod but ended up rewriting the entire thing.

However I quite like my final result and hope you do too. The event will happen slightly more often than other world opportunities and will create a spaceship crash site.
There you'll find one of three potential layouts filled with randomly generated loot and danger. You might also get ambushed since you're not the only one investigating the site (but only 25% of the time). Bring some firepower.

Please tell me what you think once you experienced it. I'm curious about your thoughts.

Additional updates:
- minor bug fix to the satellite pods
- farming traders now carry hay
- computing system, compact fission reactor and EMP grenade launcher had their textures replaced by an improved version provided by ChickenPlucker

Right now the update is only available for the Full version since I have to figure out how to best move the new features into a seperate mod before updating the Core version.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 24, 2018, 02:25:00 PM
I had some positive feedback regarding the new shipcrash event but I'm always curious what you guys think, so keep it coming!
Additionally I just updated the mod with a new event: Thrumbo sighting. This spawns a site on the world map where a herd of thrumbos is gathering. Go try to tame or kill them.

The update also includes a fix to a bug which made the computing system unbuildable under certain conditions. It's fixed now though.

I also uploaded a seperate World Events Addon, so users of the Core Mod can now enjoy the new events too.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: ChJees on January 24, 2018, 02:40:02 PM
Oh, so it is from this mod the ship crash event is from :P .
It is a tad too frequent for my tastes. But on the other hand it is a superior incapacitated refugee event.

I feel like there could be a purely combat focused crashed ship event though. Where you have to fight through many rooms of mechanoids.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 24, 2018, 03:03:39 PM
Well how do you like the crash event itself? Not enough threads?

The frequency was a concern of mine too but I think you're right. I just reduced the base chance of it occuring and increased the minimum days until it can happen again. Overall this will make it a less frequent occurance.

The current layouts you're presented with were difficult enough to code but since I got them working I might further expand on them. I already had the idea of a mechanoid ship crash which will not contain any humans at all. It might get added once I expand on the current feature.
There will also be an abandoned base or research lab in the future so you'll be able to fight through an installation instead of a shipwreck.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Harry_Dicks on January 24, 2018, 03:44:33 PM
Awesome. So now the Core and other submods are updated as well?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 24, 2018, 05:18:57 PM
Quote from: Harry_Dicks on January 24, 2018, 03:44:33 PM
Awesome. So now the Core and other submods are updated as well?

Yes I updated the Core mod and the others as well. You'll also find a new Addon to the Core mod which includes the newly released additional events.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 04, 2018, 10:31:23 AM
I uploaded a patch to the Full mod and the Event Addon to fix a bug that could appear if the ship crashsite map de-spawns before the queued raid can trigger. It should be fixed now.

Due to a request on steam I also released a seperate Hardcore Patch mod for the Blue Moon Corporation faction. The extension works with either the Full mod or the Blue Moon Corp Addon.
The patch makes the BMC even deadlier by increasing the number of spawned raiders. The soldiers are also equipped with better weapons and armor, as well as bionic limbs.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: na921004 on March 05, 2018, 07:17:20 AM
I found a bug in which after you send a caravan to check a spaceship crash site, the caravan reaches the destination and the game generates the encounter map, you no longer get any events such as raids, trade ships, cargo pods, trading caravan visits, etc.

I was able to observe and replicate the bug every time I used the "bugged" save file. As long as I didn't investigate the crash site, everything was fine, so I am very sure it's coming from this mod, but then again I am using other couple mods so I am not sure if it's a bug inherent to this mod itself or due to conflict with other mods.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 05, 2018, 09:45:51 AM
I'm unaware of any such problem.
When did this first happen?
What other mods are you using?
In the buggy savegame, did you visit any other encounter maps before visiting the shipcrashsite? I'm basically asking if it's specific to this encounter.
I never came across this problem in my own playthrough using this mod.

Can you upload your save file and/or get me a mod list? Although I personally think/hope it's not a problem originating from this mod.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: na921004 on March 05, 2018, 03:07:09 PM
Here is the list of mods I am using right now.

[attachment deleted due to age]
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: na921004 on March 05, 2018, 03:13:12 PM
Here is the link to the save file:

https://www.dropbox.com/s/th92m1t11d7na20/Urdun.rws?dl=0

The caravan is just about to reach the crash site.
If I choose to turn back, everything is fine.
If I choose to commit and generate the event map, then I no longer happen to get any events other than inspirations.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 06, 2018, 02:17:01 AM
I did some tests yesterday with my own playthrough and all works fine. It might be some incompatibility or some other mod entirely.
Did you ever send a caravan somewhere else in that savegame? Item stash, Bandit camp or something?
I'll do some tests tonight but I don't believe it's due to my mod. Maybe post in the help subforum. Someone else might have encountered that general problem before and might know the reason/solution.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 06, 2018, 04:43:48 PM
So I loaded up your savegame today and I was unable to reproduce the bug. Events continued to happen regardless if I visited the crashsite or not.
However I used the steam version of all the mods which might have been newer releases so you could try and download the latest version of all your mods.
You can also post in the help subforum since I can't really help you further and I'm 99% sure the issue is not rooted in my mod but only exposed it once you visited the site.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Vlad0mi3r on March 08, 2018, 06:00:17 PM
So I have started using just the Core Mod. Love the added content and items, its really great to have access to some Glittertech.

My only thoughts in regards to the mod is the cost of items. Everything feels very cheep cost wise. The research times are really short and the cost to produce the items are really negligible.

If you look at RSBE where you are looking at excess of 150 steel, 150 plasteel plus 10+ components to build 1 bionic limb. I know there are players that love a bargain but to make things more "Vanilla" I would suggest doubling the material costs and the research.

Maybe release a hardcore edition.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 09, 2018, 03:46:12 AM
First up: Thank you for using my mod. Since you're using the Core mod I also recommend the Events Add-on. It adds some interesting new events and I'm currently working on expanding it.

Regarding the pricing of crafting I would disagree with you. The costs might feel cheap compared to some other mods but during development I went in with the following premise: 1. Make it accessable to players. 2. Make it about as expensive as vanilla recipes.
As a baseline I always used the real market value given for an item. Using this you can extract the following costs for the following example vanilla recipes: (I will use the $-sign in the following but mean silver)

Refining chemfuel: 35 units of chemfuel cost 105$. If you produce it from 70 wood that wood costs 98$. 70 organic stuff costs between 105$ and 140$ depending on the item.

Produce Medicine: One unit of medicine costs 18$. Producing it costs 1x herbal med (10$), 1x neutroamine (6$) and 3x cloth (3x1,9$) = 22$ production costs.

Make Shieldbelt: A "standard" shieldbelt costs 1050$. Producing it costs 6x component (21$), 50x plasteel (14$) and 50$ uranium (6$) = 1126$

Make Assault rifle: A "standard" assault rifle costs 395$. Producing it costs 7x component (21$) and 60x steel (1,9$) = 261$

As you can see, vanilla recipes cost about the market value of the final product to make. Costs are lower than the final product for quality related items, especially guns. I therefore settled on having the ingredients of an item cost about as much as the final product. My glitterworld medicine (100$) recipe costs about 120$ to produce.
Example for bionic printing:
Cost to produce a bionic arm (1500$): 12x components (21$), 30x plasteel (14$) and 7x luciferium (120$) = 1512$
Same goes for the production of Synthread and Hyperweave:
Cost to produce 10x synthread (7$) is 70$: 8x devilstrand (10$) and 10x cloth (1,9$) = ~100$
Cost to produce 10x hyperweave (16$) is 160$: 14x devilstrand (10$) and 7x plasteel (14$) = 238$

As you can see I even increased the costs for recipes that produce stuff that is usually not that easily attainable (Synthread and Hyperweave) but kept it on market value for stuff that can be decently easily tradeable like bionics. Additionally ingredients like luciferium, devilstrand and uranium are not super easily attainable but are features quite a lot in my recipes.

In conclusion: Yes my recipes are cheap compared to other mods but I feel like they are expensive enough and it is actually the other way around and other mods are overpriced. Since I now presented hard data how do you feel about it? Should I increase recipe costs? Are you okay with the way they are currently implemented?

Regarding the research costs: You got me there... the required research is on the cheap side. I plan to increase research costs but at least right now I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: wwWraith on March 09, 2018, 04:23:50 AM
Quote from: Albion on March 09, 2018, 03:46:12 AM
I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.

I'd not bet on it: https://ludeon.com/forums/index.php?topic=39311.msg400573#msg400573 (https://ludeon.com/forums/index.php?topic=39311.msg400573#msg400573)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 10, 2018, 07:16:40 AM
I'm aware that it'll probably take at least till June until the next version gets officially released but changing the research costs and releasing that patch now will mess with the savegames of subscribers on steam so I want to keep it as is right now and wait for the next opportunity.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Vlad0mi3r on March 12, 2018, 05:58:50 PM
Quote from: Albion on March 09, 2018, 03:46:12 AM

In conclusion: Yes my recipes are cheap compared to other mods but I feel like they are expensive enough and it is actually the other way around and other mods are overpriced. Since I now presented hard data how do you feel about it? Should I increase recipe costs? Are you okay with the way they are currently implemented?

Regarding the research costs: You got me there... the required research is on the cheap side. I plan to increase research costs but at least right now I'm hoping Rimworld version 1.0 will be released soon-ish and I'll adjust research costs during the transition from B18 to v1.0.

It's an interesting way to come up with cost/value using market value which for baseline gear is logical. However I think what is not taken into account is the benefit or buff that your awesome glittertech items give. As an example I recently had my high level crafter make a good quality gauss rifle. That bad boy doesn't have its accuracy fall under 90% with 12 damage and a reasonably high rate of fire. Hell I was using it to pot shot at sappers in and out of a door and it messed up both the sappers and the guy with the doomsday rocket launcher, I digress. I think you should pay a premium for top shelf items, maybe redo the math with someone with social skill 1 doing the trading.

Good to hear about the changes to the research. I think you'll get the mix right.

Looking forward to when 1.0 gets released keep up the good work.

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Vlad0mi3r on March 21, 2018, 01:16:07 AM
Has anyone else used pain sticks on a mechanoid? namely the caterpillar variety. Well if you want an easy solution to these minigun wielding bad boys I suggest you do use them. Also its funny to watch them wandering around when they come to with no weapon equipped.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 25, 2018, 06:00:34 AM
Huh... I never actually thought about the possibility to down a centipede with a minigun, forcing it to drop it. The pain effects goes away slowly but eventually the centipede will get up again but without it's weapon.
It's not a bug, it's a feature  8)

On another topic: progress was slowed on new content due to me having a severe cold and settling into a new job.
However I'm almost done with the mechanoid hive ship crash and a Glitterworld hospital bed.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on March 25, 2018, 09:57:07 AM
Wooohooo,
finaly another mechanoid event. Too bad the Mechanoid terraformer event is limited to HCSK so far.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Dupla on March 25, 2018, 11:00:05 AM
Hi! Is it possible to install only the matterweaver from your mod?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 25, 2018, 11:32:51 AM
Hey, sorry but no it is currently not possible to only use the matterweaver.
However you can use the Core Mod instead of the Full mod to have a reduced list of features which still includes the matterweaver.

Once version 1.0 of Rimworld hits I plan to split up the mod some more so people can pick and choose better what kind of features they want to use. It'll take at least until june though before Tynan releases the next version.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: nefarian11 on April 03, 2018, 12:00:59 PM
Hey, loving the mod (60hrs played with the mod always enabled :D) but i feel like the mod could be even better with one or two damage-oriented melee weapons in it, and maybe a new shield. Do you intend to add them at some point?



Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 03, 2018, 06:02:06 PM
Great to hear you love the mod. Feedback and appreciation is the fuel modders are running on (at least the ones without a patreon page).

What kind of damage oriented melee weapons do you have in mind? Can you give me an example or two?
Currently there is the burn stick that kind of fits that category since it deals burn damage.

What would be your suggestions in regards to shields? Just more powerful ones?
I personally like the way Rimworld deals with shields like in Dune where bullets are stopped but melee damage gets through. I therefore wouldn't want to create shields that only block incoming damage.
If you want shields like that I guess the Enhanced development mod found here (https://ludeon.com/forums/index.php?topic=37158.0) will satisfy your needs.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 04, 2018, 05:29:09 AM
About the shield's
3 kind of shield belt's would come into my mind.
Fast recharge belt, halt the capacity but double the recharge, and nearly no recover time when the shield run at zero.
High Cap. belt, tripple or more capacity, but very low recharge.
Animal shields ? :-)

And a mellee block shield belt, that can absorb mellee hit's only but not block range attacks.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 04, 2018, 08:26:01 AM
I guess it could be possible to create some code to flip the shield from one way to another. That would require quite a bit of advanced code though so I won't touch that for now.
Simply making different shield variations would be the easier option but to be honest I was looking for a different idea than shifting the capacity/reload ratio.

A shield belt that only blocks melee damage but not ranged ones sounds fun but I'm not sure about the actual usefulness of that one. However I got another idea: How do you feel about an actual shield? Like the medieval one.
It should be fairly easy to implement a shield that increases melee dodge chance plus a high-tech variation that increases it even more.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 04, 2018, 09:27:05 AM
So long that shield would prevent pawn from using 2h weapons, but since there isn't such a class yet  you can use a minigun together with shield.

Sure such a shield with any mellee weapon would be useful. And if they can even use normal shield belt's such a pawn could be very powerful even vs. range attackers.
But since i don't know any mod (on forum) that add high tech shield, it is still a neat idea! :-)

Edit:
I just dig a bit around your recipes since i use that mod ! :-)
Printing Bionic is pretty cheap compared to RBSE craft recipes. If there wouldn't be the Luciferum need.
And when you print Luciferum, 1 AI persona core geeeeshhh, reprogram the drop core geeeeshh but ok.
What do you would think to add the AI persona core the the 3D printer building cost and remove it from the luciferum printing and add some steel or plasteel instead.
It is far more lucrativ to buy any luciferum from trader then to print them.


Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 04, 2018, 11:38:01 AM
Quote from: Canute on April 04, 2018, 09:27:05 AM
I just dig a bit around your recipes since i use that mod ! :-)
Printing Bionic is pretty cheap compared to RBSE craft recipes. If there wouldn't be the Luciferum need.
And when you print Luciferum, 1 AI persona core geeeeshhh, reprogram the drop core geeeeshh but ok.
What do you would think to add the AI persona core the the 3D printer building cost and remove it from the luciferum printing and add some steel or plasteel instead.
It is far more lucrativ to buy any luciferum from trader then to print them.

As you might know the issue of cheap bionic printing was already raised on page 5 of this topic. I still firmly believe that my bionic recipe prices are on the cheap side compared to RBSE, but still fair and balanced compared to vanilla Rimworld. I opted to use luciferium in the recipe due to the scarcity and high value of the item. You can still craft it though using an AI persona core (which you can craft too) you therefore technically still craft luciferium out of plasteel, steel, some gold, uranium and components but not directly. You should also note that you produce 35 units of luciferium from one persona core so it is actually not that expensive compared to buying it.

In regards to the shield: unfortunately it's not possible to limit the use of other weapons like guns when equipped with a shield... At least not without extensive coding. I think I won't pursue this idea for now but put it on the list for future updates.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: nefarian11 on April 04, 2018, 11:52:22 AM
Quote from: Albion on April 03, 2018, 06:02:06 PM
Great to hear you love the mod. Feedback and appreciation is the fuel modders are running on (at least the ones without a patreon page).

What kind of damage oriented melee weapons do you have in mind? Can you give me an example or two?
Currently there is the burn stick that kind of fits that category since it deals burn damage.

What would be your suggestions in regards to shields? Just more powerful ones?
I personally like the way Rimworld deals with shields like in Dune where bullets are stopped but melee damage gets through. I therefore wouldn't want to create shields that only block incoming damage.
If you want shields like that I guess the Enhanced development mod found here (https://ludeon.com/forums/index.php?topic=37158.0) will satisfy your needs.

I was thinking of a slow, hard hitting weapon, like an halberd. the Praetorian Guards from Star Wars or the Grey Knights from Warhammer 40k have some interesting weapons.

Altough most melee weapons used by the Grey Knights use psychic stuff and don't really fit in the Rimworld universe (unless it's transcendent tech level), there are some weapons they use that become sheated in energy fields that allow them to cut or disrupt matter, making it an effective weapon (and more "realistic").

Star Wars just uses vibroblade technology, which imo is probably more appropriate for a universe like Rimworld.

For the shields, some simple variations like  +HP -Recharge and viceversa is more than enough. It adds flavor to the game without disrupting anything.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 04, 2018, 03:44:43 PM
Quote from: nefarian11 on April 04, 2018, 11:52:22 AM
I was thinking of a slow, hard hitting weapon, like an halberd. the Praetorian Guards from Star Wars or the Grey Knights from Warhammer 40k have some interesting weapons.

I put it on my list of future features and will look into it. Once I come up with a good design (name, lore, texture, stats), I'll implement it. Some other content is a bit higher on my priority list right now though. It'll probably take a few weeks before I can get on it.

Regarding the shields I'll take the same approach. I put them on the list but they will not be part of the next content patch.

Speaking of the next patch: I'll be releasing a new content patch soonTM (hopefully by friday). I got most of it ready already but am waiting on some textures done by the very talented MrHoodlum. Also thanks to Jeff for providing new textures for the burn stick and pain gun which will be rolled out with the next patch.
Get hyped for a doctor request (similar to the peace talk but with doctors), a glitterworld hospital bed (better stats than normal one) and last but definitly not least: A new mechanoid hive ship crash event. Kill some mechanoids and loot their advanced technology. Maybe you'll even find a variometric power cell or two ;)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Vlad0mi3r on April 05, 2018, 05:24:42 PM
Just a thought I had after watching a Mechanoid get up and get shot down again. Adding in an option to reprogram Mechanoid. So when you down a Mechanoid with pain guns or pain sticks you can use an AI persona core to reprogram them to work for you. Able to clean and haul would be enough incentive for me to do it.

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 05, 2018, 05:45:37 PM
Reprogramming a Mechanoid could be an interesting idea but will require quite a bit of code since it'll need a new thought tree and stuff like that.
I'll look into it but I don't think I'll implement it in the foreseeable future. Mabe once I'm done with implementing new events.

On another note: Thanks to Saebbi there now exists a Combat Extended compatibility Patch - Steam Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1353373367) and Github Link (https://github.com/Saebbi/Sparkling-Worlds-CE-Patch) (requires Full Mod!).
You can head over and thank him on his forum thread (https://ludeon.com/forums/index.php?topic=39148.0). He was very cooperative and even implemented some extra adjustments I requested.
Enjoy using Sparkling Worlds with Combat Extended.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: FadingFog on April 08, 2018, 03:07:41 PM
Hello, i have ben translated your mod " Spraling World - More events " to Russian. http://www.mediafire.com/file/6d4c24q1w4t48gz/Russian_SW_MoreEvents.rar
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 08, 2018, 04:11:58 PM
Accessing the link using a mobile phone leads to some troubling ad sites though.
Can you please upload the translation somewhere else? Nexusmods or github maybe.
I'll also release a language file with the next update which can be used to translate the mod into any language so I can incorporate it into the mod without the need for separate uploads.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Ramsis on April 08, 2018, 04:36:14 PM
I didn't get any viral alerts when using the site on my phone but eh, tread with caution folks mobile ads are evil.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 08, 2018, 04:53:49 PM
true true, most conection over the mobile are more encrypted then the smartphone self.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: 000sk7 on April 20, 2018, 06:42:46 AM
Anybody else having problems with the railguns only dry firing?  They shoot and can be made but nothing comes out, it just discharges the entire clip.

Quotevideo of said problem streamable.com/y623r
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 20, 2018, 07:15:02 AM
Does it only happen with the railgun or other guns too?
I'm guessing it's some kind of mod conflict that isn't resolved proberly. Probably due to the CE Patch you're using.
Can you active dev mode and look for any kind of errors or other logs?
Also what Mods are you using (Please don't post the whole list if it's more than 50)?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: 000sk7 on April 21, 2018, 10:51:39 AM
Aye, you were right on the CE patch, seems to have been the load order.  I disabled all of my CE patches and reinstalled them with a new colony and that seems to have done the trick.  I also moved CE to the bottom of my mod order with the CE patches just below it.  Ill keep you posted if anything else wonky happens.  Thank you.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 21, 2018, 12:01:00 PM
If you want to continue using your old colony you can simply load your old savegame.
The game will throw a warning that you're using different mods but if you have the same ones installed but with a different load order you can just click "load anyway". It should work fine.
CE is kind of complex and likely to break or cause incompatibilities unfortunately but it's good to know you figured out a way to fix your issue.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 26, 2018, 07:29:42 AM
I just uploaded a big content patch:
Mechanoid hive ship crash - Like the normal ship crash but with may more mechanoids and more advanced/special loot. Take care, this might be dangerous.

Doctor request - Like the peace talk but with doctors. Send a good doctor for a boost of goodwill

Psychic emitter activation - An ancient emitter reactivated and is sending a strong psychic drone. Go out and destroy the emitter or endure the drone until the power runs out.

Glitterworld hospital bed - like a normal hospital bed but better... and more expensive

Additionally the pain gun and pain stick now have a modifier for mechanoids and bodysize. Mechanoids and large creatures will get less of an effect while small rodents might down after just one hit.

I also included language files for all those translaters out there:
If you want to translate this mod into your native language just copy the language files found in English into a new folder corresponding to your language and translate the strings found in the xml files.
Once you're done you can send the translated files to me and I will incorporate them into my mod.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 26, 2018, 09:05:25 AM
Nice, downloading....

Something i want to mention long time.
Could you maybe rename the weapons a bit to be a more unique ?
Currently i got 3 different Railgun.
SniperRailrifle isn't that much better but show it is an upgrade to a sniper rifle.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 28, 2018, 06:33:12 AM
Something with the new doctor event.
I just got these event, but from a faction i allready got 94 relation.
Maybe modify these event, so when you allready got 50+ relation they will offer silver or item's at last.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 28, 2018, 11:01:34 AM
You will get items and silver if you get triumph success.
However I can change it so you get less goodwill if you're already past +50 but also silver if you only get a normal success.

Regarding the railgun: do you have an idea for another catchy and fitting name? Just SniperRailrifle seems somewhat clunky.

I also forgot to mention in the patch notes that the burn stick and pain gun now have new textures thanks to Jeff.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 28, 2018, 11:15:53 AM
I am bit pragmatic with names.
I am prefer SMG MK2  instead HK 3001 (Red Dot) or howerver their reallife counterpart is named.
Why not Albion 4500  (4500 from the range).
Btw. your railgun is together with the Railgaun from Misc. Core my favoured sniper weapons. Good range and damage with an acceptable warmup/cooldown.

About the event,
ok i didn't do it because i don't like to caravan much.
But you wrote it was similar to the diplomatic event, so i though just faction gain no other reward.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: gentou on May 01, 2018, 04:09:23 AM
Please can you make Blue Moon corp drop less weapons or retreat faster when they face casualities? Because whenever you'll destroy their raid game becomes way too easy with couple of power armors and every colonist having a charge rifle.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 01, 2018, 05:50:30 AM
That is a common problem at the Rimworld gameplay.
Special when people use the mending mod and don't "loose" valueable eqipment anymore.
At last the first few encounter of the blue moon should be challenging.
Sure Albion could add a "destroy on drop" tag to weapons and ..... but basicly this issue appear for any weapon/armor/faction mod with superior stuff.
Maybe add the faction from Chicken plucker too, then you will encounte Vehicles and Tanks you will need these stuff.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: gentou on May 01, 2018, 06:54:11 AM
The guns can have a high chance to drop in a state, in which player can ther only smelt them, or have to invest resources and technology to make the functioning.

They might also be a diferent kinds of raids, as:

Reconing parties - early game small parties, armed width charge rifles, and light guns, retread once they lose ~10% of squad.
You might get a gun or two from them untill they decide to run away, will attack poor colonies.


Assault parties - medium to large sized enemy parties, with more rocket and grenade armed units, so they can pose a real threat to fortifications.
They also may have a highter lose threshold before retreating.

As for the siedge parties, i have no ideas. They are too easily countered with player's motars anyway. Maybe a siedge unit which is reinforced by an assault party?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 01, 2018, 07:06:33 AM
But this kind of mechanic's currently don't exist.
Weapon and armor allways drop, thats why these Deathman flag got added someday.
Ohh yeah, that would be fun if all raider's would got Doomsday launcher instead of assault rifles.
And Siege's are easy anyway except you play on very large map, when you need a day to travel. I allways assault the siege group, and snipe them once their material get droped in.
I never build a mortar.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 01, 2018, 07:11:16 AM
I'm actually already planning to reduce the number of raiders for Blue Moon Corp while making each one more deadly.
The current plan is to increase their stats (specifically shooting) with a temporary health modification that goes away after a while.
That way each raider will be more dangerous and deadly so I can reduce the total number of raiders per raid.

I try to keep a balance of risk vs. reward and if one survives a Blue Moon raid it's okay if they are rewarded with good loot.
In regards to balance this mod is intended to be balanced to the vanilla game. Using other mods with superior weapons/turrets or the mending mod will obviously screw with this balance and might shift it in the players favor.

Having the guns drop differently than they do now would require a lot of c# coding and is not easily achieveable. I'll leave that as it is for now and rather focus my attention on things I can create more easily.

Regarding the different kinds of raids I think the current point system works fine with less wealthy colonies getting smaller raids and extremly wealthy colonies getting swamped.
However I'm considering to remove the ability to siege from the Blue Moon Corp so they will always attack directly instead of sitting around, waiting to get shot.

What do you think about this idea of a temporary health buff?
I'm currently taking a short break from modding after releasing the last content patch. I'll be back to making new content once I played through the new Battletech strategy game. However I'm already planning new content/patches as you can see from the health boost idea.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Umbreon117 on May 01, 2018, 08:06:25 AM
Quote from: Albion on May 01, 2018, 07:11:16 AM
I'm actually already planning to reduce the number of raiders for Blue Moon Corp while making each one more deadly.
The current plan is to increase their stats (specifically shooting) with a temporary health modification that goes away after a while.
That way each raider will be more dangerous and deadly so I can reduce the total number of raiders per raid.

I try to keep a balance of risk vs. reward and if one survives a Blue Moon raid it's okay if they are rewarded with good loot.
In regards to balance this mod is intended to be balanced to the vanilla game. Using other mods with superior weapons/turrets or the mending mod will obviously screw with this balance and might shift it in the players favor.

Having the guns drop differently than they do now would require a lot of c# coding and is not easily achieveable. I'll leave that as it is for now and rather focus my attention on things I can create more easily.

Regarding the different kinds of raids I think the current point system works fine with less wealthy colonies getting smaller raids and extremly wealthy colonies getting swamped.
However I'm considering to remove the ability to siege from the Blue Moon Corp so they will always attack directly instead of sitting around, waiting to get shot.

What do you think about this idea of a temporary health buff?
I'm currently taking a short break from modding after releasing the last content patch. I'll be back to making new content once I played through the new Battletech strategy game. However I'm already planning new content/patches as you can see from the health boost idea.
Health boost? I don't mind the idea of it. I am doing a CE playthrough with a lot of mods. Having a enemy that is supposed to be advanced be tougher biologically would be a great idea. If it comes out I should be able to test it heavily.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 01, 2018, 08:23:12 AM
Quote from: Albion on May 01, 2018, 07:11:16 AM
Having the guns drop differently than they do now would require a lot of c# coding and is not easily achieveable. I'll leave that as it is for now and rather focus my attention on things I can create more easily.
Wouldn't it worked when you create a Blue moon only weapon set, and tag them with destroyon drop and notrade.
So only Blue Moon would come with them ?

And maybe an additional idea, doing a modcheck for Mending mod, and when it is active, all weapons/armor should be at full repaired for all attackers.
But maybe this idea should better goto the mending mod itself.

But the basic idea to buff of the attackers not their weapon's is a good idea.
Maybe let your blue moon spawn with some drugs too, so they use them at the beginning.
Blue Moon on Go-Juice with Gauss-Rifle and Power armor, scary.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 01, 2018, 09:32:25 AM
Quote from: Umbreon117 on May 01, 2018, 08:06:25 AM
Health boost? I don't mind the idea of it. I am doing a CE playthrough with a lot of mods. Having a enemy that is supposed to be advanced be tougher biologically would be a great idea. If it comes out I should be able to test it heavily.

I'll get back to you on that once I finished the update. I wouldn't expect to be finished before next week though.

Quote from: Canute on May 01, 2018, 08:23:12 AM
Wouldn't it worked when you create a Blue moon only weapon set, and tag them with destroyon drop and notrade.
So only Blue Moon would come with them ?

But the basic idea to buff of the attackers not their weapon's is a good idea.
Maybe let your blue moon spawn with some drugs too, so they use them at the beginning.
Blue Moon on Go-Juice with Gauss-Rifle and Power armor, scary.
Having weapons only available to them is an idea I played around with too but I'll postpone it until I implement glitterworld spacer raids. I don't want to create guns just for the Blue Moon Corp.
On that note: I plan to create a rare spacer raid with even deadlier pawns and tactics. Maybe a simultanious solar flare to shut down killboxes using turrets.

Regarding the combat drugs I noticed the chance for Blue Moon raiders to spawn with combat drugs is rather low. I'll increase that with the next content patch.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: gentou on May 01, 2018, 07:25:01 PM
Life is a funny thing. I whinned about BM raiders being too weak, and the next one completly obliterated my defense line with 4+ Doomsday launchers.

Health boost would be a great thing, maybe also some uniqe buffs which will increase movement speed and accuracy.

QuoteIn regards to balance this mod is intended to be balanced to the vanilla game. Using other mods with superior weapons/turrets or the mending mod will obviously screw with this balance and might shift it in the players favor.

I use only CE + CE Guns, nothing too exotic. By the way, CE shoutguns are the only thing that allows me to take out the BM raiders early on without suffering too many casualities.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: nefarian11 on May 01, 2018, 08:46:56 PM
Quote from: gentou on May 01, 2018, 07:25:01 PM
Life is a funny thing. I whinned about BM raiders being too weak, and the next one completly obliterated my defense line with 4+ Doomsday launchers.

Yep, that's the only part i do not like about the mod. Sometimes you get 6-7 people with Doomsday launchers and it's basically game over =/

Happened to me once or twice, only way i survived those is thanks to my obsession with psychic lances. If you don't have any of those, the only way to survive is using 5-6 mortars and kill 1 Doomsday guy at a time.

I'd prefer more power armor/higher shooting and less Doomsday Launchers. Also because if you survive then you are basically immune to the next 4-5 raids with those

Off topic: Albion, are you liking Battletech? I'm undecided if whether to buy it, or wait for sales
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 02, 2018, 04:00:07 AM
Well that's what happens when you play a game with a random number generator. Sometimes the odd are in your favor sometimes they are not...
The way gun assignments work under the hood is by randomly assigning pawns a gun corresponding to the weaponTag it is allowed to have. My Heavy weapons guys get the tag HeavyGun which is (if I remember correctly) corresponding to the Minigun, Triple rocket launcher and Doomsday.
Heavies might be a bit more likely for Blue Moon raids than normal pirate raids though, so there is a somewhat higher chance of Doomsdays. I personally recommend training some dogs and sending them into the frey. They soak up those rockets quite well.
What I'm trying to say here: Random chance is a funny thing and can lead to utter destruction of your colony.

Creating a health boost might mitigate that problem though because once I implemented it I can reduce the number of raiders which automatically reduces the chance for Doomsday launchers.
By the way: When I'm talking about a "health boost" I technically mean some kind of health modification that specifically increases manipulation, sight and maybe conciousness. Maybe even shooting accuracy and the like. I didn't look into the possibilities to closely until now. The actual health (hp) will be unaffected.
The boost will also definitely be temporary and will go away after maybe a day so you won't be able to recruit a super awesome pawn.

Regarding the offtopic:
Do I like Battletech? Lets put it this way: There are only 2 games that actually managed to capture my interest enough to completly halt production of this mod. Other than Rimworld itself that is. One was Heatsignature (which I highly recommend), the other is Battletech.
I have to note though that I technically already got Battletech on sale because I kickstarted it and therefore got it for like 25$.
If you got the money to spare and don't have anything else awesome to play right now (other than Rimworld using my mod that is  ;) ) then I can recommend getting it now. If you're a student and can wait a bit I recommend waiting for a sale. Maybe play Shadowrun returns or Shadowrun Hong Kong which was created by the same team and is probably rather cheap by now. Or try the before mentioned Heatsignature.
To be honest I enjoy Battletech quite a lot but I'll probably only do one playthough and be done with it afterwards. Proceed at your own discreation.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 02, 2018, 04:46:35 AM
After you finished your playthrough, you don't plan to create a new Rimworld Mechwarrior faction, equiped with BattleMechs ? :-)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 02, 2018, 04:57:40 AM
Quote from: Canute on May 02, 2018, 04:46:35 AM
After you finished your playthrough, you don't plan to create a new Rimworld Mechwarrior faction, equiped with BattleMechs ? :-)
Unfortunately I don't. Implementing something like Battlemechs would be doable but even one would probably flatten any vanilla colony.

However I plan to create a new spacer raid which only drops down in drop pods or come with a simultaneous solar flare to shut down turrets.
Those might come with better laser weapons that self-destruct if they get dropped.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Umbreon117 on May 02, 2018, 09:45:14 AM
Quote from: Albion on May 02, 2018, 04:57:40 AM
Quote from: Canute on May 02, 2018, 04:46:35 AM
After you finished your playthrough, you don't plan to create a new Rimworld Mechwarrior faction, equiped with BattleMechs ? :-)
Unfortunately I don't. Implementing something like Battlemechs would be doable but even one would probably flatten any vanilla colony.
What about them only coming when you have so much wealth that you are pretty much guaranteed to have the ability to make doomsday's and triples? As well as other explosive and emp weapons?

And you don't have to make it those specific battlemechs, they can just be inspired. You can also make your own, smaller battlemechs that only have 1 or 2 guns that a pawn could carry.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 02, 2018, 10:12:02 AM
Well to be perfectly honest I mostly don't want to  8)
It's a nice and interesting idea but it would require a decent amount of work, specifically work I never did before, which always takes longer because I need to learn how to do it.
I'll put it on my (long) list of features I want to eventually implement but for now I'm going to focus on features I know how to do and new pawns/vehicles are not one of them.
Unfortunately I don't get paid for modding and have to work a real job so my free time is rather limited.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 02, 2018, 11:01:56 AM
BattleMech, special the one's from these game are far beyond from superior. Even ClanMech's arn't much better.
There are allready better tech's in Rimworld mod.
If you could shrink a 100t clan mech into big human size, combine it with shield projector and effective cooling system it would much more impressive.
Basicly a Scyther, with mobile shield emitter from ED, mobile mortar and long range minigun if we speak at Rimworld terms :-)

But with the Giddy-up mod, it should be pretty easy to create a rideable Mech which your Mechwarrior can ride.
Like the Vehicles Walking Problem made for his trading caravan's.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Umbreon117 on May 02, 2018, 11:05:11 AM
Quote from: Albion on May 02, 2018, 10:12:02 AM
Well to be perfectly honest I mostly don't want to  8)
It's a nice and interesting idea but it would require a decent amount of work, specifically work I never did before, which always takes longer because I need to learn how to do it.
I'll put it on my (long) list of features I want to eventually implement but for now I'm going to focus on features I know how to do and new pawns/vehicles are not one of them.
Unfortunately I don't get paid for modding and have to work a real job so my free time is rather limited.
Perfectly understandable.

If you decide to do it in the future though, I recommend doing something to be more around the Centipede in durability, size, and firepower...kind of like a Knight class titan from Warhammer.
(Don't make a literal Knight. Rimworld can't handle its power)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: gentou on May 04, 2018, 06:20:58 PM
QuotePsychic emitter event
An ancient psychic emitter reactivated and is sending a powerful drone. Go out and destroy it or endure the drone until it shuts down again.

Sadly i cannot attack it. I cant even right click it. My pawns just standing there, and watching it. Had to use dev mod to get rid of it.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 05, 2018, 03:08:28 AM
Did you try to select and uninstall or deconstruct it ?
Thats a reward item for you base to boost mood.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: matheryn on May 05, 2018, 05:18:03 AM
hey albion,

love your mod, I generally try to add it to most of my packs, well the ones that I let go beyond industrial.

one thing that has got me thinking though your mod is called sparkling worlds - glittertech on the rim which to me sounds like it should be top of the notch new tech so what I was thinking is maybe add plasma cannons or plasma guns where they shoot well plasma obviously and give them a %chance that if there target dies from the plasma shot it has that %chance of being turned into a pile of goo which means no loot but also no threat. Would also mean that a means of getting plasma to make the guns would need to be though of aswell unless you have these guns specifically buy from trade ship only as a uber rare item.

another thing I was also thinking of would be a lazer mine where if an enermy steps on it there zapped with 1000 volts and are immobilised for x amount of time
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Tomasdav on May 05, 2018, 06:57:31 AM
Quote from: matheryn on May 05, 2018, 05:18:03 AM
hey albion,

love your mod, I generally try to add it to most of my packs, well the ones that I let go beyond industrial.

one thing that has got me thinking though your mod is called sparkling worlds - glittertech on the rim which to me sounds like it should be top of the notch new tech so what I was thinking is maybe add plasma cannons or plasma guns where they shoot well plasma obviously and give them a %chance that if there target dies from the plasma shot it has that %chance of being turned into a pile of goo which means no loot but also no threat.
Dude do you even science? Plasma gun fires projectile of plasmafied gas or really really hot metallic rods only called plasma because its like really hot, but the energy inside this shot is not enough to turn whole body into dust maybe like destroy the things dead pawn wears on body part hit
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 05, 2018, 07:03:46 AM
When a pawn got hit by a spaceship plasma cannon and he isn't far away.
He might got burned to dust within a second.
But if he got hit by just a small slow projectile he might get a heavy burning wound.
If the projectile is fast enough to get into the corpse, it heat up the organ and blood, turn them into steam, and the corpse explode. Btw. same happen with a high energy laser.

And not to speak, where is your energy generator on a truck you would need to power such kind of plasma gun ! :-)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: matheryn on May 05, 2018, 07:23:20 AM
Quote from: Canute on May 05, 2018, 07:03:46 AM
When a pawn got hit by a spaceship plasma cannon and he isn't far away.
He might got burned to dust within a second.
But if he got hit by just a small slow projectile he might get a heavy burning wound.
If the projectile is fast enough to get into the corpse, it heat up the organ and blood, turn them into steam, and the corpse explode. Btw. same happen with a high energy laser.

And not to speak, where is your energy generator on a truck you would need to power such kind of plasma gun ! :-)

wasent referring to scientific realism was referring to becoming a goo pile simular to the way other games that use plasma weapons work IE Fallout/Mass Effect/Divinity/x-com

The way you presented this rebuttle is that everything is this game is realistic or works according to science but that is not the fact on a lot of things
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 05, 2018, 09:39:09 AM
Quote from: gentou on May 04, 2018, 06:20:58 PM
Sadly i cannot attack it. I cant even right click it. My pawns just standing there, and watching it. Had to use dev mod to get rid of it.

Did you ever had the ancient ship part crash event? You'll get a thing quite like it. You actually have to darft your pawn, select attack and click on the emitter so they start shooting it. Once it is destroyed you'll even get some loot.


Regarding the whole plasma discussion: I actually studied physics and know how plasma works. That being said Rimworld sacrifises realism for gameplay quite a lot and nobody knows how future tech might develop especially in regards to power generation and storage.
However... If you guys look at the feature list for this mod you might notice something there: a plasma gun.
I already implemented one a few months ago. It shoots rather inaccurate (except at close range) but deals insane amounts of damage whatever it hits.
Right now I'm quite happy with the current implementation and don't really want to change it that much. The same goes for other new guns. There are already a lot of gun mods for rimworld available adding a ton of new weapons. I don't really think there is a need for much more of them.
The turning people into goo idea is interesting but not that easy to implement so for now I'll leave it as is and focus my attention on other features.

The general idea of creating Sparkling Worlds was also to give the player more options to create items that were previously unattainable except via trading or as a quest reward. Stuff like mech serums, neutroamine, luciferium, ai persona cores, synthread...
My focus was to create a somewhat balanced experience while still being able to craft and use rare high-tech items. Creating and implementing new high-tech items wasn't and still isn't a high priority right now.
If you have interesting ideas for new buildings or items though I'm happy to listen. Stuff like luciferium that increases health stats but has a drawback is nice. I wish I had come up with that one. However I don't really want to implement more ways to kill or incapacitate pawns right now, except if it's an interesting new idea.

What I'm trying to say here is:
If you have an interesting idea for glitterworld items or maybe building that are somewhat balanced I'm happy to hear you out.
More guns or ways to kill people however are not a priority right now especially since there are a lot of other mods that already implemented most ideas anyway.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: nefarian11 on May 05, 2018, 11:58:00 PM
Regarding the plasma goo thing. I remember a Shoddycast video explaining how a Fallout plasma gun would work in reality...Turns out that you'd need a gun capable of shooting plasma at 5,762,237.76 kelvin degrees and to deliver the same amount of energy as 5 tons of TnT to gooify a behemoth. Granted, a behemoth is a lot bigger than a human, but still, it would make 0 sense in Rimworld to see a gun gooify anything.

Don't use Fallout guns as a basis for other games, it's even worse than wh40k xD



Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Tomasdav on May 06, 2018, 06:30:35 AM
Still wonder why they call it plasma gun in some games when it shoots melted metal rods tho
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 06, 2018, 06:56:49 AM
At example a Railgun, i hope you know how the basic's work.
It shoot metal rod's, but depend on the strenght of the magnetic field the rod don't just got accelerated, it even got heat up very strong.
And if you you have an ultra high capacity, the metal rod can even turn into somekind of plasma.
Or they use a gas-cartridge bullet. The magnetic field turn the gas inside into plasma, the cartridge get destroyed on impact, doing some damage and release the plasma.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: matheryn on May 06, 2018, 07:54:01 AM
if you are looking for an idea for something to build there was a mod back in a16 or was it 17 i cant remember either way it looked like a cryocasket only standing up and you stepped in it and it allowed you to change your pawns traits at random, the only thing was that it would only give you the same amount of traits back no more no less but just random ones and each time you used it you gained a bit of insanity and if you over used it your pawn could die from brain hemorage.

I rather liked that one as it was not overpowered due to the fact that it gave you back a random set of traits instead of some of these mods out there in b18 where you can change or give or take away the traits at will.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 06, 2018, 08:16:53 AM
The idea sounds interesting. Do you remember how the mod or the casket was called?
It would be way easier to implement if I have a basis to work off of to see how someone else did it so I can create my own adaptation.
I'll put it on my list of future updates. Currently I'm working on some other features though.

If you got more ideas like that: Keep them coming.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 06, 2018, 08:19:13 AM
I think its
https://ludeon.com/forums/index.php?topic=16743.0
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 06, 2018, 08:34:01 AM
Yeah looks like that's the one.
I just downloaded it and will keep it in mind when I'm looking for more stuff to implement. It's definitely more balanced than just "here, pick some awesome traits for your mary sue colonist".
Any other great ideas for items or buildings?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: matheryn on May 06, 2018, 10:08:00 PM
i do have a couple of ideas but i don't think they have been created or rather coded

activator plates - step on them and they activate something either open/close or turn on/off

repeller or attractor pulse beacon - to attract or repel wildlife - great for traps or to get rid of those annoying annimals that hover around where your trying to build

Deep Water Barge - to haul items across deep water

swimming pool - outdoor joy source that also acts like larger social joy source

Charge Pods (bed type) - for andriods or robots

Sound Muffler - for making a selected radius quiet (shut those dam smurfs up but also for large animal barns)

planter bot - small robot that wanders randomly around slowly a zoned area planting grass

Storage sorter - attach to stockpiles and will automatically stack simular items that are not already in full stacks

Sauna - joy source to boost movement

Oil Fementer - A machine to combine animal meats and plants into different infused oils

Oil Burners - burns infused oils that radiate to a specific radius to boost specific skills IE aromatherapy or insense

Wall art - pictures or paintings to enspire skill sets

Crushing machine - to crush items into powdered form (bones)

Mixing machine - to mix things that have been crushed (bone powder and crushed vegetables to create bonemeal)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 07, 2018, 04:21:00 AM
First up a disclaimer: I do modding for free in my spare time. Because of this I always balance other activities like hanging out with my fiance or playing video-/boardgames with modding. If I would get paid this would be a different story but I got a real job for that ;)

That being said I want to mention that implementing most features in Rimworld will take quite a bit of time. An idea might sound simple like: make guns use bullets (look at CE). However a feature like that might spiral out of control because of the way the game works under the hood and it'll take forever to implement something like it.

Therefore a feature must really capture my interest and ambition to get implemented. Otherwise I won't sacrifice my free time for it. I'm not saying I dislike most ideas but I also won't invest 10-40 hours (or more) of free time to create a feature that's just okay or somewhat interesting. It has to be great.

You mentioned quite a few interesting ideas but I think they'll all take 20+ hours of work (that's for each idea). Even understanding the code that is related to a few of them might take 10+ hours.
None of them really blew me away though to be honest. The mental adjustment device on the other hand grew on me quite a lot and I have it planned for a future releast.
If you got more stuff keep it coming. Maybe there is another winner in there  ;)

Some notes:
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: matheryn on May 07, 2018, 05:18:52 AM
oh granted i understand you do this for free and for fun i was just suggesting some ideas per your request that's all weither you decide there worth it or not is entirely up to you and I'm quite happy with the work your doing with this mod and respect it very much so in no was was i expecting any if none at all of those ideas to bare any fruition  8)

P.S if anything i was keeping my fingers crossed for the M.A.D. mod (the traits one) as ive been really bummed ever since that modder stopped working on it but yeah as i said if it happens then great if it doesn't then no biggie

If you were getting paid for all this however as a full time job i think the number one thing on the list id ask for is this to be changed to 64 bit hahahahahaaha
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 07, 2018, 05:30:40 AM
I just got an idea about a new unique weapon.
Ok maybe not that unique since i think Rimatomics got maybe a similar but more working on an area effect base.
Electric discharger.
Since it need alot of energy, special stored energy, it will be a turret then a gun.
The turret use all connected stored power and release it into a massive single discharge/lighting which hit the target.
From the target it jumps over to the next target and repeat that a few times.
How often it does repeat depend on the stored power.
Min. power is 1000W, but wouldn't be 100% lethal but good chance for a heartstoke event.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 07, 2018, 06:02:00 AM
I just wanted to emphazise it, matheryn because occasionally people tend to forget that most modders do this for free.
If I actually would develop Rimworld as my actual job multicore support and 64 bit support would be high up on the priority list, however I think there are actually other constraints which is why Tynan didn't include it yet (and probably never will).

As I mentioned the M.A.D. made it on my list of future releases and because there actually is a working (though outdated) version it is way easier to implement within a decent timeframe. I'm not saying it will be done tomorrow, probably not even next week... but maybe next month or the one after that.

Keep the ideas coming though. I can still ignore them but sometimes they can even inspire me to include it or put a spin on it and include a different version. My future-feature-list is growing a lot though. Way quicker than I'm able to include features.

Regarding the turret I have to say the idea has some interesting aspects even though I want to stay away from guns and turrets for now. However having a weapon that releases all stored energy in one blast, kind of like the zzzZZZt event is interesting. Maybe just one laser shot that has an explosion radius depending on the amount of energy released. I'll look into it and put it on the list.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: tonsrd on May 10, 2018, 01:21:24 AM
•Mechanoid hive ship crash

how many spawn ( raid points ) ?

does it conflict with mods that change mechs ?

Mechanoids Extraordinaire  (https://ludeon.com/forums/index.php?topic=35058.0)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 10, 2018, 04:24:22 AM
The hive ship contains 7 rooms with a high chance 73% I think to contain something like 5-9 mechanoids. Each room that is.
The event therefore doesn't really have raid points.
Mechanoids are spawned randomly and work with other mechanoid mods like Mechanoids Extraordinaire. The new mechanoids will spawn too.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 27, 2018, 01:13:37 PM
Hey guys, I just released a new major content patch.
This includes the resurrection of an outdated mod: Mind Altering Device (https://ludeon.com/forums/index.php?topic=16743.0)
It is included in the Full Mod or as a stand-alone Addon.
Enjoy changing your traits.

Additionally I created two new events:
Trade fair - Some caravan traders are gathering nearby to trade. Go out and trade with multiple caravans at once.

Infested ship chunks - Bugs from space! Some infested ship chunks fall down near your colony. They act like normal insect hives.

Minor fixes/changes:
The psychic wave emitter is now deconstructable which will yield the same rewards as destroying does.
The timer for forced exit was adjusted from 3 days to 4 for the normal ship crash event and 5 days for the mechanoid hive ship
Soldiers of the Blue Moon Corporation now have a unique health boost, increasing their sight and therefore shooting accuracy. It will go away if they are captured or imprisoned. To compensate for this the amount of raiders is reduced by about 10%.
Changed the letter labels for the surprise raids on the Thrumbo and ship crash site.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 29, 2018, 04:08:06 AM
I would love to have some feedback regarding the newly re-created Mind Altering Device (https://steamcommunity.com/sharedfiles/filedetails/?id=1396175133):
What do you think about the randomness of the traits?
Also I didn't look into it too closely but are there many mods that increase the maximum number of traits a pawn can have? I limited the new assignments to randomly 2 or 3 traits.

Up next I plan to implement a hunting lodge opportunity where a friendly faction will offer you the location of a nearby hunting ground with a known herd of animals and some already set up facilities like butchering table, dinner table and sleeping arrangements.
The next update will have to wait for about 2 weeks though because I'm getting married and am a bit busy because of that.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on May 29, 2018, 06:14:13 AM
I only know
More trait slots
https://ludeon.com/forums/index.php?topic=36687.msg377038#msg377038
But since you are on steam, you can use the workshop search for it.

About the hunting lodge,
don't forget to add a smoke pit to smoke/dry all the meat. Or it will rot on the way back home :-)

Just 2 weeks for the update, no honeymoon vacation today anymore ?
I wish you the best to your wife and you for the future, have a succesful fight back all mothernoids ! :-)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on May 30, 2018, 07:40:49 PM
Regarding the hunting lodge I plan to include a stove which can be used to create packed survival meal and/or pemmican.
No smoked meat though...

Regarding the honeymoon we don't have enough vacation days unfortunately. My wife is from another (Non-European) country and we'll visit her family in late September for 2 weeks for celebrations. Her brother and cousin will be attending the wedding though and visit us for about a week which is why we will be somewhat occupied and I won't have much free time starting Saturday.
Once this is done though I'll be back to modding. I already started work on the hunting lodge event.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Yoonic on May 30, 2018, 09:39:06 PM
Hello,
Thank you for making this wonderful mod, the events added are so fun to play with! Also, i
have an idea for the events. 

Faction Battle: An ally faction request your help in an upcoming battle against their enemy.
There might be different scales of the battle:
-Skirmish
-Large Battle
-All out war
The battle can, especially on the scale of all out war, be joined by other faction and not just your ally and their enemy, making it a 2 vs 2 or 3 vs 3 battle.
Conditions of victory and defeat:
-Victory: At least one of your ally faction have not ran away. All enemy faction(s) ran away or annihilated. 
-Defeat: All of your ally faction(s) ran away or annihilated.
Reward: some form of promised rewards like other events if the result is a victory.

Edit: I almost forgot, congratulation on your marriage!
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 01, 2018, 05:52:02 AM
Thank you for the idea Yoonic.
It is interesting, however another modder I know (Mehni) is currently working on a faction mod that increases faction interaction and will include spreading pirate outposts.
I passed the idea to him and he liked it a lot. He will probably implement it and since it's more fitting with his mod I won't. Stay tuned...

If you got any other suggestions though I'm always happy to listen. I already got a long list of stuff I want to implement but there is always space to add more or the possibility for an idea to jump ahead if I really like it or it's easy to implement.

Thank you for the congratulations by the way. One more week and I'll be a married man 8)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 05, 2018, 12:45:41 PM
Hi Albion,
could you please take a look into the doctor event ?
I send 2 pawn on it, one with medicin 0 and the other with 8, the message text took the one with skill 0.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 05, 2018, 12:58:04 PM
The event technically doesn't check for the best medicine skill but for the best Medical Tend Quality. Did you check those?
If your medicine 8 doctor is missing an arm, fingers or an eye he might actually be worse than the medicine 0 guy.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 05, 2018, 03:37:02 PM
He got a lost middle finger,
but the Skill 0 got 11% medical tend quality, the skill 8 got 54%.

Ok, i just got another Doctor event, lets try again with the same pawns.
Nope, same result.
Tryed other pawn combination, this time the more skilled pawn got used.
But i notice at first the 0 skill pawn, was at the first position at the caravan list. With the other combination the 0 skilled pawn was the at the second.

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 05, 2018, 07:36:03 PM
This is quite weird because I use a vanilla function to determine which pawn has the highest medical tend quality stat in a caravan. Can you do some testing with the pawn and their caravan positions? I can't look into it myself until after the weekend due to visiting relatives and wedding stuff.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 06, 2018, 03:02:45 AM
I got 5 pawns, skill 10, skill 8, 3 with 0.
I don't found any relevanz with the caravan position.
With the skill 10 in the caravan he is allways taken.
But if is these special skill 0 in the caravan he is prefered before the skill 8 one.

So i think, basicly the event is working correct, and there is just a glitch with these pawn.

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 09, 2018, 07:24:08 AM
Some words about the mind altering device.
-At first a progress timer wouldn't be bad.
-And the time the pawn spend in the casket could a bit longer, 1 day isn't too short.
-Altering sickness should prevent a reuse of the casket.

Currently i think it is balanced, since it change the whole trait set and you never know what you get.
But it even can cause to imbalance when you play withs mod that add very powerful traits like Rim of Magic,Vampire,Werwolfes.

What do you think to add special mind sweep program's:
- Erase all traits, pretty fast process.
- Erase negativ traits, Very slow process since the mashine need to be careful.

Some additional catastrophal sideeffect's like eliminate relationship or lowering highest skill.

Maybe an additional Very expensive Research, that allow you to select 3 traits you want to program into the pawn.
Together with a new casket that need Adv. component's and Luciferium it shouldn't be that unbalanced at lategame.

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 13, 2018, 08:55:48 AM
Now that I'm a married man I'm back to modding. I'm currently doing a small side-project for ChickenPlucker but will be back to modding Sparkling Worlds on Friday. I also plan to finally release a german translation with the next patch.

Regarding your feedback Canute:
- There actually is a small progression bar on the device. It's that small yellow bar filling up right in the middle.
- You're right. I might increase the reprogramm timer to 0.5-1 day. 1/4 day is relatively short.
- The idea with altering sickness and the mood debuffs is that you can actually reuse the casket but bad things will happen if done to often in quick succession.

I usually balance Sparkling Worlds with just vanilla Rimworld in mind. Other mods like Rim of Magic or Madness will break said balance.

I don't plan to add additional features like erasing negative traits or being able to pick traits. There reasons are relatively simple:
- It would severly break the balance since you could create the "perfect" colonists. The MAD is designed to be somewhat chaotic and even locking features like this behind a long research makes them eventually available... Also even Glitterworld inhabitants have negative traits so I feel like that's okay.
- Actually more importantly: It would require quite a bit of extra code. Especially code I have never written before. For now I would rather focus on features that are more easily implementable.

Your suggestions for additional side effects are interesting. I wrote them down and might implement them in the future.

Progress update for the next update:
- ship crashes can be infested with hives instead of mechanoids
- replaced ship engines in the ship crash event with broken engines that drop less resources
- fixes to improve the trade fair event and resolve some issues
- infested ship chunks drop some resources when destroyed
- some other minor changes
- hunting lodge event is partially done. Still need to implement the code for the map generation and crush some bugs
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 13, 2018, 09:26:55 AM
Quote from: Albion on June 13, 2018, 08:55:48 AM
I don't plan to add additional features like erasing negative traits or being able to pick traits. There reasons are relatively simple:
- It would severly break the balance since you could create the "perfect" colonists. The MAD is designed to be somewhat chaotic and even locking features like this behind a long research makes them eventually available... Also even Glitterworld inhabitants have negative traits so I feel like that's okay.
Yep, thats why i suggest to put that behind some real tough research. And maybe need Adv. component's.
So this is realy something for the endgame, when pawn's allready got full bionic's and good quality gauss/railguns. So it wouldn't realy matter if they got "perferct" traits.
Just keep it in mind if you got bored or when you don't got sleep because of the first baby ! :-)

Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 13, 2018, 09:44:52 AM
Well the first baby is about 2 (planned) years away so there is still a lot of time...

I guess I'll eventually implement it but right now I got a rather long list of features I want to implement first. It's a continuesly growing list that will keep me busy for at least another 6 months I'm guessing.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on June 19, 2018, 06:41:38 AM
An update on what's happening right now:
I'm hard at work to get the mod v1.0 ready. There were quite a few changes to the code and a lot of them affected by mod. It'll therefore take a few more days before I'm release ready.
At that point I'll upload a manual download with a test version of the mod.

The new features I was working on will also be integrated into the new version. B18 will however not get updated anymore.

On another note: I set up a support page. All money collected there will directly go into the mod and it's development. I got a job that covers my usual expenses but I would love to pay some artists to do more awesome textures and maybe create a short trailer.
(https://i.imgur.com/QGcents.png) (https://ko-fi.com/sparklingworlds)
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Umbreon117 on June 19, 2018, 09:32:06 AM
A short trailer? Well if my computer could record Rimworld with decent FPS then I could make a basic one in-game.

But alas, my potato doesn't do well with such things...
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 03, 2018, 11:23:25 AM
Thanks for the offer though Umbreon.

By the way: I updated my mod to be compatible with the current build for unstable 1.0!
Please remember that it's called "unstable" for a reason and any new build can potentially break my mod. I'll try to stay on top of it and fix any issues within 24-36 hours (or faster).
Plase provide feedback and report any bugs you encounter!
Dropbox link with current unstable 1.0 version (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)

Change logs will be provided in a future post.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 10, 2018, 07:12:09 AM
Quote from: Canute on June 05, 2018, 12:45:41 PM
Hi Albion,
could you please take a look into the doctor event ?
I send 2 pawn on it, one with medicin 0 and the other with 8, the message text took the one with skill 0.

As it turns out there was a mistake in my code. I forgot to change the function that selects the pawn to give xp to. Therefore the best doctor was actually selected for the success calculation but the best diplomat was given the xp (and named in the letter). I changed it in my local version and will publish it with the next 1.0 version.
Work on the next release continues...
I already implemented a new mech serum called lazarus mech injector that stays inert in a pawn until it gets downed. Once that happens it'll quickly heal any wounds until the pawn can get up again. However this process will drain the mechanites, so don't get shoot to often  ;)
Receiving a fatal injury will still kill the pawn though and the mechanites will be unable to help.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Yoonic on July 18, 2018, 05:55:28 AM
Hey man, sorry to bother you again but I have an idea about the reward system, more of a question actually.
Is it possible to create a unique item in Rimworld so that it can act as a unique reward or making a collection somehow, like the 7 balls(lel)?
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 18, 2018, 08:14:20 AM
Unique rewards are technically not really possible since they could be picked multiple times by the random reward generator.
You would need to create a custom c# class that handles unique rewards and keeps track if they have already been created or not.
In that case you'll also need custom events that can spawn these rewards. This is because they can't be selected for vanilla events since they are locked behind your custom class. With the use of harmony you could technically add them to vanilla rewards too but that is up to you (I never used Harmony so far).

Also something else to consider: You would have to keep track if these items get destroyed/sold or make them indestructable/untradeable.

So in conclusion: Yes it's possible but not super easy.
Title: Re: [B18] Sparkling Worlds - Glittertech on the Rim
Post by: Yoonic on July 18, 2018, 11:19:12 AM
Thanks for your reply Albion!

The thing is I'm currently trying to make a mod that (i think) would be more interesting if there are some pieces of sacred (custom lore) note that scatter around the world waiting for the player to get from quest events given by factions.

But being the xml script kiddie that I am, I currently have no skill in C#. Would it possible if you point me to some example for this kind of coding so that I can get started somewhat?
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 18, 2018, 04:57:40 PM
There are several different ways to achieve what you are trying to do depending on how exactly you want to do it.
Lets talk somewhere else about this so we don't spam this topic. Can you contact me on my discord? Invite to discord sever (https://discord.gg/WemEqvn)
Otherwise just send me a message here on the forum and we'll figure it out.

Regarding actual Sparkling Worlds stuff:
The latest unstable 1.0 version is still available via Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0). It is compatible with the latest version (1968 right now). If there are any updates that might be incompatible I'll try to fix them within 24 hours (probably sooner). Please give me feedback and report any bugs/errors you might encounter.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 19, 2018, 02:03:45 PM
ChJees pointed out a bug in the psychic emitter event that was causing constant animal insanity pulses. I fixed it and uploaded the new version.
Youn can still find it under the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0).
Enjoy.
Please report any other bugs you might encounter and feel free to contact me with any suggestions or feedback.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ruisuki on July 20, 2018, 01:50:53 AM
woooow gotta be honest im hesitant to add more weapons mods to my game. I really have too many. But those events....look too damn delicious. The game could always use more and im glad whenever modders tackle them.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ruisuki on July 20, 2018, 09:51:32 AM
I suggested it to Jecrell for his rimquest mod but ill post it here in case it fits with your liking instead

a 'wave mode' where the mission is you have to protect an escort until his ride arrives. It can be to endure for a set time or if not possible make it so the enemy spawns from outside the map gradually instead of all at once, to simulate an endless assault ending when a certain amount of raiders are dead
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 23, 2018, 09:20:20 AM
Well I'll write it down and keep it in mind. A kind of king of the hill or last man standing event was an idea I was playing around with anyway.
However I got quite a few other features I plan to implement first so it might take a while before I get around to it.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ruisuki on July 23, 2018, 02:46:04 PM
what kind of features
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 24, 2018, 03:21:30 AM
Well I'm currently still occasionally occupied with the unstable 1.0 version of my mod. Just yesterday I had to update it again to be compatible with the latest build. You can download it here: Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)

It also includes a new event called hunting lodge and some other new features. Full changelog will be provided once 1.0 gets officially released.

Regarding other upcoming features it's always a changing process. I don't have a fixed shedule what comes next but rather a list of features I want to eventually implement and I just pick what I'm most motivated to do next.
Small excerpt from said list:
I'm also currently working on some code for mods from Mehni and ChickenPlucker. It won't take too much of my time but it's still time I'm currently not investing in Sparkling Worlds.
Recently I also started work on a new mod of mine Gen-spliced Xenohumans (https://ludeon.com/forums/index.php?topic=42568.0). It's still under development and once it's done I'll get back to modding Sparkling Worlds but it'll divert my attention for a few weeks.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ruisuki on July 24, 2018, 02:36:42 PM
alright all that sounds like fun good luck man
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Cassiopea on July 25, 2018, 03:16:43 AM
I'm going to be honest, I'm not that much a fan of the items and research additions. However, I do enjoy your mod, a lot. The events you introduced are really fun. My best story of 1.0 so far is three party raid between me, a hostile salvage team and the space bugs of the crashed ship I visited. Thus, I'm glad to see you are adding more events. It would be awesome to have several things on the world map at any point, forcing you to choose what to do, dispel boredom from late colonies and give the world a living feeling.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 25, 2018, 07:11:44 AM
Glad to hear you enjoy the events Cassiopea.
If you don't like the other stuff you can always switch to the More Events Addon which is a standalone and works without the other stuff. However since you're playing unstable 1.0 that's not an option yet. I'll update all Addons and stuff to 1.0 once it gets officially released.
For now I only have the work-in-progress dropbox manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0) of the Full mod.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: eatingtofu on July 28, 2018, 01:10:40 AM
I found an error with Infested ship chunks, You can not kill the chunks and get an error from it. I even tried using dev tools destroy and still would not let me take them out. So far that is all I found. it worked in the past I am guessing an update happen now the mod is bugged out.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Group\Lord.cs:327
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Group\LordManager.cs:41
  at Verse.Map.MapPostTick () [0x000e6] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:581
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Map:MapPostTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:582)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:358)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 28, 2018, 10:07:14 AM
There was an issue with the latest build published by Tynan.
It's fixed now. If you download the latest version of my mod with this Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0) it should work properly without errors.
Thank you for reporting this bug. Keep the feedback coming.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: fatm3l on July 30, 2018, 11:24:18 AM
Is this mod safe to add to an existing save game?
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 30, 2018, 11:44:03 AM
Quote from: fatm3l on July 30, 2018, 11:24:18 AM
Is this mod safe to add to an existing save game?
Yes this mod can be savely added to any existing savegame. However it is encouraged to start a new game since the custom faction won't show up otherwise. Enjoy the mod.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: qurffe on July 30, 2018, 11:51:46 AM
Hi, thanks for the great mod, and i have a thing to ask and thing to report:
a) How does the game calculate what you get as manhunters when you get to Psychic emmiter location? In the first year while sending 2 out of 4-5 colonists i got: 15 boars or 7 boomalopes or 3 bunnys or 6 ibex rams (it feels completely random). In the current colony i am playing (3rd year in, 10 colonists, decent base), i send 5 decked out pawns and 4 muffalos and i got 6 alpacas .... Difficulty is Cassandra on Medium.

b) I got orbital trader called "Farming trader" and i am unable to hail them. Pawn will go to console and then error happens and they go off to do  other things.
JobDriver threw exception in initAction for pawn Grimes driver=JobDriver_UseCommsConsole (toilIndex=1) driver.job=(UseCommsConsole (Job_3193226) A=Thing_CommsConsole526072) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenCollection.Any[String] (System.Collections.Generic.List`1 list, System.Predicate`1 predicate) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenCollection.cs:779
  at RimWorld.StockGenerator_Animals.HandlesThingDef (Verse.ThingDef thingDef) [0x00072] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\StockGeneration\StockGenerators_Various.cs:264
  at RimWorld.TraderKindDef.WillTrade (Verse.ThingDef td) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\TraderKindDef.cs:67
  at RimWorld.Tradeable.get_TraderWillTrade () [0x00011] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\Tradeable\Tradeable.cs:81
  at RimWorld.TransferableUtility.TradeableMatching (Verse.Thing thing, System.Collections.Generic.List`1 tradeables) [0x00035] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\Transferable\TransferableUtility.cs:276
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:146
  at RimWorld.TradeDeal.AddAllTradeables () [0x0007f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:79
  at RimWorld.TradeDeal.Reset () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:60
  at RimWorld.TradeDeal..ctor () [0x0001e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeDeal.cs:53
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator, Boolean giftMode) [0x00029] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeSession.cs:36
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader, Boolean giftsOnly) [0x00054] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Trade\Dialog_Trade.cs:244
  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00019] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Trade\TradeShip.cs:138
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00048] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Misc\JobDriver_UseCommsConsole.cs:36
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.JobDriver:Notify_PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:593)
Verse.AI.Pawn_PathFollower:PatherArrived() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:428)
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:527)
Verse.AI.Pawn_PathFollower:PatherTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:286)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:542)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 30, 2018, 06:02:57 PM
@qurffe:
Thank you for the praise. Regarding the psychic emitter manhunters. Those are chosen randomly based on their combat power rating. However only animals currently present on the map can turn manhunter, so if there are more boars on the map than ibex rams, there will probably be more boars charging you than ibex rams. I'll take your feedback to heart though and will rework the event a bit to maybe try and get more consistent results.

There was a minor bug in the orbital trader and it's tags. It's weird you couldn't even call them because during my testing I was able to call them but I got the error when I tried to open the list of stuff he could potentially trade. Anyway... I fixed it and uploaded a new unstable 1.0 version to the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on July 30, 2018, 06:06:37 PM
Ok thats explains why the farmer never worked for me :D. My social pawn just went to the console and then left again, same with visitors...

Great mod and thanks for updating.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 31, 2018, 04:18:48 AM
@NeoSono: If you encounter bugs like that please report them in the future. I try to test as much as possible but occasionally a bug still slips through.
I'm always happy to fix errors and listen to all your feedback.
So keep it coming and enjoy my mod!

By the way: I set up a ko-fi page if you want to support me or want to show your appreciation for the mod. All collected money will go back into the mod to pay for artist to create more awesome textures (there are quite a few new/improved ones in the unstable 1.0 version)
(https://i.imgur.com/QGcents.png) (https://ko-fi.com/sparklingworlds)
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: fatm3l on July 31, 2018, 05:03:43 AM
i just encountered infested ship chunks event, the insects that spawn in the chunks just dont attack me even im butchering them, then the BIG problem is the chunks cant be destroyed or killed... i tried DEBUG to destroy but it gives an error
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on July 31, 2018, 05:19:02 AM
I had this event with the version before this new one and everything worked fine for me.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on July 31, 2018, 05:23:41 AM
@fatm3l: Can you provide me with a savegame of that? Someone reported that on steam already but I was unable to reproduce that bug on my end and he didn't provide a savegame so far.
Do you use any other mods? Which Rimworld version are you currently running? You can see your current version in the top left in the main menu.
Can you post that error message?
Also: Did you download the latest version of the mod from the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)? There was a change I published about 3 days ago that fixed some problems with the infested ship chunks.
Please try and re-download the latest version and see if it might fix the problem. Please report back if it does.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 04, 2018, 05:18:42 AM
The MAD doesn't work for me. Everytime I click it nothings happens, as in the pawn does nothing. log shows this error...
Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: Method not found: 'Verse.AI.ReservationUtility.Reserve'.
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00292] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311
  at Verse.FloatMenuMap.DoWindowContents (Rect inRect) [0x000d7] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuMap.cs:55
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


any idea what that might be? was so hyped to use it :(
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 04, 2018, 08:27:19 PM
@NeoSono: This is due to a change in one of the newer builds. I actually already uploaded a fix a few days ago.
You need to redownload the latest version using the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0).
It should work fine afterwards.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 04, 2018, 10:12:52 PM
thank you. another question though. I get messages about colonist being sick but it someone from blue moon corp. the first one that happened to was the leader who died later on. last message I got was from a guy in a raid. is that a vanilla bug? I saw people mention getting those message in the newest version but I just mention it to make sure.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 05, 2018, 02:31:18 AM
That should be a vanilla issue. I didn't mess with health stuff too much and it should all work fine.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Smexy_Vampire on August 05, 2018, 12:48:54 PM
found a small ishue . your exsplosives bench overwrights "Remote Explosives" mod benches
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 06, 2018, 02:38:54 AM
does the 1.0 version have benches for that? I can build gauss and plasma guns at vanilla benches, same with the rocket launchers. I didn't find railguns though, so maybe something is messed up in my game?
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 06, 2018, 04:33:36 AM
Quote from: Smexy_Vampire on August 05, 2018, 12:48:54 PM
found a small ishue . your exsplosives bench overwrights "Remote Explosives" mod benches
It technically shouldn't. They might be called the same but they should exist both since my bench is a different thing in game terms and should show up as it's own entity.
However version 1.0 will officially hit release in about 1-2 weeks so I don't intend to go back and fix something that is only valid for another few days.
The explosives table was removed in my unstable 1.0 release since grenades and stuff were made craftable at vanilla benches and I didn't see the need for a seperate table just to craft doomsday and triple rocket launchers.

Quote from: NeoSono on August 06, 2018, 02:38:54 AM
does the 1.0 version have benches for that? I can build gauss and plasma guns at vanilla benches, same with the rocket launchers. I didn't find railguns though, so maybe something is messed up in my game?
Gauss weapons and plasma gun are craftable at the mechanite assembly which is not a vanilla bench but a Sparkling Worlds one.
Railguns where renamed to gauss lance to make it clearer that gauss rifles and "railguns"/gauss lances are available after the same research. All weapons had their stats changed for my unstable 1.0 version and the gauss weapons were unified to have a lower dps than comparable weapons like charge lance, charge rifle and assault rifle but have a way higher armor penetration making their effective dps higher than those weapons against highly armored targets like centipedes or power armor.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 06, 2018, 05:46:40 AM
yeah, you are right of course. But I still have railguns in game I just can't craft them. Blue Moon generously delivered those ;).
I can craft gauss rifle/lance and plasma rifle.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 06, 2018, 06:52:32 AM
Quote from: NeoSono on August 06, 2018, 05:46:40 AM
yeah, you are right of course. But I still have railguns in game I just can't craft them. Blue Moon generously delivered those ;).
I can craft gauss rifle/lance and plasma rifle.
Well if you use another mod that adds said railguns and they use the vanilla weaponstag it is definitely possible that Blue Moon shows up with weapons that are not from my mod.
If you only use Sparkling Worlds though there shouldn't be any railguns anymore.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on August 06, 2018, 08:23:32 AM
Misc. Core mod add Railgun's they arn't craftable if you use that mod.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 06, 2018, 06:00:48 PM
damn, you should be able to see what mod added stuff to counter such confusion...
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on August 07, 2018, 02:04:43 AM
Hehe,
why did you think i suggested the namechanges to Albion a while ago.
I got 2-3 Railguns and 2-3 Gauss rifle in a gameplay once.
Can happen with people use popular names.
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 07, 2018, 04:13:38 AM
I could consider a little tag "This event/item was brought to you by Sparkling Worlds" at the end of every description. Not sure if it's necessary though.

By the way: I made a minor update to my mod to bring it in line with the latest build. As usual you can download it with the following Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0).
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NeoSono on August 07, 2018, 05:00:24 AM
No, just keep it how it is. I was more thinking back to minecraft where NEI or JEI showed what mod something was from ;).
Title: Re: [B18/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on August 07, 2018, 05:32:21 AM
Sure he could add a [SW] (sparkling world) tag before all his things.
Ok, that would made it more easyer to assosiate the items to mods, but it looks a bit strange.
But it isn't realy needed, most item's i encounter from mods got pretty unique names, except when you use many weapon mods that at Real life weapons.

Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 17, 2018, 03:09:14 PM
I updated the manual download version to adjust to the changes in the latest build. Enjoy.
You can get it from the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0).

I'm currently working on some minor stuff but once I'm done I plan to release the mod on steam so I can distribute updates more easily to the steam users.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 17, 2018, 09:42:10 PM
I just started with this mod.
I'm wondering if the stuff on the opening post is current.  Also can there be mechs added to the  faction listed?
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 18, 2018, 04:57:24 AM
The opening post is current for the B18 version. I'll update it once B19/1.0 gets officially released. There aren't that many changes though:
One new event - hunting lodge
Railgun got renamed to gauss lance
Explosives table was removed
New item - Lazarus mech serum

Those are the most important changes. I'm currently working on some additional minor additions and will provide a full changelist once I'm done.

Mechs are technically always in the faction list however they are hidden since you can't improve relationship with them and they have no outposts or settlements on the map.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 18, 2018, 10:05:03 AM
I should have worded my question about mechs better.
I was asking about the possibility you adding more mechs to the game with your mod in some form of event
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 18, 2018, 10:30:12 AM
What do you mean by more mechs? More mechanoid types? Or maybe more events that have mechs as enemies?

There is a mod called machanoid extraordinare that adds a lot of new mechs. I think that one should satisfy your needs in regards to new mech types.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: jalog100 on August 18, 2018, 01:06:29 PM
Hi, i got this little fella
https://gist.github.com/HugsLibRecordKeeper/284cb26573c39aa8c86ca7b1afad1078
the error i got was
XML error: Duplicate XML node name comps in this XML block
i have the CE patch and nothing that should modify the Boomrat
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 18, 2018, 02:11:41 PM
Quote from: Albion on August 18, 2018, 10:30:12 AM
What do you mean by more mechs? More mechanoid types? Or maybe more events that have mechs as enemies?

There is a mod called machanoid extraordinare that adds a lot of new mechs. I think that one should satisfy your needs in regards to new mech types.

I play on the unstable.  Mechanoids extraordinaire don't seem to have a version for the unstable. More mech types and more types of events involving mechs would be nice.  Maybe a mech factory using a custom mech faction as a world map event.  Similer to bandit camp or something.

Wishfull thinking on that would also be to allow players to capture and reprogram the factory to produce mechs that can be sent to the colony or used to attack enemy bases/reinforce caravans.  I know that something like that would be asking quite a lot but no harm in dreaming lol
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 19, 2018, 05:58:14 AM
@jalog100: Apparently you missed the hint in the description that load order has to be Sparkling Worlds -> Combat Extended -> CE Patch
Anyway... I found the source of the issue, fixed it and uploaded the fixed version on Steam. It should work fine now regardless of load order (the patch has to be last though).

@rawrfisher: Well Mechanoids extraordinaire will be updated soon after the final release of 1.0 so you'll just have to wait a few weeks.
Regarding the mechanoids useable by players: It's possible but I won't programm it. In my opinion it would be to powerfull and gamebreaking. However I plan to include some more events in the future that will require enemies and mechs are a good enemy  ;)
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: jalog100 on August 19, 2018, 11:49:59 AM
Quote from: Albion on August 19, 2018, 05:58:14 AM
@jalog100: Apparently you missed the hint in the description that load order has to be Sparkling Worlds -> Combat Extended -> CE Patch
Anyway... I found the source of the issue, fixed it and uploaded the fixed version on Steam. It should work fine now regardless of load order (the patch has to be last though).

@rawrfisher: Well Mechanoids extraordinaire will be updated soon after the final release of 1.0 so you'll just have to wait a few weeks.
Regarding the mechanoids useable by players: It's possible but I won't programm it. In my opinion it would be to powerfull and gamebreaking. However I plan to include some more events in the future that will require enemies and mechs are a good enemy  ;)

mmm... yeah that explains a lot, i got other errors like not identifying the arm pen of the weapons but don't appear in the log because i edit the files, i will change the load order and try again
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 20, 2018, 09:17:49 PM
Lol Just had an infested ship chunk event land on top of my base.  TOO MANY MEGASPIDERS!!!!!!!


Exception filling window for Verse.FloatMenuWorld: System.MissingMethodException: Method not found: 'RimWorld.Planet.Caravan_PathFollower.StartPath'.
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:171
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00292] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuOption.cs:258
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenu.cs:311
  at Verse.FloatMenuWorld.DoWindowContents (Rect inRect) [0x000d7] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\DropDownMenu\FloatMenuWorld.cs:56
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


Triggers when I try send a caravan to a doctor request.

output log https://git.io/fAJ6y
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 21, 2018, 02:32:45 AM
Glad you liked the event rawrfisher.

Regarding the doctor event: I just had a quick glance before going to work and apparently some stuff in vanilla was changed that affected it. However I was unable to reproduce the bug in my local version.
Anyway: Once I get back from work I'll adjust the code so this might not happen again. Stay tuned. I'll update it in about 11-12 hours and post here again.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 21, 2018, 03:03:01 AM
The megaspiders forced me to release the centipedes and the hellhounds
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 21, 2018, 08:37:53 AM
@rawrfisher: Can you download the latest version of my unstable version from the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)?
I didn't test it yet but I made some changes which should resolve the issue. Please let me know if it fixes it or the error still exists. If you don't have an active doctor request just trigger one with the dev mode via a world incident.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 21, 2018, 11:00:53 AM
I'll give it a try.  Tho having 30 infested ship chunks land just outside my base right after a zerg raid of mechanoids isnt exactly fun to deal with
Works fine so far will update if I see any issues

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.StorytellerUtility.DefaultParmsNow (RimWorld.IncidentCategoryDef incCat, IIncidentTarget target) [0x0001f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerUtility.cs:61
  at RimWorld.StorytellerComp.GenerateParms (RimWorld.IncidentCategoryDef incCat, IIncidentTarget target) [0x00003] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp.cs:28
  at RimWorld.StorytellerComp_OnOffCycle.GenerateIncident (IIncidentTarget target) [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp_OnOffCycle.cs:99
  at RimWorld.StorytellerComp_OnOffCycle+<MakeIntervalIncidents>c__Iterator0.MoveNext () [0x0019d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp_OnOffCycle.cs:91
  at RimWorld.Storyteller+<MakeIncidentsForInterval>c__Iterator1.MoveNext () [0x001f0] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:174
  at RimWorld.Storyteller+<MakeIncidentsForInterval>c__Iterator0.MoveNext () [0x000c4] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:135
  at RimWorld.Storyteller.StorytellerTick () [0x00055] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:108
  at Verse.TickManager.DoSingleTick () [0x00201] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:340
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:341)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


I keep getting this error but I dont know what its from.  I was wondering if anything stood out in it


Trying to get default parms for null incident category.
Verse.Log:Warning(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:59)
RimWorld.StorytellerUtility:DefaultParmsNow(IncidentCategoryDef, IIncidentTarget) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerUtility.cs:57)
RimWorld.StorytellerComp:GenerateParms(IncidentCategoryDef, IIncidentTarget) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp.cs:28)
RimWorld.StorytellerComp_OnOffCycle:GenerateIncident(IIncidentTarget) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp_OnOffCycle.cs:99)
RimWorld.<MakeIntervalIncidents>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\StorytellerComps\StorytellerComp_OnOffCycle.cs:91)
RimWorld.<MakeIncidentsForInterval>c__Iterator1:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:174)
RimWorld.<MakeIncidentsForInterval>c__Iterator0:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:135)
RimWorld.Storyteller:StorytellerTick() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\Storyteller\Storyteller.cs:108)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:340)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Looked and it has this just prior to the above error

https://git.io/fAUgj Output log if you see anything interesting
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 22, 2018, 02:22:33 AM
Do you use a custom/modded storyteller? The error is because of a faulty storyteller def.
There even is an entry in the log you gave me for:
XML error: <incidentCategory>ThreatBig</incidentCategory> doesn't correspond to any field in type StorytellerCompProperties_OnOffCycle. Context: <li Class="StorytellerCompProperties_OnOffCycle"><incidentCategory>ThreatBig</incidentCategory>....
Apparently at some point in the past incidentCategory was renamed category and whatever storyteller you are using didn't update his code.

Therefore you might want to update/remove the faulty storyteller in question. However this is from another mod since I don't mess with storytellers.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 24, 2018, 04:05:29 PM
Got this at the start of a raid.  I did edit this post after realizing the previous error I had was exclusive to 1 mod and not a conflict with this one.
As for the storyteller thing I already reported it to the mod author but they dont have time to fix anything

System.NullReferenceException: Object reference not set to an instance of an object
  at SparklingWorlds.IncidentWorker_HuntingLodgeOppSW.GetLetterText (RimWorld.Faction alliedFaction, Verse.PawnKindDef animalDef, Int32 days, Int32 fee) [0x00000] in <filename unknown>:0
  at SparklingWorlds.IncidentWorker_HuntingLodgeOppSW.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 25, 2018, 03:19:13 PM
You're always coming with the weirdest problems rawrfisher...
Can you send a list again which mods are you using? Also I'm guessing you're still playing on unstable 19?
Do you have any non-hostile factions? Do you have any mods that add factions or animals?
It works fine on my end so I'm guessing it is due to a mod conflict.
Can you quickly start a new colony with just the Sparkling Worlds mod enabled and trigger a hunting lodge with dev mode? This is to make sure it is because of some mod conflict.
Thank you for your report and help in fixing this.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 25, 2018, 04:06:10 PM
Quote from: Albion on August 25, 2018, 03:19:13 PM
You're always coming with the weirdest problems rawrfisher...
Can you send a list again which mods are you using? Also I'm guessing you're still playing on unstable 19?
Do you have any non-hostile factions? Do you have any mods that add factions or animals?
It works fine on my end so I'm guessing it is due to a mod conflict.
Can you quickly start a new colony with just the Sparkling Worlds mod enabled and trigger a hunting lodge with dev mode? This is to make sure it is because of some mod conflict.
Thank you for your report and help in fixing this.
https://git.io/fAmmC output log

I'm an expert at finding weird problems
It does seem to work fine with just your mod and hugs lib
Oh and the awnser to each of your questions is Yes Yes Yes Yes No
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 25, 2018, 04:13:24 PM
Well in that case it seems to be a mod conflict. My first guess is the Orassans mod. Can you try to start a new colony with both Sparkling Worlds and the Orassans mod? If the event still works please try it with half the modlist and basically narrow it down until you got a rather small list or narrowed it down to just one mod.
I don't have all those mods myself and it would take me forever to do that myself. Hunting down 80 different mods takes a while.
Once I know which mods are the cause of the issue I can set out to fix it.

Sidenote: If you use Discord you could join my server and we might be able to fix some of those errors quicker because of a direct line of communication. Discord server invite (https://discord.gg/WemEqvn)
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 25, 2018, 04:34:26 PM
Quote from: Albion on August 25, 2018, 04:13:24 PM
Well in that case it seems to be a mod conflict. My first guess is the Orassans mod. Can you try to start a new colony with both Sparkling Worlds and the Orassans mod? If the event still works please try it with half the modlist and basically narrow it down until you got a rather small list or narrowed it down to just one mod.
I don't have all those mods myself and it would take me forever to do that myself. Hunting down 80 different mods takes a while.
Once I know which mods are the cause of the issue I can set out to fix it.

Sidenote: If you use Discord you could join my server and we might be able to fix some of those errors quicker because of a direct line of communication. Discord server invite (https://discord.gg/WemEqvn)
Works fine with that setup.  Gonna test my own little theory about it.  I dont remember the details of what triggered that error but it could have been any number of things from the storyteller I had active derping to a mod conflict or even some 1 off incident

Tested with full list and I get the error but it seems to be a low proc rate error so maybe an edge case conflict? 
Gonna look at the error I posted before and see if its the same one I just drew

Theres subtle differences in the error but they indicate it was done via dev mode otherwise it seems to be mostly the same otherwise

4/10 tries failed to execute event.  Want me to post all the errors it throws on a fail?

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
Verse.Log:Error(String, Boolean)
Verse.Widgets:EnsureMousePositionStackEmpty()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

This follows up the error when I get it in dev mode
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 25, 2018, 06:05:21 PM
No offense but something seems to be severly broken  ;D
I created a new events assembly that writes some debug information which might be useful in finding out where stuff is going wrong.
Especially useful might be the line which gives various variable values. If any of those are null I at least know where to start.

You can download the assembly at this dropbox link (https://www.dropbox.com/sh/71w9qxn4m5vludw/AABoOj_AP6-Vxu0x7B9lK-ija?dl=0). Just but the assembly into the assemblies folder of my mod and replace the current events.dll with it. It should start giving the debug info as a message in the devtool.
Try and create the error again and post some of the messages you got. Again: especially if one of the values is null it is very important.

Thank you
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 25, 2018, 06:32:47 PM
Should I just copy the whole log?

Output log
https://git.io/fAmGf
10 attempts 3 failed 7 success's
I did a quick glance myself and what I saw suggests the orassan mod is responsible for the fails
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 25, 2018, 07:18:31 PM
Well it's getting late and I forgot that null values will result in errors too so they won't get displayed in the first place.
Whatever values were displayed in your last log are the ones that work fine.

Can you please try again and re-download the events.dll file (from the same dropbox link (https://www.dropbox.com/sh/71w9qxn4m5vludw/AABoOj_AP6-Vxu0x7B9lK-ija?dl=0) as before)? I adjusted the log output and it should now mention which value is actually null and there causing the issue. This will help narrow it down.
Please post the whole log as before. It's just the easiest way and we can actually determine which factions are okay because they're the ones where the event goes through without issue ;D
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 25, 2018, 08:46:56 PM
https://git.io/fAmcz
10 tries 3 fails 7 success 4 possible factions
only 1 faction thats neutral is excluded from the success's and its the orrasan faction.  Will try making them hostile and do another set  of 10
I think I pinned down the cause.  The orrasan faction has no leader to send a message to the colony.  Makes them unable to be contacted as well

I have to thank you for helping me fix a far more serious bug Albion.  Too bad I didn't get the bug related to what the hack figured out roolo is out for a few days and I been trying to isolate the cause of the CTD I get when raids start there.

I don't know for sure why but Menhi's event mod is unaffected by this issue so maybe see what he did differently if you wanna try starting a fix.  The item stash event is also broken by the same oversight as the hunting lodge one.  I didn't catch this in my initial test and if I did I could have saved you a bunch of trouble.  Sorry about the mistake.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 26, 2018, 08:15:05 AM
Well it also helped me to make my mod more resilliant to mod conflicts and other modders fucking up their mods.
You might be surprised how many safeguards are in my mod to make sure it doesn't break because of other mods.
Anyway... I talked to Mehni and apparently he had some more safeguards then I did, although he told me there are 1 or 2 events in MFI that should technically break too because of the Orrasan faction not having a leader.

Long story short: I updated my mod to check if faction leaders exist and the event should not fire if this is the case. You can download the latest version from the Dropbox link for manual download (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0). Enjoy and keep the reports coming.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on August 26, 2018, 08:23:32 AM
rawrfisher,
please don't forget to blame Diane about the missing Orassan leader !! :-)
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 26, 2018, 09:50:54 AM
Glad I helped Albion.  You also helped me track down the source of a save breaking bug related to orassans and item stash when using winters.
@Canute  Diana refuses to fix anything till 1.0 comes outta beta

Btw would it be possible to change the icon for blue moon corp on the map?
They look almost identical to the rough outlander faction in my game.

Forgot to mention that your infected ship chunk event comes with a very powerful exploit thats been both the savior and death of several of my colonies.  Leave it alone if its away from the base they expand into a near unkillable wall of territorial roaches that kill everything that comes near them.  Just make sure your pawns keep well away from their area and always have turrets and fencing to slow em.  They will attack my base after killing raids but thats just the risk I take to keep a passive security measure active
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 28, 2018, 12:12:09 AM

Tried to find reachable cell in a null map
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.CellFinder:TryFindRandomReachableCellNear(IntVec3, Map, Single, TraverseParms, Predicate`1, Predicate`1, IntVec3&, Int32)
SparklingWorlds.CompSpawnerHiveChunkSW:FindChildHiveLocation(IntVec3, Map, ThingDef, CompProperties_SpawnerHiveChunkSW, Boolean, Boolean)
SparklingWorlds.CompSpawnerHiveChunkSW:TrySpawnChildHive(Boolean, Hive&)
SparklingWorlds.CompSpawnerHiveChunkSW:CompTick()
Verse.ThingWithComps:Tick()
SparklingWorlds.HiveChunkSW:Tick()
Verse.ThingOwner:ThingOwnerTick(Boolean)
RimWorld.Skyfaller:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Normally I dont do a double post but this is completely unrelated to my last post lol

That aside I have returned to bug you once more Albion

https://git.io/fA3Tt  Output log
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 28, 2018, 04:42:49 AM
Can you tell me some more? Do the hives sit on your map and chill out or where they on a site map (ship crash event) and you left the site map?
Did this error happen once or everytime a infested ship chunk tried to reproduce?
I'll implement a quick fix that supresses the error message and replaces it with a normal message if this happens. The hive will just not reproduce. It'll be uploaded with the rest of the B19 changes in about an hour or two.

Double posting is okay by the way if it is new information which it was. I might have missed it if you didn't post again.
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 28, 2018, 05:45:33 AM
I just update my posts if its the last one in the thread.
As for the error it was a 1 off that happened on the main map
Oh right did you notice the video posted on the workshop or news feed which ever it is lol
Title: Re: [B18/U19/U1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 28, 2018, 10:24:25 AM
Alright... B19 is here and I released the offical B19 version of my mod. You can get it from Steam here (http://steamcommunity.com/sharedfiles/filedetails/?id=1123043922)!
If you want to download it manually or want to continue with B18 you can get both from NexusMods (https://www.nexusmods.com/rimworld/mods/222/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D222&pUp=1).

On to the changelist:

New features:
Hunting lodge opportunity - get a location of a nearby hunting lodge where a herd of animals is gathering. Facilities to sleep, butcher and cook are already present.
Lazarus mech injector - craftable mech injector. The mechanites will become inhert in a host pawn but if that pawn gets downed they'll activate and quickly heal injuries until he can get up again. However they are not able to heal if that pawn instantly dies and only heal normal wounds, not lost bodyparts. Healing will drain the mechanites rapidly. They will leave the body after 10 days unless they get activated in which case they might vanish quicker.
Cherub mech injector - special quest reward that completly removes luciferium from a pawns body
Sirenium - drug that enhances mood but induces short wanderer mental breaks
German language translation

Rebalances:
Reduced loot from psychic emitter, mechanoid hive core and broken ship engines
Mechnoid hive core now drops malicious AI persona core instead of variometric power cell
Crashed ships can now be infested with insects
Infested ship chunks now drop stuff when killed
Reworked research tree to make it cleaner
Increased reserach points costs for all technologies
Psychic emitter now affects EVERY map, not just one
Lowered a lot of recipe costs to adjust to lowered market values in vanilla Rimworld
Adjusted guns to new Damage/Armor system. Gauss weapons now have lower damage compared to charge weapons but way higher armor penetration, making them effective against armored targets

Minor changes:
Mechanoid hive core is now deconstructable
Renamed rail gun to gauss lance
Renamed 3D printer to mechanite assembly
Added minimum difficulty to some events. All of them trigger if playing on medium or above
AI persona core now needs to be crafted at the mechanite assembly
Trade fair event now has a better event site. Only contains barracks and dining rooms
New textures for all guns and a new preview

Removes features:
Explosives table - grenades are now craftable in vanilla. Launcher crafting was moved to fabrication table
Bionics crafting - it's part of vanilla Rimworld now
Flatscreen TV crafting - part of vanilla Rimworld now

Enjoy the new features. Please report any and all bug/errors and I will fix them asap.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 29, 2018, 04:10:05 AM
Apparently a lot of new people started using my mod. Any feedback yet?
I'm always looking for suggestions on how to adjust balance and feedback what features are well received and what aren't.
Enjoy my mod and all the new stuff it brings. I'm already planning the next features.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 29, 2018, 08:12:27 PM
Quote from: Albion on August 29, 2018, 04:10:05 AM
Apparently a lot of new people started using my mod. Any feedback yet?
I'm always looking for suggestions on how to adjust balance and feedback what features are well received and what aren't.
Enjoy my mod and all the new stuff it brings. I'm already planning the next features.

I wasnt sure if I should chime in about this but when you reach a high wealth in your colony the infested shipchunk event can cause some serious slowdown
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 30, 2018, 02:15:09 PM
How serious is the slowdown? Also how many infested ship chunks actually drop in?
I guess with a large amount of ship chunks the slowdown could be significant because of the large amount of insects.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 30, 2018, 02:42:14 PM
Quote from: Albion on August 30, 2018, 02:15:09 PM
How serious is the slowdown? Also how many infested ship chunks actually drop in?
I guess with a large amount of ship chunks the slowdown could be significant because of the large amount of insects.

Well the impact is enough that its noticable on a high-mid range gaming rig.

This is the smallest one I ran into so far lol

[attachment deleted due to age]
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 31, 2018, 05:48:11 AM
Well 21 ship chunks are a lot. If they all reproduce that means you end up with 42 hives and a corresponding amount of insects (which are most responsible for the slowdown).
I might need to add a upper limit on the amount of hives that are able to drop onto a map to prevent this.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on August 31, 2018, 07:04:20 AM
I don't think an upper limit is needed, since it should be a challenge.
It is more the question, are these 21 ship chunk a low,normal or average challenge for rawfisher's colony wealth.
That maybe need an adjustment.
And maybe they should more spread over the map.

Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on August 31, 2018, 11:49:24 AM
Quote from: Albion on August 31, 2018, 05:48:11 AM
Well 21 ship chunks are a lot. If they all reproduce that means you end up with 42 hives and a corresponding amount of insects (which are most responsible for the slowdown).
I might need to add a upper limit on the amount of hives that are able to drop onto a map to prevent this.
In my experiance 21 chunks results in 63 hives after they quit said and done
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 01, 2018, 06:22:57 AM
I had issues in the past with creating a upper limit for the hive spawning but I'll take another crack at it then.
Having 60+ hives on a map will obviously slow down the game quite a bit and will become an unstoppable amount of insects (unless you have antigrain warheads).
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on September 01, 2018, 01:45:21 PM
I just did a testing about the insect hive attacks.
Created a small room, with a door.  6 pawn, 3 mellee with Painstick, 3 range (2 gaussrifle,frag grenade).
Spawned a 5000 pt insecthive event, 25 ship chunks droped.

Good think are, the insect are still so stupid like before.
They all try to path through the forced open and don't try to mine the walls.
The mellee defend well the entrance, the grenade throw them outside into the crowd.
The walls next to the doors get destroyed by some miss thrown grenades.
But basicly i think it is doable.


[attachment deleted due to age]
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 01, 2018, 04:07:10 PM
Quote from: Albion on September 01, 2018, 06:22:57 AM
I had issues in the past with creating a upper limit for the hive spawning but I'll take another crack at it then.
Having 60+ hives on a map will obviously slow down the game quite a bit and will become an unstoppable amount of insects (unless you have antigrain warheads).

Not entirely unstoppable.  Few morter bombardments on the hives while sentry turrets keep the bugs busy can widdle the numbers easily enough.  Worse case tho call in the glittertech commandos or orassan swarms

Should add to that how easy it is to lure them on seige groups or mech swarms

Fresh ship chunk event for ya to look at albion lol

[attachment deleted due to age]
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 02, 2018, 07:29:40 AM
Well they are not undefeatable but definitely a challenge I guess. 25+ chunks is quite a lot though. I don't want to know the wealth of your colony rawrfisher but apparently you got a 7800 points event to get that many chunks.

Luring them into sieges and mech raids feels a bit gamy but I think those are valid tactics. If you are not careful or well prepared the insects can still easily overrun your colony.

I might add a modifier though so the chunks are more spread out if there are more of them. They are to much clustered together and easy prey for mortars right now.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on September 02, 2018, 08:49:55 AM
QuoteI might add a modifier though so the chunks are more spread out if there are more of them. They are to much clustered together and easy prey for mortars right now.
Does they are linked together ?
I mean when i got some SE part and some at NE of the map, does they all come when i aggro one of them ?
Without to start and check it self, i think they do.
If that is true, maybe seperated clusters. For each 2500 points an extra cluster drop.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 02, 2018, 10:46:49 AM
Quote from: Albion on September 02, 2018, 07:29:40 AM
Well they are not undefeatable but definitely a challenge I guess. 25+ chunks is quite a lot though. I don't want to know the wealth of your colony rawrfisher but apparently you got a 7800 points event to get that many chunks.

Luring them into sieges and mech raids feels a bit gamy but I think those are valid tactics. If you are not careful or well prepared the insects can still easily overrun your colony.

I might add a modifier though so the chunks are more spread out if there are more of them. They are to much clustered together and easy prey for mortars right now.

Those insects are still nothing compaired to some of the mechanoid raids I deal with -_-
Also had 1 colony with 33m wealth due to a bug and those are the ones you dont wanna see
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 06, 2018, 11:20:19 PM
https://git.io/fAzlg
Albion
Apparently your mod is angry with me today lol
Oh right the output log got truanced
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 07, 2018, 04:45:28 AM
If I would make money with this mod I would hire you as a professional tester  ;D
However I don't think this is exactly related to my mod. I think some other mod is apparently trying to add some addiction or HeDiff that is not supposed to be added.
I'm guessing the error appears if you try to generate a new world?
Can you reduce the modlist until the error doesn't happen anymore and so try to home in on the mod or mods that are causing the problem?
My guess it is either a mod that somehow affects health and/or addiction or is adding some kind of drug that doesn't work properly.

Just as an example: About a week ago I got a bug reported that caused Blue Moon soldiers not to be generated because of an error with spawning them with combat drugs. Turns out another mod messed it up but my soldiers had a very high chance of spawning with said drugs and therefore always caused the issue even though my mod was technically not responsible for the problem.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 07, 2018, 10:07:55 AM
Quote from: Albion on September 07, 2018, 04:45:28 AM
If I would make money with this mod I would hire you as a professional tester  ;D
However I don't think this is exactly related to my mod. I think some other mod is apparently trying to add some addiction or HeDiff that is not supposed to be added.
I'm guessing the error appears if you try to generate a new world?
Can you reduce the modlist until the error doesn't happen anymore and so try to home in on the mod or mods that are causing the problem?
My guess it is either a mod that somehow affects health and/or addiction or is adding some kind of drug that doesn't work properly.

Just as an example: About a week ago I got a bug reported that caused Blue Moon soldiers not to be generated because of an error with spawning them with combat drugs. Turns out another mod messed it up but my soldiers had a very high chance of spawning with said drugs and therefore always caused the issue even though my mod was technically not responsible for the problem.

Lol I would but already testing several other mods as well and if it was the error I think it is it just disabled the addiction related to the relevent drug.   Whatever it is is likly low on my list since its a recent thing.  As for when It occures its always when spawning pawns from outside the faction.  The mod I suspect is VG since it does have its own set of hedeffs but rimworld of magic will likly be the culprit if anything
I did kinda just wanna heckle ya a bit tho  Speaking of errors I encountered something that definetly has the feel of an error but might just be an engine limitation. 
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 12, 2018, 03:35:10 PM
I finally got the error to go away and its something to do with your mod.
Dont recall if I mentioned it but

Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef,Verse.Pawn,Verse.BodyPartRecord) <0x00064>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x00344>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00069>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00803>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
Verse.Root_Play:SetupForQuickTestPlay_Patch0()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Shows up with a botched world gen and the only faction not limited to 1 base if any is blue moon corp

Theres gotta be somthing in my modlist thats conflicting and causing this....   I know darn well that its not this mod exclusively.  This situation reeks of symptom of a larger problem. 
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 12, 2018, 05:48:50 PM
This error is probably due to another mod fucking around with HeDiffs. Specifically implants and/or bionics.
Blue Moon is actually quite susceptible to throwing errors like that because various of its pawns have a very high chance of spawning with advanced and expensive HeDiffs/Implants/Bionics.
A similar issue was reported about 2 weeks ago which was related to drugs with again Blue Moon has a very high chance to spawn with.

Basically: Blue Moon Corporation is kind of the canary for properly patching pawn functionalities 8)
Therfore I believe this is due to a mod conflict, specifically due to another mod doing something wrong and my mod triggering it.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 12, 2018, 06:19:22 PM
That error oddly enough affects world gen as well  The one below is a new one I just got.  I think its cause they tried to land on a base in a mountain  Just noticed that a cave in got caused in my base in the garden wing.

Exception ticking ShipChunkIncoming288014: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller+<HitRoof>c__AnonStorey0.<>m__2 (IntVec3 c) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.IntVec3].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.RoofCollapserImmediate.DropRoofInCells (IEnumerable`1 cells, Verse.Map map, System.Collections.Generic.List`1 outCrushedThings) [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller.HitRoof () [0x00000] in <filename unknown>:0
  at RimWorld.Skyfaller.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
 

Sorry for the report spam just one of those days.  I would place a bet that all these are just symptoms of a different bug that I have yet to find

Back to the ship chunk drop event lol  Had an instance of it cause a massive cavein killing half my colony with rocks.  No chunks spawned tho so just gotta dig the area out.

Somthing a tad odd now is that in my game the blue moon corp cheif is dieing every few days

Nother lil update about that map gen bug assuming I was mentioning it here.   I am starting to suspect its some form of load order issue <,<
Probly on par with the one I ran into involving the universal fermenter and droid hibernation platforms.  Those kinds of bugs are my biggest nightmare.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 13, 2018, 11:31:59 AM
Well... first: World gen technically already generates pawns. Specifically the faction leaders. Blue Moon factions leaders have a chance of 100% to spawn with an advanced HeDiff so it's no wonder you get an error there if something is broken somewhere.
Faction leaders dropping like flies is a weird one. Probably again due to another mod though.

The infested ship chunks are interesting... How many chunks were actually coming in? Would you say a few or rather a lot (30+)?
Unfortunately it is not possible to be right now to differenciate between normal roofs and overhead mountain. Therefore the ship chunks will just punch through whatever is in their way which might lead to a cave-in. My guess is that 2 chunks were close together and the roofCollapser was trying to destroy something that was either already destroyed or not there in the first place.
I'll have to investigate if I'm able to add some kind of validator to make sure the chunks don't drop on overhead mountain. At least this error is not game breaking, just annoying.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 13, 2018, 12:03:54 PM
Given the number of collapsed rocks I would guess around 8 chunks.  As for the collapse I think its tied to how mortars work since morters do the same thing >.>

Also I did notice that whatever bug is causing these problems the combinaiton of faction control and sparkling worlds compleatly destroys faction generation on the world map.

The chance of the bug occurring is like 5% with just 1 while with both its like 95%  I know I dont make sense and thats mostly cause this bug dont make sense to me lol

I see something weird :P

[attachment deleted due to age]
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 13, 2018, 04:19:47 PM
@rawrfisher: No offense to Kiame but Faction control still seems somewhat broken to me. I think it is responsible for quite a few faction related bugs.

I also want to note that I just uploaded the Mech Serum Crafting (https://steamcommunity.com/sharedfiles/filedetails/?id=1511462447) Addon. It includes the mech serum crafting and the new lazarus injectors from the Full mod. Remember that my Addon work as a standalone too but are technically designed to be combined with the Core mod.

I also want to share this gem which ChickenPlucker created for me:
(https://cdn.discordapp.com/attachments/270668468045479936/489890242984280085/mix.png)
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: rawrfisher on September 13, 2018, 04:24:45 PM
Yea Would make sense.  Kiame said the same thing when he uploaded a quick fix for that issue
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Rezonance on September 15, 2018, 02:18:24 AM
So I saw these in the mod folder and was kinda disappointed that their not in-game. Any chance you will be adding them in the future? I think their really cool and would work as an alternative to gauss weapons.

(http://i68.tinypic.com/34q70q1.png)
(http://i63.tinypic.com/immnwk.png)

Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 15, 2018, 04:38:10 AM
Yes, I plan to add them to the game but not as weapons the player will be able to use.
The issue with weapon balancing is that it is way to easy to just throw in an overpowered weapon that is simply better than vanilla alternatives. Fitting a weapon into the existing lineup and finding a niche for it is rather hard. I think I did it quite well with the gauss weapons since they are underpowered compared to charge weapons but have a very high armor penetration which makes them better than charge weapons against heavily armored targets. This makes them balanced.
Unfortunately I don't see another niche for some more weapons which is why I didn't add any more.

Now to the Graser weapon textures you found: Grasers are basically the same as lasers but for gamma rays instead of light.
I plan to use them for an upcoming new event which is a Glitterworld military raid. It's a very hard raid that starts with a solar flare, so your turrets shut down.
After that the raid will arrive via drop pods. The raiders themselves will be equipped with high end gear like power armor, bionic implants and Graser weapons. The Graser weapons will be generally better than any charge rifle but not by a lot. However the weapons will be destroyed on drop just like the centipede mechanoid weapons. There the player will not be able to obtain these weapons.
The event will scale with the difficulty setting and won't appear on the lower 2 or 3 difficulties.
At least that's the plan for now. Anything will be subject to change and maybe I won't even include this feature into the main mod but make it a separate extension mod.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on September 15, 2018, 05:12:13 AM
Don't forget to add deathman trigger's on their armors ! :-)

Just a question, the crash site salvage team by Blue moon corp's it is based on the caravan strenght or does it got a generell base strenght ?
Because my 4 pawn caravan got a bit overwhelmed by them, i think 10 or 12 Blue Moon.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Madman666 on September 15, 2018, 06:04:00 AM
Quote from: Canute on September 15, 2018, 05:12:13 AM
Don't forget to add deathman trigger's on their armors ! :-)

Just a question, the crash site salvage team by Blue moon corp's it is based on the caravan strenght or does it got a generell base strenght ?
Because my 4 pawn caravan got a bit overwhelmed by them, i think 10 or 12 Blue Moon.

Judging by the quantity you encountered i'd say it uses vanilla hybrid threat generation system... But i might be incorrect.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 15, 2018, 06:08:59 AM
Right now it's raid of a raid size within a specific point range.

I plan to eventually rework this but didn't have the time yet.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Madman666 on September 15, 2018, 06:13:05 AM
Thanks for clarification. Do you plan on making it dependent on caravans size?
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 15, 2018, 08:17:12 AM
Yes, probably caravan size.
Tynan had some kind of calculation in the caravan ambush event if I remember correctly.
Again: I haven't looked into it too closely and it might be a while before I actually change it but it will be done soonTM.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Madman666 on September 15, 2018, 01:51:30 PM
Got it, thanks, Albion! :) Although Tynan's own threat gen depends on colony wealth, not caravan. It just has some other things in that formula, like amount of weaponry\armors available, amount of colonists and thus sets some kind of upper limit, so that you won't have to send out literally over half your colony to just survive. At least as far as i know from discussion we had on 1.0 feedback thread.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Mc_Peterson on September 23, 2018, 02:26:54 PM
You can make a mod for only the pain gun?
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 25, 2018, 06:07:12 AM
Quote from: Mc_Peterson on September 23, 2018, 02:26:54 PM
You can make a mod for only the pain gun?
Sorry but no, I don't plan to do that.
If I would start to move every single feature into a seperate mod I would end up with 30 different mods which are a pain to maintain.
However you can use the Core mod which has reduced features but includes the pain weapons.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Ser Kitteh on September 28, 2018, 06:37:47 AM
This is a micro-review for Sparkling Worlds More Events mod, I won't be speaking about any other issue in regards of Sparkling Worlds:

Cassandra Rough
278 days in
14 colonists
Temperate forest

I think More Events has an issue in regards to balance, especially the crashed ship event. But first:

1. The infested ship chunks is IMO, an excellent idea and it really does make you rush your tech quickly. However, the sheer amount of bugs spawned by them is, at least for Rough, far too much. Some 40 bugs, a mixture of megaspiders and the little ones really did a number on my (then) 8 man colony, and while I emerged victorious, the sheer numbers these ship chunks produce is far too much.

I think a more balanced method would be have them spawn at different times. For example, 4 out of 7 should spawn them, and the rest will only spawn after a certain period of time (a day or so) do the rest. That way, it will force the player to deal with them ASAP instead of waiting.

2. I don't exactly recall which quest it was, I think it was the Traders Fair, but needing to pay X amount of silver to know where it is I feel, no longer the right choice as it was back in B18. It would be better to make it free, so as to encourage players to explore, as Tynan expected it would in this Beta.

3. The psychic emanator is a grand idea, I really don't have an issue with it save one problem: the guarantee of a psychic emanator. I literally have 7 of them in my base, and that to me makes this ancient artefact a lot less special. I think having them appear with a chance (perhaps in regards to difficulty, or a flat 50%) would make the event much fairer.

4. The crashed ship event out of all the events is the most unbalanced part of the events. Here is why:

4a. Four days isn't enough. Well it is, but when it comes to the threats inside it isn't. I think 5-7 days would be much more manageable.

4b. The crashed ship has a chance of not only having bugs/mechanoids, but us not knowing how many there are.  In B19, you pretty much know the exact number of threats and that allows players to plan accordingly for most events. This? Not so much. There could be 20 bugs or 10 mechanoids and then you have to actually deal with the occupants and that's not just condusive to the risk/reward of the event. And there's the salvage team.

4b. The salvage team is another kicker, and I do like the idea of it, but the numbers certainly need balancing. I had 20 raiders come against my 4 man team and that's NOT including the bugs inside the ship. I think it can be implemented better, say by having a timer for the hostile salvage crew to come by so players need to finish them quickly. Or maybe having the salvage crew come earlier than us, and opening the ship themselves. There's a lot of ways to do it, and I'm sure you can figure it better than I can.

4c. The amount of slag is insane! A nitpick for sure, but you can cut the number in half and it would still look super dope.

5. The Trader Fair should, IMO, only disappear after the timer ends, not after the player leaves. This would allow multiple trips to them, especially useful when doing the other quests. How doable is this,

6. Hunting lodge is fine as is. The one I got was the tribal type. Is there a non-tribal type? Because IMO, that would be useful especially if there's electric stoves and a freezer to keep our food in.

Overall, I am certainly enjoying this mod. I think paying for quests needs to go, as well as some points should be adjusted. I will continue having this mod in my load order.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 29, 2018, 08:50:03 AM
Thank you for this great and detailed review. I would love to see more of those.
First a disclaimer: B19 changed a lot of things in regards to balancing and player colony progression. Adjusting to this is an ongoing process although I feel I'm getting closer to the point where I want to be. Reviews like the one above help me with this.

Here my thoughts on your raised opinions:

1. The infested ship chunks were getting a little out of hand. I now adjusted the maximum amount of chunks to about 50. There will never be more chunks regardless how wealthy your colony is. This is mostly to not kill someones CPU once all the bugs spawned.
I also increased the points required per chunk by 50%. This means you'll get 33% less chunks than before. Less chunks means less bugs.

2. The trade fair never costs silver to visit and never will. However if you have the More Faction Interaction mod it's trade fair might cost you silver to attend. I'm not sure. The only event in Sparkling Worlds that costs silver is the hunting lodge but only if the faction that offers the lodge is not an ally but a neutral. Considering the event gives you free stuff with no risks I find that fair.

3. I'm not sure when you started your playthrough but I have adjusted the psychic emitter a while back. It now can't happen more than once every 68 days (a year and a week). So in a 300 day playthrough you can never get more than 4 emitter events and therefore only 4 emanators max. Unfortunately I can't really make the emanator spawn randomly. Even if I could though I wouldn't reduce the drop rate too much since it's the only real reward you get for traveling to the site (except for shuting the emitter down early).
On a side note: I also raised the earliest appearence of the emitter to 20 days and increased the wealth threshold for the drone intensity.

4a. You shouldn't stick around too long... get in, get out. There might be more dangers/raids coming to investigate that ship. If I would increase the days threshold to more than 5 I feel like there should be another salvage team raid some time around days 5.
However I increased the days before exit from 4 to 5 on the normal ship crash and from 5 to 7 on the mech hive ship crash.

4b. It is true, I don't broadcast what type of danger there is on the map. The reason is twofold:
1. I don't want to. If you always know what exactly to expect it gets boring. Even in vanilla it sometimes says: danger unknown.
2. I can't. The way it is coded right now simply doesn't allow for it to broadcast before the map actually gets generated. It would require significant work to refactor the code and change it so the danger is known beforehand. The only information that is available at the start is if another salvage team is coming or not. That information is hidden by design though.
4b. I don't much like the idea of a timer to be honest. No one knows when the enemies might show up or even if they ever will... The way it is implemented means it'll always be a raid of a certain point range (500-1200). 20 person raids should therefore only happen against tribals. However I get your point and I reduced the upper limit to 500-800 point raids.
Having them open the ship up early is certainly an interesting idea and I thought about it too in the past but it would require a lot of coding to do it properly and interestingly. Basically: it would require a lot of time I could spend implementing other awesome events.

4c. The slag is there to get the point across that this is a crashed ship. It is badly damaged and mostly destroyed. It will never fly again... ever!
It also serves another purpose: ad-hoc cover. Slags are not sandbags but can provide a decent amount of cover when fighting mechs and salavage teams. However I get your point and reduced the amount of slags by 25%.

5. Impossible the way the game works right now. If the last colonist leaves the map despawns. However you can always leave 1 dude who waits until your next caravan shows up.

6. I only generate "tribal" versions. Having a whole electrical system means the map generation code gets more complex and secondly it would shower the player with free components because they would deconstruct everything once they want to leave. Either bring your own materials to construct coolers or go tribal ;)
However there is always a stack of wood near the fueled stove(s) so you can keep them running. I would recommend turning the hunted meat into pemmican or survival meals. You have to get the meat/meals back to the colony without them rotting anyway.

Thank you again for this and I'm up for further discussions of the topics.
Note: I kind of give the impression above that the changes are already implemented. I only implemented them in my local version right now and will continue to work on a few things throughout the day. I'll upload and publish the changes some time in the next 6 hours. Both on steam and nexus mods.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Ser Kitteh on September 29, 2018, 12:30:11 PM
Hey, no prob! Modders do all the hard work, the least I can do is review. As for the poits:

1. Good to know! They can be a bit crazy. I don't recall any LPers using this mod, so hopefully if they do it's after the patch.

2. Ah yes, that must be the Hunting Lodge. I admit, when I wrote that post I didn't exactly recall most of the details. I didn't know it was dependent on the relations. If so, then I guess that would certainly make sense.

3. Well I started about ... 2 weeks ago? I play in short bursts and I install all my mods manually. I do understand making the drop 100%, but making the quest more rare and after a certain treshold would be the best way to balance it.

4a. Ah, then it might not be the best idea to tell me the actual amount of days. Now when I go to the ship, I can instantly tell if there are mechs or bugs or nothing. I'm sure you'll find a way to balance the amount of days.

4b. I also understand not telling the exact threat. Even B19 vanilla does that. However, imagine if I'm a new player. Less than 100 hours in. I installed this mod because crashed ships sounds rad. Then I go and get my best fighters wipe out! I uninstall the mod in rage.

Tynan made the right decision to give numbers, I just think he overdid it by giving SPECIFIC numbers rather than a vague one. I think the best way to do it is gate it behind a number of days and really spell it out: "HEY THIS IS SUPER DANGEROUS REALLY CONSIDER THIS". As for the slag and amount of raiders, yeah those were 20 tribals with knives/clubs (should have specified) and I'm not too worried about the number of slags, I was just being nitpicky.

5. Yep, I thought as much. Perhaps I'll mention it when B20 comes out.

6. Well, I should have consider bringing an oven and some batteries! Maybe for new players, you could have a line that goes "bring your own wood/fuel and maybe construction supplies"? I do enjoy the hunting lodge event, it's probably my second favorite one of them all and once saved my colony because SOMEONE set the food on fire.

Sure, just leave a message you updated and I'll download the new version as quick as I can and get back to it. Your mod and More Faction Interaction are like, the only two quest mods! It's great to see this part is still getting the love it needs.

If you don't mind me asking, what other events might be added? More Faction Interaction goes for the factions specifically with more traders and such as well as the fancy shaman event. If you don't mind a request, even something as basic as a normal ancient danger with an actual chance of good loot (say a higher tier weapon, or an artefact) out in the wilds would also be nice. This game is seriously lacking dungeons IMO and my current map absolutely has none.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 29, 2018, 01:59:09 PM
Well there are a few LPers which use(ed) the mod. So far not that many though ;)

Regarding the warning of danger I might adjust the letter text in the future to warn of potential dangers.
However at least for the mechanoid hive ship this is already present. It's a rather rare event that gets a different letter that specifically warns the event is extremly dangerous (which it is). This is also why I believe you never got the mechanoid hive ship event. You'll know what I'm talking about once you get it.

I think the hunting lodge is alright. You have to distinguish between the one from my Sparkling Worlds mod and the one from More Faction interaction. We both implement it differently and at least in my version there is already wood present so you can run the fueled stove even on an ice sheet or in the desert.

The update is now live and you can get it from steam or nexusmods. All the mentioned changes are implemented as well as a small new event.
It is now possible that weapon cache pods crash on the map. They contain some random, slightly damaged weapons instead of boring resources. Enjoy the new event.

Fun fact: More Faction Interaction was created by Mehni because he was inspired by the events in my mod. This is also why we both feature a Hunting lodge. He requested this event from me but included his own version in his mod.

Regarding future events:
Unfortunately I'm rather busy with work and life right now so the amount of time I spend modding was reduced drastically about 2 weeks ago. I try to dedicate some more time but at least October looks pretty grim since I'll be away for a few weeks.
However I actually got another event mostly ready to go already. Mehni and I will collaborate on an event mod and I got the first one mostly ready already. It'll be a while before it gets released though so you'll have to wait. It's also super secret so don't ask what the event(s) will be.

As for the dungeon? Let me put it this way: It's not something I created already but it's something that will be added to Sparkling Worlds in the future. At least something similar to what you mentioned. Real "dungeons" can't really be a thing since you could simply mine to the loot room and bypass any danger. It'll therefore not look like a classic RPG style dungeon but I already got something in mind that'll work well.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 30, 2018, 10:48:58 AM
I just uploaded a new version with a slightly adjusted weapons cache pod event.
The amount of weapons dropped was reduced and so is the selection of weapons. It is not possible anymore that charge rifles or other spacer tech weapons drop.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Ser Kitteh on September 30, 2018, 10:59:14 AM
Sorry Albion, but which mod is this exactly you're updating?
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 30, 2018, 11:24:25 AM
This is the Full mod (which is always updated if anything gets changed) and the Events mod since it is the latest event I fixed.
Title: Re: [B19] Sparkling Worlds - Glittertech on the Rim
Post by: Madman666 on September 30, 2018, 11:27:30 AM
I literally was going to write about that event. I got it happen on day 15ish, which brought me 4 weapons of which 2 were frontier rifles, 1 gauss lance and 1 excellent SMG. For a start up colony with 1 pistol and 1 survival rifle that was a huuuuge leap. It probably needs to be limited like to only basic firearms like autopistol and maybe machine pistol. And like a couple of them at best. It feels way too good when it happen 1-2 week from the start. Maybe make it scale with time spent (or wealth).
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on October 17, 2018, 02:14:17 PM
Since Rimworld 1.0 was released today I just updated my mod to the latest version.
I updated all items on steam and uploaded the new versions on Nexusmods.

If you want to continue with your B19 run, please download the legacy version from Nexusmods.

Here are the links:
Steam Link - Full Mod (1.0) (http://steamcommunity.com/sharedfiles/filedetails/?id=1123043922)
NexusMods Link (B18, B19 and 1.0) (https://www.nexusmods.com/rimworld/mods/222/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D222&pUp=1) (manual download)

Enjoy the mod and please let me know if you encounter any issues or want to give feedback.

If you want to support the mod please consider to donate a coffee:
(https://i.imgur.com/QGcents.png) (https://ko-fi.com/sparklingworlds)
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: viperwasp on October 18, 2018, 03:27:23 AM
Wait is this the classic glittertech mod set? Etc? I thought it was dead. I have not been around since A17. Well I have been around but I have been playing A17 this whole time. I loved Glittertech but I saw the old thread and it looked dead? Is this the same thing? If not it looks similar. I will probably like it.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on October 18, 2018, 03:33:48 AM
This is NOT the Glitter tech mod! That mod is horribly imbalanced and overpowered in my opinion. I specifically selected a different name to make this clear.

The goal of Sparkling Worlds is to provide additional mid- to endgame content that is compatible with the vanilla game and balanced.
It also not only includes more stuff but also new events like the ship crash or the psychic emitter event.
Check out my first post for the complete list of features.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on October 18, 2018, 04:37:48 AM
Quote from: viperwasp on October 18, 2018, 03:27:23 AM
Wait is this the classic glittertech mod set? Etc? I thought it was dead. I have not been around since A17. Well I have been around but I have been playing A17 this whole time. I loved Glittertech but I saw the old thread and it looked dead? Is this the same thing? If not it looks similar. I will probably like it.
Maybe you should clean your glasses ? :)
B19 GlitterTech (https://ludeon.com/forums/index.php?topic=5509.0) is right here at the forum.

But this mod is much different then GlitterTech, yes it add a strong faction that can ruin your day.
But the items this mod add, are still powerful but not that overpowered like the ones from GlitterTech.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: viperwasp on October 18, 2018, 02:44:06 PM
Quote from: Albion on October 18, 2018, 03:33:48 AM
This is NOT the Glitter tech mod! That mod is horribly imbalanced and overpowered in my opinion. I specifically selected a different name to make this clear.

The goal of Sparkling Worlds is to provide additional mid- to endgame content that is compatible with the vanilla game and balanced.
It also not only includes more stuff but also new events like the ship crash or the psychic emitter event.
Check out my first post for the complete list of features.

Sounds fair... I'm happy about this. I saw some of the stuff is the same. I mainly loved the mod for the advanced hospital beds. Well either way I think I'm going to be a huge fan. To unbalanced is not good even in a mod. Unless your doing an imba run etc. lol  Or it's REALLY hard to get the stuff. Thanks.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 09, 2018, 06:17:56 AM
I just uploaded a new version which includes a workaround for a vanilla bug that I exposed with the launcher crafting. Apparently crafting them resulted in a nullReference exception.

Anyway, it's fixed now and should work properly again.

I also recently adjusted the cooldown for the psychic emitter event. It now can't happen again for 90 days once it fires.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 19, 2018, 06:21:08 AM
Hey guys,
I got a general announcement:
Due to increased time demands from my job and life in general I declare this mod finished.
I will still do bug fixes, balancing changes and minor adjustments like mod compatibility and mod patching. For example I intend to adjust for Fluffy's Mod Manager, which I'll try to do this week.
However I will not develop any big new features like new events or new items.

I spend about 1.5 years developing this mod and I like what I have achieved. Seeing that more than 15k players enjoy this mod is a great feeling.

I'm not done modding Rimworld but I move on to other modding projects. I still got the Gen-spliced Xenohumans (https://ludeon.com/forums/index.php?topic=42568.0) mod in the pipeline and am currently working on another secret mod project. More information on these will follow.

You can still post any suggestions for new features or balance. I'll continue to read them and maybe I'll still develop them but no promises. I might also take them and include them in my future projects.

TL;DR:
I consider this mod done but will continue to do minor adjustments and patching. Stay tuned for upcoming mods that I currently have under development.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ser Kitteh on November 19, 2018, 06:45:53 AM
While I'm sad that you're no longer supporting this mod, I'd be lying if I didn't tell had a hell of a time of it. It has earned a permanent spot in my load order.

Godspeed, Albion. Look forward to your other mods!

o7
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 19, 2018, 06:56:31 AM
You might have misunderstood me there, Ser Kitteh. I will continue to support this mod and fix any and all issues, plus I will continue to do mod integration on request to make the mod compatible with other mods like I did with Genetic Rim, Jelly Farm and Medical Addons.
However I won't be developing any big new features like new events but instead focus my time on future mods.
Let's put it this way: I intended to include some more events into Sparkling Worlds. Now you might see these events bundled together under a new name instead  ;)
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ser Kitteh on November 19, 2018, 06:59:42 AM
I guess I should have said "sad that you are no longer UPDATING this mod" but my mistake lol

Whaaaa that's amazeballs. Looking forward to it my good fellow.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on November 26, 2018, 03:03:59 PM
Small update for Sparkling Worlds:
I adjusted the mod so includes a manifest for Fluffys Mod Manager.
Additionally I cut the chance for the weapons cache pods in half and adjusted the earliest time the event can happen to 1 year. This will make it less likely for players to have good weapons super early.

I also included a patch for the survival tools mod that makes the glitterworld multitool craftable after a new research gets developed. It only shows up if both mods are enabled.
Enjoy the mod and spread the word.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 02, 2018, 10:01:45 AM
I uploaded a fix for the Full mod and the Events Addon.
If the psychic emitter spawned in an extermely mountainous map he could be located deep inside the mountain.
This should be fixed now and there will always be a path from the emitter to an edge of the map.

Enjoy the mod an continue to post error reports.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: NoCanDo on December 03, 2018, 12:26:33 AM
Oh, so THAT'S why my colony constantly went bananas. Everybody always loosing their minds, I couldn't find any ship anywhere, had do restart a new game.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on December 05, 2018, 03:26:26 PM
Well it does state in the message that the reason is a psychic emitter and there is that convenient "jump to location" option in the message ;)
Maybe I should make it more clearer that one can actually shut down the emitter instead of just suffer through it.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: bigheadzach on December 05, 2018, 05:09:03 PM
Gotta say, it's worth traveling to the emitter and bringing it home, because then you've now got a soother for your base!
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 04, 2019, 06:36:19 AM
I just uploaded a new version for the Full mod that includes a russian translation.
Thanks to Riper for providing it.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Beathrus on January 13, 2019, 01:53:20 PM
Just to clarify, I shouldn't use the Sparkling Worlds full mod, with the Add on Faction one right? The Full mod adds in the factions itself?
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on January 13, 2019, 02:15:04 PM
Yes you only need the full mod. Every Addon (and the core) is already included.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Beathrus on January 13, 2019, 02:18:26 PM
Quote from: Albion on January 13, 2019, 02:15:04 PM
Yes you only need the full mod. Every Addon (and the core) is already included.

Alright! Thanks!
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on February 08, 2019, 04:13:28 AM
I just uploaded a slightly newer version with some minor fixes and changes:

- The version number was changed to the new system.

- 2 Spelling errors were fixed

- Boomalopes now produce FSX and Neutroglycerin when CE (with Patch) is used

- Neutroglycerin refining was adjusted so refining to neutroamine and chemfuel both require the same amount of neutroglycerin. This means you can more easily prioritise the recipes by adjusting their place in the bills tab.

I uploaded the new versions on both Steam and Nexusmods (links in the first post).

Also check out my new mod Xenohumans (https://ludeon.com/forums/index.php?topic=47981.0)!
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Frogoverlord on February 20, 2019, 11:40:49 AM
Quote from: Albion on February 08, 2019, 04:13:28 AM
I just uploaded a slightly newer version with some minor fixes and changes:

- The version number was changed to the new system.

- 2 Spelling errors were fixed

- Boomalopes now produce FSX and Neutroglycerin when CE (with Patch) is used

- Neutroglycerin refining was adjusted so refining to neutroamine and chemfuel both require the same amount of neutroglycerin. This means you can more easily prioritise the recipes by adjusting their place in the bills tab.

I uploaded the new versions on both Steam and Nexusmods (links in the first post).

Also check out my new mod Xenohumans (https://ludeon.com/forums/index.php?topic=47981.0)!

Hi!

Just a quick question, is sirenium meant to be permanent? My game has become semi unplayable due to the short mental breaks :(
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on February 20, 2019, 05:37:19 PM
The sirenium effect should disappear after about a day or two. However if further doses are injected the time will be extended.

If it doesn't disappear it might be due to a bug or an unforseen mod interaction.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: TheMaciej on March 31, 2019, 04:00:40 AM
RimWorld 1.0.2096 rev473


Mod Sparkling Worlds - Full Mod has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.2096</targetVersion>

Error like this :(
Updated it to new version after significant period of time
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on March 31, 2019, 04:05:32 AM
Error report for TheMaciej,
Please update your Rimworld version to the latest version.
Or just ignore these error msg. you will encounter with other mods too.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: SirDhyne on April 09, 2019, 07:09:25 PM
How does one actually get started with this mod? All the production benches that I see require materials that I don't know how to fabricate, like computer components and the magnetic coil and the like. Any help would be appreciated.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 10, 2019, 01:58:59 AM
Those benches are from another mod.
Sparkling Worlds items and buildings are all buildable from vanilla materials.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on April 10, 2019, 02:48:50 AM
Quote from: SirDhyne on April 09, 2019, 07:09:25 PM
How does one actually get started with this mod? All the production benches that I see require materials that I don't know how to fabricate, like computer components and the magnetic coil and the like. Any help would be appreciated.
Sounds like you are using Hardcore SK modpack.
But for such a question, the HelpTab mod is your answer.
With this mod you can check ingame items,recipes and at which workbench they are made of and what research are needed.
Title: Re: [1.0] Sparkling Worlds - Glittertech on the Rim
Post by: Ahmi on February 27, 2020, 12:50:15 PM
Having an odd bug where I cannot leave an event map once on it, my screen just goes grey and rimworld begins to not respond shortly afterward. This is especially troublesome for the psychic emitter.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on March 07, 2020, 10:53:09 AM
I just finished updating everything to the latest version of 1.1 (everything is also still 1.0 compatible).
While doing so I also moved the weapons from the modular core to a new stand-alone addon. They're still included in the Full mod as usual.

Enjoy the mod and please consider buying me a coffee. Maintaining this mod (and the others I have) is quite a bit of work.
(https://i.imgur.com/dmllKqT.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=H4MASSEC38TF4&source=url)
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: RicRider on March 07, 2020, 11:15:33 AM
Thank you for updating this mod. Is there a chance you could get it onto something that doesn't require registration like Dropbox, Mediafire or Github? Nexus requires you to make an account.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Reyghel on March 13, 2020, 06:39:08 AM
Thank you very much dear creator of this fantastic mod for updating it, I admire the work and effort you have achieved with the mod. It should not be easy to create a mod like this with events, items and more. I remember I used it a lot in 1.0. Unfortunately I don't have the game purchased yet, but I play on the account of one of my friends who didn't like the game. If I find out about any error I will write you.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Sophalophagus on March 29, 2020, 06:55:01 AM
Hey

I'm trying to craft some Sirenium, but can't seem to find the receipt on the drug lab or in the research menu. I know I've used it before in 1.0 (I uninstalled and re-installed all mods for 1.1), but can't seem to find it. Any obvious points to where it might be hiding? I use a whole bunch of mods so it might be conflicting with another mod, but everyone else seems to work fine..

The only time Sirenium is mentioned is in the stripped down version of this mod, and I don't think I would have downloaded that when I can get access to the "full" mod.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on March 29, 2020, 07:21:59 AM
I suggest you use
WikiRim too
https://steamcommunity.com/sharedfiles/filedetails/?id=1834856478
Then you can use the ingame help, search for sirenium and it will show the recipes,workbenches and needed researches.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on April 01, 2020, 06:17:13 PM
I actually removed Sirenium from the 1.1 version since I felt like it didn't bring much to the table and was creating more issues that benefits.
I could put it back in but for now there weren't that many people asking for it.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Jason_Dayspring on June 11, 2020, 07:22:35 AM
6 Hours work to track down which mod was causing my problem, only to discover the PEBKAC error after tracing it to the Pain Stick item.

Auto Sort left the core mod below the rest...  /sigh

Just putting this here for anyone else that has a glitch from these mods.  Double Check your load order!

My only day off this week, and I wasted what little playing time I had after updating from A19 to 1.1 because I wasn't more careful and trusted the Auto Sort.  /sigh  At least I will be able to play next Monday.
Title: Re: [1.1] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on June 11, 2020, 08:47:32 AM
Jason,
could you please more specify, which mod should be loaded below the core mod !
When i check the Blue moon or Mind altering device, both are labeled as standalone and could be loaded before the main mod.
Title: Re: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on August 14, 2020, 06:18:26 PM
Updated Version for 1.2 and backwards compatibility ist available.
Please check the first post for Steam and NexusMods Links.
Title: Re: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: tmo97 on September 01, 2020, 09:36:14 AM
"Compact nuclear reactor - Don't confuse with fusion. This nuclear power plant turns boring uranium into precious power. Warning: Consumes a lot of uranium and damage might lead to detonation." Realisation of the inclusion of this magnificent beauty in this mod, this, yes, this triggered my geek mating call. it sounds like leaning on a sigh, moan, gurgling, that furry thing from star wars whose name I have never before forgotten, it was MMMMMMMMMMMM. Absolutely delicious. Nuclear reactor. A must have.

I don't know why. Either way, thank you. Without you, I would most likely not have had a nuclear reactor in Rimworld, which would impact our world in ways I would not like to imagine.
Title: Re: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: Shurp on September 05, 2020, 09:44:23 AM
So I own the non-Steam (SendOwl) version of the game, I'm too lazy to convert to Steam or set up a NexusMod account, I guess I'm just out of luck?
Title: Re: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: Albion on September 18, 2020, 06:00:33 PM
Quote from: Shurp on September 05, 2020, 09:44:23 AM
So I own the non-Steam (SendOwl) version of the game, I'm too lazy to convert to Steam or set up a NexusMod account, I guess I'm just out of luck?

There is also the gitlab version (https://gitlab.com/Albion/SparklingWorlds/-/tree/master) but don't tell anyone  ;)
Nexusmods and Steam have the benefit of informing you if there are new versions or download them directly (in steam).

@tmo97: I'm glad you enjoyed that. I think I called it a compact fission reactor before which is why I included the hint that it isn't fusion  8)
Title: Re: [1.2] Sparkling Worlds - Glittertech on the Rim
Post by: Canute on September 19, 2020, 03:32:04 AM
Quote from: Shurp on September 05, 2020, 09:44:23 AM
So I own the non-Steam (SendOwl) version of the game, I'm too lazy to convert to Steam or set up a NexusMod account, I guess I'm just out of luck?
Or use RimPy+SteamCMD to download workshop mod's without account.
https://ludeon.com/forums/index.php?topic=52498.0