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RimWorld => Mods => Releases => Topic started by: Sam_ on August 16, 2014, 05:41:59 AM

Poll
Question: Do you think this mod should be broken into smaller mods?
Option 1: Yes
Option 2: No
Option 3: Yes, but have an option for all features in a mod pack.
Title: [1.1][MODLIST] Glitter Tech
Post by: Sam_ on August 16, 2014, 05:41:59 AM
[1.1] Glitter Tech - v1.65

Description:
Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty in the late game beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

This mod builds upon the existing information in the game that mentions glitter worlds. These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds the ability to produce and purchase more advanced items in almost every category. This technology attracts the attention of new factions hired to retrieve those advanced assets by glitter world corporations.

(http://i.imgur.com/TGyNqjf.png)

Changelog:

v1.65
Updated to Alpha 15.

v1.65
Orion Corp can no longer siege
Xeon-Ion generator placeworker is fixed and can no only be placed on a steam geyser.

v1.6
Computer components are now craftable by "sorting" components at the machining table.

v1.5
Titanium ore is now slightly more common
Commando factions now raid after 150 days, instead of 30

v1.45
Updated to Alpha 14.
Added to steam workshop.

v1.45
Bandages no longer used as medicine, just recipes
Tanks no longer spawn from Crashed Ship Parts
Tanks now bleed...

v1.44
Xenon-Ion placeworker re-removed...

v1.4
Xenon-Ion placeworker re-added
Mortars can now target again
Blackmarket Traders are now Orbital traders

v1.3
Updated to Alpha 13

v1.2
Updated to Alpha 12
Fixed minor bugs

v1.1
Updated to Alpha 11
Improved surgery compatibility. This mod should theoretically be compatible most mods now.

v1.0
Changed Xenon Ion Turbine so it can be placed anywhere, temporarily
Added Re-Ambulation Pod for some advanced and semi-automatic wound treatment
Added Dynamic Relaxation Chair for some high tier comfort
Added Flood light, for a more expensive, but better lighting

v0.91
Updated to Alpha 10
Increased the price of Nano-suits
Changed sound files of Orion Corp tanks
Re-implemented Orion Corp Tanks

v0.9
Added alpha and beta flooring
Added HC-1 shield and Orion Corp Defense Shield
Added melee weapon Orion Corp pacifier
Added new Orion Corp soldier; the peacekeeper
Added new building; EMPD-1 charge
Disabled Orion Corp Tanks
Disabled Replicator faction

v0.81
Updated to ALPHA 9

v0.8
Added: Two new factions
Orion Corporation: A mega corporation entirely focused on profit. They mine, experiment and consume rim worlds, outside of civil space to avoid laws and taxation. They sometimes start peaceful to the colony, and are rivals to commandos
Replicators: Originally designed to annihilate the Mechanoids, these machines have self-replicated and updated beyond the control of the humans that originally built them.
Added: New pawns
Orion Corp Soldier
Orion Corp Heavy
Orion Corp Tank
Small replicator
Added: Pharmaceutical table
Produces medicine
Added: New recipes
Bandages from cotton
Medicine
Serum
Ethanol
Plasteel from silicon and titanium
titanium from plasteel
glitterworld medicine
Added: Advanced bionics and cybernetics
Added: Six new turrets
Cannister turret
Auto mortar
Auto EMP mortar
Cluster Mortar
Missile launcher
Cruise missile launcher
Added: New weapons
Orion corp defense weapons, and launcher.
Orion corp exoskeleton: Worn by most Orion corp soldiers
Added: Titanium ore
It will require a new colony
Spawns a bit rarer then Plasteel
Changed: Commandos now use advanced bionics
Changed: Titanium shield is now made from stuff, and renamed Shield
Changed: Shield now has a graphic
Changed: Plasma reactor now has a graphic
Changed: EMRG Turret graphics are fixed
Changed: Pricing for items in traders is more balanced
Changed: Alpha and Beta Polys are no longer sold by traders
Changed: Black market trader is more balanced, and hopefully more common due to no longer selling slaves.

v0.7
Updated to ALPHA 8
Change: Nano suit apparel and advanced weapons are now more balanced, this change may revert based off of feedback
Change: Titanium wall lights, windows and blast door now use the new resource system, ie: they are build-able with any material
Added: Two new epic materials: Alpha Poly and Beta Poly, both are extremely expensive, hard to craft and are supposed to be near indestructable building materials.

Added: Silicon, and computer components. The later crafted off of the former, advanced buildings now require computer components
Added: Electrolyzer. A new crafting station to create silicon from stone
Added: Robotic assembler. A new crafting station to create computer components, magnetic coils, and any new products in future.
Added: Matter fabricator. A new crafting station to create very expensive materials, including the aforementioned Alpha and Beta polys.
Added: Plasma fusion reactor. Currently unfinished, and untextured. It functions correctly, but looks like an eye sore and isn't totally balanced
Added: Research for all of the added features above. Because just knowing quantum physics, Plasma spectrography and thermal dynamics doesn't make sense...
Note: This update is filled with untested and unfinished features in an effort to update to Alpha 8. GlitterTech version 0.8 will be the next major update, with planned features discussed below.

v0.65
Change: Rebalanced titanium lights and windows to match titanium materials
Change: Changed price ranges for weapons, to make them a tad harder to get
Change: Titanium price fixed, it's now more expensive then 60 cents a piece...
Change: Commando classes have been rebalanced, they now have enough money to actually buy armour
Note: This update, and v0.6 if you don't update, will require a faction reset. Details about how to are below in 0.4

v0.6
Added Titanium Lights
Added Impaction charge
Added reactive armor
Added Nano skin
Added Nano speed skin
Added commando classes

v0.5
Added EMRG Turrets
Added Advanced research
Added MRG Rifle
Added MRG Pistol
Added Titanium windows and blast doors
Added Titanium Shield
probably something else that I forgot

v0.4
Added Titanium walls, doors, and floors
Added new faction: Commandos
Added new resource: Titanium
Note: factions are created when the WORLD is created (not the colony) so new factions added will not exist in current saves. To experience the Commandos faction you need to either make a new world, or make the same world, using the same seed that your saves use, as this will over ride the factions in current saves and add any new factions. Credits go to Bodog999 for this solution.
Pirates and NPCs other then commandos no longer spawn with advanced gear

v0.3
Added Xenon-Ion Turbine
Added new resource: Magnetic Coil
Added new trader: Black Market Supplier

v0.2
Added APB-1 Pistol
Added APB-1 Rifle
Added APB-1 Projector
Changed a few minor things with EMRG-1

v0.1 First version uploaded


Notice:
After a long wait I have finally gotten the time to update this mod. I'm planning a complete overhaul for this mod and I should hopefully add a ton of new features and rework the crafting systems. The general concept and the weapons or factions will mostly stay the same. If you have any ideas that you want to see in this mod then make a post, I consider them all.

Downloads:
Dropbox (https://www.dropbox.com/s/ro62bd0w7cf8t6z/GlitterTech.zip?dl=0) | All releases (https://github.com/sam23694/GlitterTech/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=725576127)

Glitter Tech (No surgery):
Dropbox (https://www.dropbox.com/s/ngh01ovu9963ms0/GlitterTechNS.zip?dl=0) | All releases (https://github.com/sam23694/GlitterTechNS/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=725657237)

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.1] Tilled Soil - v1.2

Description:
Since the beginning of civilisation the human race has been tilling soil to bring vital nutrients to the surface when planting crops. With this mod humanity in the year 5500 can too!

This mod adds a new flooring; tilled soil, which is a buildable version of fertile soil.

In addition it adds research for terrain rehabilitation allowing you to build dirt onto smooth stone and other natural floor types so you can build underground greenhouses.

(http://i.imgur.com/enmA0xD.png)

Changelog:

v1.2
Updated to Alpha 15

v1.2
Changed toiled soil texture

v1.1
Updated to Alpha 14

v1.06
Updated to Alpha 13
Tilled Soil is now removable

v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod

v1.0
Initial release


Downloads:
Dropbox (https://www.dropbox.com/s/fy6gro3cekal9zk/TilledSoil.zip?dl=0) | All releases (https://github.com/sam23694/TilledSoil/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=725747149)

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Dye Vat - v1.0

Description:
A simple mod that adds a dye vat to dye cloth into some bright colours.

(http://i.imgur.com/bsNAcKh.png)

Changelog:

v1.0
Updated to Alpha 15

v1.0
Initial release


Downloads:
Dropbox (https://www.dropbox.com/s/or2g09ey8hi54ms/DyeVat.zip?dl=0) | All releases (https://github.com/sam23694/DyeVat/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=740002420)

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.1] Furnace - v1.0

Description:
A simple mod that adds a furnace building to heat up rooms to extreme temperatures.

Good for disposing of many bodies, clothes, pests and prisoners...

You will have to be clever about allowed areas, doors and vents, it is very easy to accidently burn colonists and pets alive.

(http://i.imgur.com/aAZvfih.png)

Changelog:

v1.0
Updated to Alpha 15

v1.0
Initial release


Downloads:
Dropbox (https://www.dropbox.com/s/8d1x89yd9c8826f/Furnace.zip?dl=0) | All releases (https://github.com/sam23694/Furnace/releases) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=726121441)

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Fishing Nets - v1.0

Description:
A simple mod that adds the ability to catch fish from rivers, lakes and oceans. There are several tiers of fishing nets that catch fish over time. Fishing nets also occasionally break, with basic wooden fishing nets only lasting a couple of days.

In addition there is an option to build a fishing net on ice, to reap the benefits of the ocean under the ice.

(https://i.imgur.com/ukvQ7Iw.png)

Changelog:

v1.0
Initial release


Downloads:
Dropbox (https://www.dropbox.com/s/zbvjntn2v5x6c0u/FishingNets.zip?dl=0) | All releases (https://github.com/sam23694/FishingNets/releases) | Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1529981982)

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

(https://i.imgur.com/LgqOjSv.png) (http://ko-fi.com/sam23694)
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Dibblah on August 16, 2014, 05:57:56 AM
Sounds awesome, giving it a try :)
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Somz on August 16, 2014, 07:05:47 AM
Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Sam_ on August 16, 2014, 07:12:25 AM
Quote from: Somz on August 16, 2014, 07:05:47 AM
Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."

That's just the description, there is no actual shielding implemented. After testing it a bit myself I think perhaps it might need to be buffed a bit. It's much rarer then other items, but doesn't improve stats much.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Somz on August 16, 2014, 09:33:41 AM
Quote from: Sam_ on August 16, 2014, 07:12:25 AM
Quote from: Somz on August 16, 2014, 07:05:47 AM
Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."

That's just the description, there is no actual shielding implemented. After testing it a bit myself I think perhaps it might need to be buffed a bit. It's much rarer then other items, but doesn't improve stats much.

A personal shield absorbing some damage sound fine, just the repelling all sounded bad.
And even though their stats aren't that better, they look cool enough, it's totally worth it.^^
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Zeta Omega on August 16, 2014, 12:30:59 PM
REALLY?!? This is your first mod?......Wow Im looking forward to see what you will do I the future my friend. I love how they look like Spartans to. Keep up the good work
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Dragoon on August 16, 2014, 04:16:27 PM
Wow cool!!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: smitj045 on August 16, 2014, 05:47:35 PM
First shot with the rail gun, it blew someone's leg off. I love it. The armour looks pretty cool as well.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: securitycop on August 16, 2014, 09:20:19 PM
looks great im installing it
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Zeta Omega on August 16, 2014, 09:23:19 PM
What are the stats of the rail gun? also please tell me raiders don't spawn with these things......
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: smitj045 on August 16, 2014, 11:57:53 PM
Y'kno, I have one little itty bitty problem with this mod. That being that there's only a sniper-like weapon available. So at first I was going to ask if you could maybe make an assault rifle version or a heavy machine gun. Then I thought, screw it I'll make my own since he says we can do what we want. And thus my own first little modding attempt was created. I'll admit that it's nowhere near as original or great as yours, but I managed to edit the sound files, alter the textures and get everything working. I now have three awesome railguns to play with. a single shot cannon, a three round burst general purpose and a ten round burst suppression weapon. I haven't tested them for balance yet, but would you like me to put them up on this thread?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.1
Post by: Sam_ on August 17, 2014, 03:44:26 AM
Quote from: smitj045 on August 16, 2014, 11:57:53 PM
Y'kno, I have one little itty bitty problem with this mod. That being that there's only a sniper-like weapon available. So at first I was going to ask if you could maybe make an assault rifle version or a heavy machine gun. Then I thought, screw it I'll make my own since he says we can do what we want. And thus my own first little modding attempt was created. I'll admit that it's nowhere near as original or great as yours, but I managed to edit the sound files, alter the textures and get everything working. I now have three awesome railguns to play with. a single shot cannon, a three round burst general purpose and a ten round burst suppression weapon. I haven't tested them for balance yet, but would you like me to put them up on this thread?

I'd rather you made separate mod post with just your additions, but it's entirely up to you. That's just how my mod here started, by having a go at decimating some poor modders gun mod.

Yeah, I was certainly going to implement a range of weapons to add to the collection, perhaps the latest in laser weaponry? And maybe a few rail gun turrets, see how I go.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.2
Post by: Zeta Omega on August 17, 2014, 04:53:57 PM
DO raiders spawn with these......Please say no....
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.2
Post by: Sam_ on August 18, 2014, 01:41:07 AM
Quote from: Zeta Omega on August 17, 2014, 04:53:57 PM
DO raiders spawn with these......Please say no....

I have only edited the xml files for weapons, and haven't had time to test it thoroughly yet. If someone else could post here where they got the weapons from in their playthrough, that would help out.
Otherwise there is only one variable in the xml files related whether traders have the weapon, and another defining the price.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.2
Post by: Zeta Omega on August 18, 2014, 07:02:00 AM
Quote from: Sam_ on August 18, 2014, 01:41:07 AM
Quote from: Zeta Omega on August 17, 2014, 04:53:57 PM
DO raiders spawn with these......Please say no....

I have only edited the xml files for weapons, and haven't had time to test it thoroughly yet. If someone else could post here where they got the weapons from in their playthrough, that would help out.
Otherwise there is only one variable in the xml files related whether traders have the weapon, and another defining the price.
What about the armor? Where do you buy or get that?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.2
Post by: Shinzy on August 18, 2014, 09:18:01 AM
Quote from: Zeta Omega on August 18, 2014, 07:02:00 AM
Quote from: Sam_ on August 18, 2014, 01:41:07 AM
Quote from: Zeta Omega on August 17, 2014, 04:53:57 PM
DO raiders spawn with these......Please say no....

I have only edited the xml files for weapons, and haven't had time to test it thoroughly yet. If someone else could post here where they got the weapons from in their playthrough, that would help out.
Otherwise there is only one variable in the xml files related whether traders have the weapon, and another defining the price.
What about the armor? Where do you buy or get that?

Looking at the xml files, They'll be spawning with raiders/visitors
just like the normal power armors
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 18, 2014, 11:24:09 AM
Well my computer doesn't like the mod :(
EDIT: Just another mod not working
EDIT 2: It might not be compatible with my other mods :(
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Zeta Omega on August 18, 2014, 08:07:40 PM
OH! an update. Interesting...  :D
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 19, 2014, 03:37:28 AM
Quote from: Iwillbenicetou on August 18, 2014, 11:24:09 AM
Well my computer doesn't like the mod :(
EDIT: Just another mod not working
EDIT 2: It might not be compatible with my other mods :(

Do you get any red text in the console upon starting the game? What exactly occurs when it doesn't work?
If it freezes at a point in the game I might be able to pinpoint the issue, if the game just black screens however, it shouldn't be my mod.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Zeta Omega on August 19, 2014, 07:35:27 AM
*sees cost for magnetic coil* IVE NEVER SEEN A WEAPON GO ABOVE 1000! Let alone something just used for construction....
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 19, 2014, 08:16:38 AM
Quote from: Sam_ on August 19, 2014, 03:37:28 AM
Quote from: Iwillbenicetou on August 18, 2014, 11:24:09 AM
Well my computer doesn't like the mod :(
EDIT: Just another mod not working
EDIT 2: It might not be compatible with my other mods :(

Do you get any red text in the console upon starting the game? What exactly occurs when it doesn't work?
If it freezes at a point in the game I might be able to pinpoint the issue, if the game just black screens however, it shouldn't be my mod.

It was just it saying it doesn't like deleting custom event mods. Which I had disabled one.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: JibbeDahFish on August 19, 2014, 10:44:47 PM
add more combat suits, like a mech suit!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Zeta Omega on August 22, 2014, 09:57:38 PM
*Built the new powersource* WOW! so worth all the cash........I actually had To add turrets to avoid the fear of a short circuit
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Somz on August 24, 2014, 02:06:18 PM
Alright, this is too OP. I've played around it a little, last time I've managed to get my hands on a minigun, 2 m-16s and a m24s, aside from that I had about 5 turrets defending one, cleared-of-covers death-zone, yet the third raid, about 20-25 raiders wiped me out easily
(where with standard armor/weapons not even 80 could've do it).
5 spawned with these weapons, out of those 2 was in nano armor/helmet, they literally one-shot my turrets and colonists.

In my opinion you should either make it extraordinarily rare, or remove the spawn chance altogether. =|

Speaking of which, which line should I delete or add to make the spawn chance 0? Thanks.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 24, 2014, 09:28:17 PM
Quote from: Somz on August 24, 2014, 02:06:18 PM
Alright, this is too OP. I've played around it a little, last time I've managed to get my hands on a minigun, 2 m-16s and a m24s, aside from that I had about 5 turrets defending one, cleared-of-covers death-zone, yet the third raid, about 20-25 raiders wiped me out easily
(where with standard armor/weapons not even 80 could've do it).
5 spawned with these weapons, out of those 2 was in nano armor/helmet, they literally one-shot my turrets and colonists.

In my opinion you should either make it extraordinarily rare, or remove the spawn chance altogether. =|

Speaking of which, which line should I delete or add to make the spawn chance 0? Thanks.

Like the license says, you are aloud to do anything with my files, but that said, thanks for the support. I'll look into removing the spawn chance from pirates, as you are the first to inform me they even spawn with them. However it seems it might require a more in-depth mod to change that particular feature, modding dlls instead of just xml files, which I have neither the time or the interest in doing.

If you would like to help the mod change in a way you would prefer, it would help me out greatly if you could tell me which weapons they spawned with and perhaps how far into your total play-through (not just single session) this raid occurred. Failing that maybe you could give me a screen-shot of the offending raiders, so as to debug the level you were at and the weapons to tweak.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 24, 2014, 09:46:28 PM
All I can say Sam_, I looked in the def files for ages, nothing. I couldn't find anything. You might have to debug it out.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Somz on August 25, 2014, 01:05:42 AM
Quote from: Sam_ on August 24, 2014, 09:28:17 PM
Quote from: Somz on August 24, 2014, 02:06:18 PM
Alright, this is too OP. I've played around it a little, last time I've managed to get my hands on a minigun, 2 m-16s and a m24s, aside from that I had about 5 turrets defending one, cleared-of-covers death-zone, yet the third raid, about 20-25 raiders wiped me out easily
(where with standard armor/weapons not even 80 could've do it).
5 spawned with these weapons, out of those 2 was in nano armor/helmet, they literally one-shot my turrets and colonists.

In my opinion you should either make it extraordinarily rare, or remove the spawn chance altogether. =|

Speaking of which, which line should I delete or add to make the spawn chance 0? Thanks.

Like the license says, you are aloud to do anything with my files, but that said, thanks for the support. I'll look into removing the spawn chance from pirates, as you are the first to inform me they even spawn with them. However it seems it might require a more in-depth mod to change that particular feature, modding dlls instead of just xml files, which I have neither the time or the interest in doing.

If you would like to help the mod change in a way you would prefer, it would help me out greatly if you could tell me which weapons they spawned with and perhaps how far into your total play-through (not just single session) this raid occurred. Failing that maybe you could give me a screen-shot of the offending raiders, so as to debug the level you were at and the weapons to tweak.

Oh boy, I hoped that asking what to do in order to remove their spawn is a straight giveaway of my ignorance towards modding... Seems like I was wrong.  ;D

Well, if it does require dll modding to remove the spawn chance then...Yeah, that's not cool, since I couldn't even find out how to change anything let alone actually changing something, I wouldn't dare to ask you to do that.  ;)
In case it is doable via xml files...well, less spawn-chance would be better than no spawn-chance I guess.

In any case, raider spawn carry every piece of equipment randomly, their presence is independent of the progress of the colony, however their numbers seem to be affected by total wealth (much like the way M-24s spawn more often late game/for wealthy colonies).

I will provide screenshots and whatever else I can (just ask if you need anything else), although I'm currently playing with a zombie mod, quite funny, however most of the time zombies are the ones trying to undermine my colony, not raiders, and they carry no weaponry.
This task might turn to be quite a challenge...  ;D

Thanks!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 25, 2014, 07:02:36 AM
Quote from: Somz on August 25, 2014, 01:05:42 AM

Oh boy, I hoped that asking what to do in order to remove their spawn is a straight giveaway of my ignorance towards modding... Seems like I was wrong.  ;D

Well, if it does require dll modding to remove the spawn chance then...Yeah, that's not cool, since I couldn't even find out how to change anything let alone actually changing something, I wouldn't dare to ask you to do that.  ;)
In case it is doable via xml files...well, less spawn-chance would be better than no spawn-chance I guess.

In any case, raider spawn carry every piece of equipment randomly, their presence is independent of the progress of the colony, however their numbers seem to be affected by total wealth (much like the way M-24s spawn more often late game/for wealthy colonies).

I will provide screenshots and whatever else I can (just ask if you need anything else), although I'm currently playing with a zombie mod, quite funny, however most of the time zombies are the ones trying to undermine my colony, not raiders, and they carry no weaponry.
This task might turn to be quite a challenge...  ;D

Thanks!

I have invested a bit more time, basically re-writing the xmls, rather then pinching the core xmls and found how the system works. So, you should have no pirates spawning with advanced weapons and armour, although I haven't tested it yet. that said v0.4 will probably have a much rarer custom incident involving a handful of commandos dropping, so gear up!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 25, 2014, 12:57:12 PM
Quote from: Sam_ on August 25, 2014, 07:02:36 AM
I have invested a bit more time, basically re-writing the xmls, rather then pinching the core xmls and found how the system works. So, you should have no pirates spawning with advanced weapons and armour, although I haven't tested it yet. that said v0.4 will probably have a much rarer custom incident involving a handful of commandos dropping, so gear up!

1. Where did you find it? the xml files?
2. Maybe have 1 or 2. Or if the colony has like 10-15 people, have 3. Or another way is if everyone has a M-24 and body armor, add 1 per 5 colonists.
3. The M-24 is worse than LMG, and the LMG is worse than Minigun. Minigun is the best gun you can get in vanilla. Heavy Charge Blaster is the best, but you can't get it :'(
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 26, 2014, 12:53:47 AM
Quote from: Iwillbenicetou on August 25, 2014, 12:57:12 PM
Quote from: Sam_ on August 25, 2014, 07:02:36 AM
I have invested a bit more time, basically re-writing the xmls, rather then pinching the core xmls and found how the system works. So, you should have no pirates spawning with advanced weapons and armour, although I haven't tested it yet. that said v0.4 will probably have a much rarer custom incident involving a handful of commandos dropping, so gear up!

1. Where did you find it? the xml files?
2. Maybe have 1 or 2. Or if the colony has like 10-15 people, have 3. Or another way is if everyone has a M-24 and body armor, add 1 per 5 colonists.
3. The M-24 is worse than LMG, and the LMG is worse than Minigun. Minigun is the best gun you can get in vanilla. Heavy Charge Blaster is the best, but you can't get it :'(

The xml files uses a tag system, which my weapons had as <tags>Gun</tags> which is the default for human weapons. Pirates just get a random compliment of guns tagged with Gun. And the same system for armour. There is no way in the xml files to define the count of weapons per colony population or your owned weapons. I feel like a custom event would be more fitting to get the weapons anyway. The idea is that these weapons are fresh off the assembly line. Only a squad directly from an advanced world would have them.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Somz on August 26, 2014, 04:08:53 AM

Quote from: Sam_ on August 25, 2014, 07:02:36 AM
that said v0.4 will probably have a much rarer custom incident involving a handful of commandos dropping, so gear up!

Quote from: Sam_ on August 26, 2014, 12:53:47 AM
The xml files uses a tag system, which my weapons had as <tags>Gun</tags> which is the default for human weapons. Pirates just get a random compliment of guns tagged with Gun. And the same system for armour. There is no way in the xml files to define the count of weapons per colony population or your owned weapons. I feel like a custom event would be more fitting to get the weapons anyway. The idea is that these weapons are fresh off the assembly line. Only a squad directly from an advanced world would have them.

So...simply removing or changing "<tags>Gun</tags>" will do the trick?

But anyway, I must say I agree with your idea. Instead of having us deal with a hundred or more, out of which 40 is equipped with M24s...
Yep, a custom event with a commando (of 5? Or less? More?) dropping in, all equipped with these would be better.
Should be easier to deal with than picking the ones carrying these weapons out of a hundred or two.

Thanks!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 26, 2014, 04:27:39 AM
Yes, it might also be <weaponTags> if you are doing it yourself. The fix will be in the next version in any case. Yeah, just a single squad dropping from orbit would be cool. Perhaps they can siege as well with some custom turrets, but I haven't looked over any of the incidentDefs and how to change them as of yet.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Somz on August 26, 2014, 09:07:04 AM
Quote from: Sam_ on August 26, 2014, 04:27:39 AM
Yes, it might also be <weaponTags> if you are doing it yourself. The fix will be in the next version in any case. Yeah, just a single squad dropping from orbit would be cool. Perhaps they can siege as well with some custom turrets, but I haven't looked over any of the incidentDefs and how to change them as of yet.

Sounds good enough, but in case they're to besiege the colony, (since they're from a very sci-fi glitterworld) they should build standard turrets, not mountable ones, with a custom power generator maybe? Or an "integrated" one.

In any case, Do us a favor and don't create some ultra mega destructor 9000 annihilator, shooting hundred a minute... ^^
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Sam_ on August 26, 2014, 11:56:18 AM
Not every mod has to be balanced, if I were to add that paryicalur item it would be downloadable on it's own. Or, very expensive.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 26, 2014, 01:31:34 PM
Hey, sometimes it's nice to just anhilate raiders ;D
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Zeta Omega on August 26, 2014, 04:15:10 PM
Quote from: Iwillbenicetou on August 26, 2014, 01:31:34 PM
Hey, sometimes it's nice to just anhilate raiders ;D
Agreed, having a squad equipped with EMRG's is very interesting....and funny
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.3
Post by: Iwillbenicetou on August 26, 2014, 07:41:13 PM
This is how much power has corrupted me: my first three colonist magicallt find 3 M4A1 Pluse rifles (the most OP Project Armory weapon), and use it to kill a horde of zombies. They also get magical food spawning in, when they are starving.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on August 30, 2014, 06:36:13 AM
Version 0.4 released
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on August 30, 2014, 12:00:18 PM
Yeah! I will try and tear for bugs. I have been getting bored of doing nothing, so will start playing.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on August 30, 2014, 12:55:57 PM
Quote from: Sam_ on August 30, 2014, 06:36:13 AM
Version 0.4 released
Congrats on version 4 man, any screenshots?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 01, 2014, 01:42:46 PM
Do you literally have to create a whole new world with the generation thing or make a new colony
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 01, 2014, 06:07:26 PM
Yep.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 01, 2014, 06:32:38 PM
Quote from: Iwillbenicetou on September 01, 2014, 06:07:26 PM
Yep.
Ive been playing for a while......NO COMMANDOS
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 01, 2014, 07:10:14 PM
You have to create an entire new world. An they are rare as it is...
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 02, 2014, 08:49:06 AM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM

  • Note: factions are created when the WORLD is created (not the colony) so new factions added will not exist in current saves. To experience the Commandos faction you need a new world. A future version may resolve this.

Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Bodog999 on September 02, 2014, 10:45:10 AM
I've found a way to keep your colony! All you have to do is to create a new world with the same seed you used to create the world you are playing in now! :D IT WORKS!!!! The old world will get overwritten and you'll get the new one with other factions !INCLUDING! the combat faction and you dont even have to restart your colony! :D
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 02, 2014, 12:52:10 PM
So guys, REMEMBER your seeds! So you can start in the same place!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 02, 2014, 06:19:40 PM
Quote from: Sam_ on September 02, 2014, 08:49:06 AM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM

  • Note: factions are created when the WORLD is created (not the colony) so new factions added will not exist in current saves. To experience the Commandos faction you need a new world. A future version may resolve this.

I DID THAT ALREADY! Wait....I think you may need to add it to the faction list because I don't think they will spawn if they are not on it
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 02, 2014, 10:03:47 PM
They're on it. I spawned a couple in while testing...
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 02, 2014, 10:41:55 PM
Quote from: Iwillbenicetou on September 02, 2014, 10:03:47 PM
They're on it. I spawned a couple in while testing...
Ok its working...wait how did you spawn in commandos?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 02, 2014, 11:21:42 PM
...cheats... I won't tell you in canse you get corrupted like me. In dev cheats you can spawn pawn.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 03, 2014, 03:57:40 AM
Yes, they are certainly in the game. The faction is as well, but it is a hidden faction much like the space refugees, or the mech faction. If you don't mind touching xmls go into factonDefs->CommandoFactionDefs then removing the line <hidden>true</hidden>.

If anyone does get a raid by the Commando faction I would love to here when it happened, how many there were and what weapons they had. They also siege too, but the incident is hard coded, so I can't change the mortars and sandbags.

Quote from: Bodog999 on September 02, 2014, 10:45:10 AM
I've found a way to keep your colony! All you have to do is to create a new world with the same seed you used to create the world you are playing in now! :D IT WORKS!!!! The old world will get overwritten and you'll get the new one with other factions !INCLUDING! the combat faction and you dont even have to restart your colony! :D

Thanks for the tip, I'll be sure to add this to the main post.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 03, 2014, 05:56:26 PM
I caught a commando....his recruit difficulty is 100....doesn't that mean impossible to recruit.....
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 04, 2014, 05:00:09 AM
I'm not sure if it does, I haven't seen how it's implemented. But, I would set it to impossible anyway, because a commando should be trained never to give in.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 04, 2014, 06:30:36 AM
Ok then, time to starve him to death, its so much more satisfying the execution
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: smitj045 on September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 04, 2014, 04:21:36 PM
Quote from: smitj045 on September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
Would you prefer the mechanoid screech instead with a crashed ship part carrying 20+ centipedes
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: smitj045 on September 04, 2014, 08:56:39 PM
Quote from: Zeta Omega on September 04, 2014, 04:21:36 PM
Quote from: smitj045 on September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
Would you prefer the mechanoid screech instead with a crashed ship part carrying 20+ centipedes

Honestly? Yeah. At least mechanoids take a while to get a shot off and their heavy hitters are slow as hell. These commandos overran my colony before I could pull anyone into anything even resembling a defense.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 06, 2014, 06:19:24 AM
I haven't found any values to limit the number of pawns that start in an incident. Nor does there seem to be a way currently to fully control incidents, so I can only make the commandos mimic pirate raids or sieges. I'll look into possible solutions, otherwise perhaps I'll keep adding better defenses, to fend off those super-humans.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Bodog999 on September 06, 2014, 07:04:12 AM
Quote from: Zeta Omega on September 02, 2014, 10:41:55 PM
Quote from: Iwillbenicetou on September 02, 2014, 10:03:47 PM
They're on it. I spawned a couple in while testing...
Ok its working...wait how did you spawn in commandos?
Developer console you can activate it in your options
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 06, 2014, 11:36:07 PM
Nuuuu! now he will be corrupted!!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 07, 2014, 12:20:26 AM
Quote from: Iwillbenicetou on September 06, 2014, 11:36:07 PM
Nuuuu! now he will be corrupted!!
Relax I got bored of it...
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 07, 2014, 12:24:35 PM
That's what happened to me.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 07, 2014, 08:43:03 PM
Now I don't know if this is possible due to schedules you have or anything but could you add a way to brainwash or commandos, or just like some type of glitter world droid/robot that is FREINDLY to your colonists. like a helper bot or guard bot
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 07, 2014, 10:37:37 PM
That would be nice. Have a sort of thing where you choose the skills for the robot, but it would be more expensive. Also see if you can have 0 skill decay. It would be nice to have 2-3 hauler robots helping my colony survive its constant food problem.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 08, 2014, 12:42:16 AM
There are a number of droid mods out there. The reason I stay away from that is because it will most likely need modified source code. I'll look into it.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Iwillbenicetou on September 08, 2014, 09:19:01 AM
Except those droid mods are all outdated and old :(
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Bodog999 on September 08, 2014, 09:55:00 AM
Quote from: Zeta Omega on September 04, 2014, 04:21:36 PM
Quote from: smitj045 on September 04, 2014, 11:15:52 AM
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
Would you prefer the mechanoid screech instead with a crashed ship part carrying 20+ centipedes
The commandos are very very OP had 1 guy with that laser pistol he killed my whole colony. The only way to kill them is to let my 6 150mm artillery and my 6 rocket launchers fire at them across the map. The guns really need a longer aim time and cooldown. I can survive a raid with 80 scythers and 60 centepides but I cant even survive a raid from 1 guy with a laser pistol.

Edit: also its impossible to recruit a commando with 100 recruitment difficulty

Edit 2: Sam_ I've seen that you put the way to reroll the factions on a world in the description. Nice. Credits? Mayby? Very mayby?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 08, 2014, 08:25:43 PM
Ok so uh...funny thing I HAVNT mentioned......All commandos that spawn for me are unarmed XD so yeah.....They are easy for me lol
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: smitj045 on September 08, 2014, 08:53:47 PM
Quote from: Zeta Omega on September 08, 2014, 08:25:43 PM
Ok so uh...funny thing I HAVNT mentioned......All commandos that spawn for me are unarmed XD so yeah.....They are easy for me lol

They were unarmed for me at first, just deleted the mod folder then downloaded it again. That fixed it.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 09, 2014, 05:43:10 AM
Unarmed commandos...Seems the perfect contradiction to me. I may have messed up the tags. Have you seen any commandos with the APB-projector? perhaps that could be why. I personally think the commandos shouldn't be recruit-able. Think if them like a Spartan from halo. Augmented and fighting for a cause since childhood, they die before breaking.

The next update should help balance things out now. Lets hope you advance quick enough to defend against a raid!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: smitj045 on September 09, 2014, 08:55:44 AM
Quote from: Sam_ on September 09, 2014, 05:43:10 AM
Unarmed commandos...Seems the perfect contradiction to me. I may have messed up the tags. Have you seen any commandos with the APB-projector? perhaps that could be why. I personally think the commandos shouldn't be recruit-able. Think if them like a Spartan from halo. Augmented and fighting for a cause since childhood, they die before breaking.

The next update should help balance things out now. Lets hope you advance quick enough to defend against a raid!

Wait, are they supposed to have projectors? I haven't seen a single one. All rifles and pistols.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Bodog999 on September 09, 2014, 10:30:22 AM
Havent seen a single commando with a projector yet. Also Sam_ thanks for the credits :) appricate it very much
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: BetaSpectre on September 09, 2014, 05:09:15 PM
I was going to say I only wanted X Y or Z but then bam its all laid out for me!

If I could Like, Subscribe, or otherwise Upvote I totally would!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: smitj045 on September 09, 2014, 10:35:53 PM
Quote from: Zeta Omega on September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!

I dunno, it burns off plenty of limbs for me. I prefer the rifle.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 10, 2014, 02:24:15 AM
Ok, so they don't spawn with the projector and yet the tags are the same...and sometimes they have no weapons. Logic dictates....it's time for sleep.

But, in all seriousness the commandos should be more balanced and fixed in the next update. They will still be impossible to recruit, but their numbers will be lessened and defences more effective. They are commandos employed to overcome impossible odds and take out any target, but balance is better then realism, and reloading colonies to reset the incident event.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 10, 2014, 05:31:12 PM
Quote from: smitj045 on September 09, 2014, 10:35:53 PM
Quote from: Zeta Omega on September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!

I dunno, it burns off plenty of limbs for me. I prefer the rifle.
The rifles are good to, I use the projector to take care of them from afar
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Shinzy on September 11, 2014, 06:44:36 AM
Quote from: Sam_ on September 10, 2014, 02:24:15 AM
Ok, so they don't spawn with the projector and yet the tags are the same...and sometimes they have no weapons. Logic dictates....it's time for sleep.

I'm prrrreeeetty sure it's because they can't 'afford' the weapons

the commando's have set to have money for weapons set to 400 to 700
and most of your glittertech weapons cost over 500
so when the pawn spawns with money pool of 400 they can't 'buy' the weapon for themselves forcing them to go true commando style

and they can never afford the 1000 Spacebucks for the projector

Edit:
Ofcourse I always base my theories on my theories and not scientific facts
cause this the true way of any self respecting couch bottom philosopher
proof is overrated!
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: StorymasterQ on September 11, 2014, 08:15:50 PM
ZenRim: "If a Commando can't afford pants, will he go full Commando?"
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Zeta Omega on September 11, 2014, 08:48:11 PM
Quote from: StorymasterQ on September 11, 2014, 08:15:50 PM
ZenRim: "If a Commando can't afford pants, will he go full Commando?"
-claps- Nice one
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Morrigi on September 11, 2014, 10:04:25 PM
Heh. But yeah, I've had two commandos spawn at once, in full power armor, with no weapons. I'm not saying it'd be a good idea to have two armed commandos show up that early in the game (it was pretty early), but you get my point.

Also, it'd be kind of cool if you could recruit them. I captured one and tried, but her loyalty threshold was 100.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.4
Post by: Sam_ on September 12, 2014, 03:48:01 AM
Ah, I thought the money they carried related to how much they dropped upon death, I had no idea they "bought" weapons upon spawning. Thank you kindly for the info, get ready for commandos with projectors!

Perhaps I'll added separate classes of commando. I'm working on making the armour give other perks, then just...armour. It is powered after all.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Sam_ on September 17, 2014, 11:49:13 AM
Version 0.5 out.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Zeta Omega on September 17, 2014, 12:42:53 PM
HOORAH!!! VERSION 0.5
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: mrofa on September 17, 2014, 03:22:26 PM
Hahaha
In 10 years or soo you will google wise quotes and you will see.

"Ofcourse I always base my theories on my theories and not scientific facts
cause this the true way of any self respecting couch bottom philosopher
proof is overrated!"
~Shinzy~


Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Zeta Omega on September 19, 2014, 05:35:32 PM
Hmm......How about some type of Barrier or shield for the new defense?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Iwillbenicetou on September 19, 2014, 07:55:08 PM
Jaxxa's Shield defense?  ::) Shameless selfness promotion
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Sam_ on September 20, 2014, 06:15:40 AM
Like the titanium barrier?
Yes it isn't texture yet, but the stats are all there.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: zaphrod001 on September 20, 2014, 09:56:38 AM
how come i cannot refine titanium and make those weapons and armors...?

help... what should i build in the production tab to create bills for this.

thanks
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Sam_ on September 21, 2014, 05:02:51 AM
You can't make the weapons and armour, much like the vanilla weapons and armour. I figure if your colonists don't have the skill set to build normal projectile weapons, logically they have no chance at energy weapons, rail guns and nano suits.

Maybe in a  future update
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: zaphrod001 on September 21, 2014, 05:37:24 AM
thanks for the response, so the only way i can get titanium and weapons is from the black market??
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Sam_ on September 21, 2014, 06:45:10 AM
Yes, at the moment. Perhaps, if you have a good idea for another way to produce it, I'd be willing to add it. I did consider adding a new ore, but I'd like to avoid world generation, for obvious reasons, not to mention titanium ore doesn't naturally occur common enough for that to be useful.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Reaper on September 21, 2014, 04:19:05 PM
You could have it drop from the sky or have the commandos bring with them a type of mechanoid made from the stuff.
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: MisterLock on September 22, 2014, 08:52:08 AM
Does this mod work with Tech Tree Minami?
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Iwillbenicetou on September 22, 2014, 06:57:25 PM
I don't think so, it has trader defs, and TTM completely changes it, so no, I don't think so
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: MisterLock on September 23, 2014, 07:46:55 AM
Thanks
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: shadowstreaker on September 27, 2014, 06:50:44 PM
Funny moment occurred with this for me, no a complaint or anything, just a show of how screwed this can make you, first of all I was playing with TTM, it does work but the trader is extremely rare, anyway i had gotten up to 11 colonists and a very nice colony, shields and nice automated defence, everyone in nano suits with APB rifles, then i got attacked by a fairly large number of commandos, specifically around 180-ish, I was thinking ok, between my artillery and defences i should be fine... then i got hit by a solar flare, and i think you can guess the rest from there, it completely obliterated me and it was great fun
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Axel on October 04, 2014, 01:29:18 PM
We going to see an update soon for A7? :0
Title: Re: [MOD] (Alpha 6) Glitter Tech v0.5
Post by: Iwillbenicetou on October 05, 2014, 09:36:52 AM
Yep, would be nice to have this. Especcially with the new weapons and stuff...
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Sam_ on October 14, 2014, 11:28:20 AM
Updated to v0.6 and ALPHA 7
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Axel on October 14, 2014, 01:15:48 PM
Oooooooo. Now we just need a cloaking armor. Which would be extremely awesome to help pick off sieges and make hasty escapes when the colony has been destroyed.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: MisterLock on October 14, 2014, 01:23:20 PM
Quote from: Sam_ on October 14, 2014, 11:28:20 AM
Updated to v0.6 and ALPHA 7

Thank you very much Sam,glad to be trying this out
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Patrykbono20 on October 14, 2014, 02:04:18 PM
You have links for version Alpha  6?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Joeman9833 on October 14, 2014, 02:17:35 PM
Maaaaaaan you updated it when I just made a really cool base! Can't wait to check out the new suits.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Sam_ on October 14, 2014, 11:10:32 PM
I'm not sure how cloaking would work. I would have to finally relent and start coding .dlls
I much prefer simple brute force. Now that we have prosthetics you can look forward to some serious body augmentations next.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Slowtapus on October 15, 2014, 02:43:04 AM
Love the mod! The weapons are outrageous and the other features are really nice. I wish I was as good at making textures as you are.

However it doesn't appear that the titanium structures have research prerequisites set. As well the titanium structures added by the mod are quite weak. Especially the blast door which seems more like it was meant to withstand sneezing. The vanilla stuff based structures using titanium are very tough though.

Title: Re: [MOD] (Alpha 7) Glitter Tech v0.6
Post by: Sam_ on October 15, 2014, 02:52:46 AM
Ah right!

Thanks for reminding me. I clearly forget the research prerequisites in the new wallDefs. The way that materials work in Alpha 7 is different, so the vanilla walls using titanium are defined differently from buildings using titanium in a cost list. I'll rebalance the values.

If you could provide feedback about where you see weapons and armour, ie: from commandos, or from traders and how much they cost you it would be an excellent help.

Edit: Now updated to v0.65 see change log for details
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on October 15, 2014, 11:59:59 PM
I see most weapons from the exotic goods/weapon traders but the price is usually around 850-950 for lower the guns expensive but worth the cost however the cost for the nano fiber skin suit /speed suit I feel is to high I rather pay like 500-600 for than then how much they cost. Sorry I can't remember the exact cost. (I use the prepare carefully mod and I cant afford that armor even by removing someone a person usually costs around 1000 + points to add.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Zeta Omega on October 16, 2014, 03:54:04 PM
Apb weapons = Better knockout chance
MG weapons = DEATH TO ALL TARGETS

Also whats up with the platinum thing? I don't have any and the sign for it is there
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: MelanisticAlbino on October 16, 2014, 05:16:25 PM
Hey there!

Just thought I'd share my first experience with the mod. I'm convinced it's really good, it seems to add a lot things that I would want to have in the game.

Unfortunately the second encounter in the game, just minutes after I had managed to get everyone a bed to sleep in, a raider spawned... with a full nano suit and some really advanced weapon. Needless to say my colonists were slaughtered without mercy.

Was this a bug caused by me using this mod in conjunction with a couple of other mods or is this not something that you have not yet addressed?

Otherwise the features look really cool! :)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on October 16, 2014, 10:54:07 PM
Quote from: MelanisticAlbino on October 16, 2014, 05:16:25 PM
Hey there!

Just thought I'd share my first experience with the mod. I'm convinced it's really good, it seems to add a lot things that I would want to have in the game.

Unfortunately the second encounter in the game, just minutes after I had managed to get everyone a bed to sleep in, a raider spawned... with a full nano suit and some really advanced weapon. Needless to say my colonists were slaughtered without mercy.

Was this a bug caused by me using this mod in conjunction with a couple of other mods or is this not something that you have not yet addressed?

Otherwise the features look really cool! :)

I dont believe thats a bug. It seems more like poor luck.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 17, 2014, 05:10:28 AM
Yes, Indeed it was bad luck. The difficulty of raids scale, hence why you had only ONE commando. Normal raiders don't spawn with any weapons in this mod, so you still get the vanilla experience.

In regards to price I could drop the price a bit. I just thought having a piece of apparel that made you either close to bullet proof, or very fast, which also fits underneath most clothing was somewhat OP. If I recall a lot of the bionic implants you can purchase are in the thousands.

If someone has done a longer play through of my mod, I would love to hear about an encounter with a commando squad vs your titanium walls and rail guns.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on October 17, 2014, 10:07:34 AM
@Sam
I'll give it a go later today. You want to see how good the defenses are right? That way I know where to focus my attention.

I agree with canute that the weapons are OP when fighting other factions other than the commandos themselves. So it comes down to nerfing the weapons a bit so that theyre still more powerful than the raiders but raiders have a better chance at winning a fight. Or as he suggested make the commandos an even bigger threat or make a new threat entirely. And seeing as youre also going into bionics you could try making Androids that are superior to the Commandos because they feel no pain and are overall 20% more efficient.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Tsilliev on October 17, 2014, 11:29:55 AM
wow with the APB-1 pistol its so easy to defend vs zombies, if it wasn't for the pistol I would be dead already :D, and also there was this commando that dropped in my base, he was full of armor, I sent all my 3 guys to melee hit him, he started running, and 16 hours later at the edge of the map my guys still hitting him but he went away. :D Well now if it comes to realism, if there is a guy with armor and there are people that melee hit with pistol I understand the risk of getting damaged is low but lol 16 h of hitting and only 6-7 hits, that was funny, I guess I need to re-arm my people with more advanced weapons. :D
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Torch512 on October 17, 2014, 11:49:20 AM
How do you make the Magnetic Coils? Ive got all the research done but cant seem to find where to make or find the coils. traders Dont seem to have them either
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: MelanisticAlbino on October 17, 2014, 12:40:59 PM
I like this mod but had do disable it because of balance reason. I get raided by overpowerered commandos too often unfortunately :/

Anyone knows how to disable or make the commandos appear less often?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 17, 2014, 06:54:52 PM
SO, the general consensus is that the weapons are too OP, and armour too strong?

Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

Another option would be to make the items much, much rarer. But, I feel making the features of the mod so hard to get is no fun at all. Let me know what you think.

In regards to the resource production I have a few ideas for a crafting system to produce Titanium and magnetic coils, plus maybe a few new materials...
I also plan to add some higher end bionics, droid workers and maybe much better defense systems to just turrets and walls. See what happens.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Able1 on October 17, 2014, 08:02:35 PM
Quote from: Sam_ on October 17, 2014, 06:54:52 PM
SO, the general consensus is that the weapons are too OP, and armour too strong?

Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

Another option would be to make the items much, much rarer. But, I feel making the features of the mod so hard to get is no fun at all. Let me know what you think.


Hey there

I really enjoyed playing with your mod, I love the concept that there is an elite faction out there.  HOWEVER....

I think the weapons and armour are totally OP.  I started a new colony did really well, had a bit of luck at the start and then bought a couple of the APB rifles from the Exotic Goods trader, and that was that.  My two pawns armed with their rifles were enough to stop any assault on my base, even a year and a half down the line when they were throwing masses of pirates at me my 2 guys just went out there and tore through the enemy.  UNTIL...

The AI finally dropped a Commando Faction raid on me, 20+ Commando's.  I didnt manage to take out even one of them, honestly they could have dropped a couple on me and I still would have been up the creak.  I had set up a turret kill zone in my base as a fall back (old habits) and they didnt touch these armour clad brutes.

In short I had a great game, which ultimately ends when the AI drops a Commando raid on you, in my case I guess I was lucky to have got as far as I did.

I have been trying to think of ways to add a little balance in and honestly I think the only way is to nerf the weapons.  I would suggest toning down the rates of fire and the resists on the armour types, perhaps making some of them give stat buffs rather than insanely high values.  Or perhaps add in a turret/device that neutralizes or debuff's their armour allowing you to create kill zones for them.

On the other hand I though this would make a rather good event/encounter, kind of like a predator scenario drop one or two commando's that target one member of the colony at a time and will withdraw if they succeed in killing their target, withdraw the weapons/armour from the trade ships making them ultra rare and you have a rather splendid game of cat and mouse with the choice to either sacrifice the target or attempt to kill them getting a really nice reward of their gear.  Just a thought, dont even know if that would be possible, I'm not a modder.

With regard to the materials and building stuff, well I never did figure out if you could find/mine Titanium and could never afford to buy it in any great quantity so not sure what to make of that aspect.   

Sorry for the really long post, please please take this as constructive criticism, I really love the concept of this mod and hope you develop it further, it will remain in my mods list.

Thanks for reading
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on October 17, 2014, 09:30:28 PM
Quote from: Sam_ on October 17, 2014, 06:54:52 PM
Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

Personally both would be ideal. The weapons are extremely OP And nerfing the weapons could lead to some intense fights (at least for me) because they would be prolonged now giving the player more time to repress the attack.

Right now the Commandos remind me so much of the Mandalorians (Not the Taung ones that are aliens but the ones that accepted all life forms). When going with adding a new threat it would be nice to see something of the same caliber that the Mandalorians had to face. Two good examples were the Mandallian's a race of Giants that were on par with them and for the most part were melee fighters and the Mythosaur which was a huge dragon like creature and by huge I mean city-size proportions (of course this seems like the least viable of the two). Of course this isn't a Star Wars mod but when resembled to other fictional creations the Mandalorians are on par with your Commandos so looking at the different enemies the Mandalorians had might give you an idea of how powerful the new threats should be (and the threat shouldn't just be for the colony, it should be one the commandos also have to face). I'm actually going to test out the lightsabers from a different mod and see if the commandos can withstand the OHK that raiders get.

Quote from: Sam_ on October 17, 2014, 06:54:52 PM
In regards to the resource production I have a few ideas for a crafting system to produce Titanium and magnetic coils, plus maybe a few new materials...
I also plan to add some higher end bionics, droid workers and maybe much better defense systems to just turrets and walls. See what happens.
As for resources, Titanium is a natural occurring element so you could maybe make it mine-able but rather than dropping Titanium dropping a block which then has to be crafted into Titanium. Also while on the topic of crafting I suggest that if you're going to make weapons craftable nerf them down significantly more than what you already would.

Defense Sytems? Bionics?! Droids!?!?!?!?!?!?!? Do tell!!!!!!!!!!  :D :D :D :D :D

Quote from: Able1 on October 17, 2014, 08:02:35 PM
*Clip*
.... Elite Faction....
*Clip*
THIS^^^^ I actually enjoy this too. Which is why I'm OK with them being somewhat overpowered. (its a lot better than being bumrushed by 100 raiders constantly.)

Quote from: Able1 on October 17, 2014, 08:02:35 PM
On the other hand I though this would make a rather good event/encounter, kind of like a predator scenario drop one or two commando's that target one member of the colony at a time and will withdraw if they succeed in killing their target, withdraw the weapons/armour from the trade ships making them ultra rare and you have a rather splendid game of cat and mouse with the choice to either sacrifice the target or attempt to kill them getting a really nice reward of their gear.  Just a thought, dont even know if that would be possible, I'm not a modder.

I would think that it is possible seeing as your colonists can be kidnapped. Maybe ask Minami for a bit of help with that? IDK. But giving the commandos better tactics than the avg. raider could add to the difficulty without the need to nerf the armors, but still nerfing the weapons. And again the commandos resemble elite (no not the ones from Halo) units that can take a base down with only a handful of guys. The Mandalorians could fight a Jedi and come out winning if its a fair fight. And with the Predators, those bastards are just hard to kill.

Good Luck with the mod though. This can go so far with a good mix bit of originality and a bit of borrowing from similar fictitious groups that are just as OP. And if there's one important thing i want you to take out of my long post is that the Commandos are fine as an Elite Force but different tactics should be implemented so that there's more variety when it comes to facing them, and just nerf down the equipment a bit.
Also has anyone tried meleeing a Centipede while wearing the armors yet? if so, is it still one hit kill?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Patrykbono20 on October 18, 2014, 04:42:26 AM
Thanks for links to version of A6
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Slowtapus on October 18, 2014, 05:54:15 AM
I've had a game that I encountered 2 commando groups actually. One that was around 20, one that was 13. The one with 13 I literally just had to wait until they started killing each other. Lucrative haul. However the second one I sent a few people out to take care of them... without realizing the APB-1 projector was longer range than the EMRG-1.

Long story short the 3 I sent out (geared with gear from the last commando group) killed about 5 before getting slaughtered and causing them to give up the siege and attack. I had stone walls, embrasures, a blast door, 2 EMRG turrets and 2 Heavy Turrets (different mod) so I figured I would be fine and armed up my last 4 colonists with APB Pistols and put them at the embrasures. Yet the commandos rounded the corner, decimated the turrets, blew open the front of my base, killed 2 colonists and just kidnapped them and left. Without losing any more.

My opinion thus far is that it all is EXTREMELY powerful. It's sort of like... if you don't have Glitter Tech gear and you fight Glitter Tech gear you are bringing a wet towel to a gun fight.

I still love it and I don't think there needs to be nerfing perse. I think there needs to be more filler. Move the current guns and armor UP in price and difficulty of acquiring. High enough that enemies do not spawn with them. Maybe nerf the armor some. Then add tech that is sort of half way between the outrageous awesomeness that is APB Projectors and MRG Rifles on Nano+Reactive soldiers.

That or make the current tech something that enemies just can't spawn with and make a tier of tech one down. Maybe add in crafting.

The other thing I have found is that EMRG and MRG are not what beat nano armor. The shots still practically all bounce. It's the APB projector with it's burns that incap nano+reactive soldiers and it's the ONLY thing that works reasonably well. It actually works really well. The first shot, if it lands, generally lights them on fire and makes them panic and then it's just a shooting gallery. Because of how it works though the trigger happy trait is outrageously OP with it. Since it generally won't miss so bad that it won't still catch it's target in it's radius and light them on fire. So whoever fires first wins.

That's how I lost my soldiers. Who all had 12+ shooting and all 3 of them got taken out by a 2 shooting enemy who was trigger happy.

All in all the bigger problem to me seems to be the armor and the fact that it requires non-piercing based weapons to counter. I'd personally like at least a renaming of the reactive armor though. Since it's good for more than one use.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Tsilliev on October 18, 2014, 09:07:07 AM
Quote from: Sam_ on October 17, 2014, 06:54:52 PM
SO, the general consensus is that the weapons are too OP, and armour too strong?

Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

Another option would be to make the items much, much rarer. But, I feel making the features of the mod so hard to get is no fun at all. Let me know what you think.

In regards to the resource production I have a few ideas for a crafting system to produce Titanium and magnetic coils, plus maybe a few new materials...
I also plan to add some higher end bionics, droid workers and maybe much better defense systems to just turrets and walls. See what happens.
Yes please, drop down the damage, increase cooldown, lower armor block stats and add auto repairing walls that require 10 wat per wall.  :D
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dibblah on October 18, 2014, 01:21:18 PM
In general I agree with nerfing the weapons and armor, but not all that much actually.

What makes the weapons really op is not so much the damage they do but their rate of fire, except for the APB projector none of the guns have a noticeable cooldown which, combined with their high damage means that it only takes a few seconds to kill your target.

I would suggest the following:

APB pistols to have RoF/CD of the UZI or close to.
MRG pistols to have RoF/CD of the Pistol or close to.

APB rifle to have only slightly better RoF/CD of the M16 or M4.
MRG rifle to be singleshot like the Enfield but with higher RoF.

EMRG to have only slightly better RoF/CD than the M24.

As to the APB projector, it's pretty much good as is, maybe a bit less damage at the point of impact, but definitly keep the AoE aspect. As for it's RoF/CD it's ok, maybe a tad slower than it currently is, but not by much.

As to the armor, if nerfed at all then only a small bit, nano armor+reactive armor = immunity to ballistic weapons aka the M24, M16 etc. Best weapons against commandos with that armor combo is the M4.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dibblah on October 18, 2014, 01:38:54 PM
I like the Vibro Knife idea, gives your colonists a chance at taking out the commandoes even if you don't have ranged energy weapons
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 18, 2014, 07:06:14 PM
Thanks for the feedback guys, it's extremely useful. I think I'll go through and redo the weapon statistics to make them a bit more balanced. Less fire rate being the key feature. In response to the pistols decimating normal raids, that is kind of the purpose of this mod, to raise the bar above vanilla. But, sadly just by coding XML files it's not possible to make commandos raid later on, it's totally random, and I can't make the trader rarely sell items, either they do or they don't.

Quote
Right now the Commandos remind me so much of the Mandalorians (Not the Taung ones that are aliens but the ones that accepted all life forms). When going with adding a new threat it would be nice to see something of the same caliber that the Mandalorians had to face. Two good examples were the Mandallian's a race of Giants that were on par with them and for the most part were melee fighters and the Mythosaur which was a huge dragon like creature and by huge I mean city-size proportions (of course this seems like the least viable of the two). Of course this isn't a Star Wars mod but when resembled to other fictional creations the Mandalorians are on par with your Commandos so looking at the different enemies the Mandalorians had might give you an idea of how powerful the new threats should be (and the threat shouldn't just be for the colony, it should be one the commandos also have to face). I'm actually going to test out the lightsabers from a different mod and see if the commandos can withstand the OHK that raiders get.

I think perhaps buffing the mecha raids, or adding a new robotic enemy could be the most viable enemy in response to commandos. I want to try and avoid adding a monster that's natural to the "rimworld". I prefer to maintain the vanilla world and it's lore.

Quote
As for resources, Titanium is a natural occurring element so you could maybe make it mine-able but rather than dropping Titanium dropping a block which then has to be crafted into Titanium. Also while on the topic of crafting I suggest that if you're going to make weapons craftable nerf them down significantly more than what you already would.

My general idea is that this mods adds things beyond the capability of a small colony, and the Titanium resource is an obscure titanium alloy used for starships, not to mention a rare metal in natural generation. And also, like above I wanted to avoid touching world generation, but I suppose adding a rare ore wouldn't hurt anyway.

I love the idea of making Commandos more tactical, killing only one, or taking hostages, but aside from writing DLLs, the XML just doesn't allow for advanced tactics that aren't already in the game. As of yet there's no predator like behaviour for pawns. I suppose I could make the commandos siege more often or add an event similar to the AI core, where commandos defend a crashed piece, or some kind of crate full of technology.

Quote
All in all the bigger problem to me seems to be the armor and the fact that it requires non-piercing based weapons to counter. I'd personally like at least a renaming of the reactive armor though. Since it's good for more than one use.
I'm planning on adding more turrets and defensive feature that get through Nano suits better, maybe a melee weapon that nullifies them as someone suggested. Also, it's the future. Perhaps the reaction that occurs is an electro-magnetic force that changes trajectories of incoming high velocity projectiles to paths that miss or bounce off armour at more harmless angles. (maybe I'll put that in the item description, because that sounds lovely)


Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: MisterLock on October 18, 2014, 08:11:40 PM
Quote
SO, the general consensus is that the weapons are too OP, and armour too strong?

Ok, I could start a poll, but I'll just ask here; Would you prefer weapons were nerfed to be used better with vanilla raids, and add balance with other mods. Or, would you prefer I up the difficulty of commandos, add new threats and just give the mod a higher tier of difficulty above normal gameplay?

One thing you could maybe do is contact Evul,developer of project armoury,You could adress him and feelime about balancing your weapons,they look great and all But yeah they are a tad bit powerfull.They did help me often in zombie atacks,they get so big late game that your overpowered weapons are very usefull since I didn't yet research improved turrets(Killroy's turret mod).
Like I said,maybe contact Evul about balancing regards?His mod adds lots of weapons but none that are really that focused on future tech(mostly gunpowder era weapons and our era weapons)
Quote
Another option would be to make the items much, much rarer. But, I feel making the features of the mod so hard to get is no fun at all. Let me know what you think.

I for one think the current equipment commandos get should be split into a entirely new section pawn called:The elite Commando.He would be incredibly rare,with maybe 2-3 per larger group and would have the same equipment the majority of the current Commando's spawn with...
I mean I know this would be alot of work for you,to add lower grade nano suit armour and lower grade pulse weapons(keep in mind the Evul balancing idea) but I think it would adress the weapons to OP,to common issue

Also as a close up to my comment,maybe add some sort of richer background story to the Commando faction?I really like what Tynan did with the Vanilla faction story's,The Nomad Raiders,The Overpopulated tribes,and the Outlander towns...When I see the description of your faction :"A group of commandos",it just kinda throws me off...I mean...Are they from space?Are they settled on the same Rimworld you are in?Do they procure their weapons through very corrupt Glitterworld leaders?Why are they harrasing a colony on a distant Rimworld?
Would be nice!
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 20, 2014, 12:17:38 AM
Ah, the commando faction was originally hidden from view, hence the short description. I kind of get the feel that the details about the factions and everything in Rimworld is meant to be vague, but I can add a bit more to "a group of commandos" certainly.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Zeta Omega on October 21, 2014, 04:29:15 PM
This is to the people who think this mod is op. Its meant to be, If you don't like it change some of the coding and make it harder. I like the mod the way it is
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on October 21, 2014, 10:12:39 PM
Quote from: Zeta Omega on October 21, 2014, 04:29:15 PM
This is to the people who think this mod is op. Its meant to be, If you don't like it change some of the coding and make it harder. I like the mod the way it is

I agree!!!
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on October 21, 2014, 11:09:36 PM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM
Description:
Ever since I saw the description of the Power Armor mention "Glitterworld" planets, I have been intrigued by the idea of distant advanced planets, and the technology that must abound there. My ideas for this mod include adding a selection of high tier advanced items to offset the multitude of medieval and lesser items, but (hopefully) keeping it balanced with the progression of the game.

Well based on Sam_'s decription I'd say youre incorrect. Yes the mod is supposed to be harder, but he also intends to make it balanced, NOT OP as it currently is. And those of us "complaining" distinguish High Tier and OP to be different things so when we "complain" its because we distinguished that and assumed, based on Sam_'s description, that he would like to know how others fell about the of balance the mod so that he can later make the mod less powerful. Thus meaning my good sir that this mod is not meant to be OP. And if you do not like that you may make the mod easier.

P.S., this is just something that bothers me as a writer, do proofread your post because I do believe you meant easier in your post and to be a dickhead i made the same mistake, obviously in reverse, on purpose. Sorry for being a dickhead and sounding like a douche.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: BinaryBlackhole on October 22, 2014, 03:34:37 AM
Anti dropod lasers or shields the glitter worlds wouldn't just let thing fall on top of their cities now would they you can't have raiders landing behind your defenses also holographic door for sneak attacks.

Also radiation shielding which is an upgrade that makes  things immune to solar flares but requires more power or alternatively a radiation shield that neutralise solar flares in its range.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 22, 2014, 07:32:55 AM
Quote from: BinaryBlackhole on October 22, 2014, 03:34:37 AM
Anti dropod lasers or shields the glitter worlds wouldn't just let thing fall on top of their cities now would they you can't have raiders landing behind your defenses also holographic door for sneak attacks.

Also radiation shielding which is an upgrade that makes  things immune to solar flares but requires more power or alternatively a radiation shield that neutralise solar flares in its range.

Some excellent ideas. I'm certain that solar flares are hard coded into anything that consumes power ( Another mod on the forum had the same issue, I forget the source). And, I would presume the same is true with drop pods. I could, however, think about tesla coils to fry those suckers as they leave their drop pods.
But, the actual fact is, Glitter worlds are so advanced and arrogant, that no pirates or rogue commandos even make it past the defensive orbital platforms and fleets to the planet, to drop into the atmosphere.
Yes I did just invent some arbitrary lore to cover my ass.

Quote from: Axel on October 21, 2014, 11:09:36 PM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM
Description:
Ever since I saw the description of the Power Armor mention "Glitterworld" planets, I have been intrigued by the idea of distant advanced planets, and the technology that must abound there. My ideas for this mod include adding a selection of high tier advanced items to offset the multitude of medieval and lesser items, but (hopefully) keeping it balanced with the progression of the game.

Well based on Sam_'s decription I'd say youre incorrect. Yes the mod is supposed to be harder, but he also intends to make it balanced, NOT OP as it currently is. And those of us "complaining" distinguish High Tier and OP to be different things so when we "complain" its because we distinguished that and assumed, based on Sam_'s description, that he would like to know how others fell about the of balance the mod so that he can later make the mod less powerful. Thus meaning my good sir that this mod is not meant to be OP. And if you do not like that you may make the mod easier.

P.S., this is just something that bothers me as a writer, do proofread your post because I do believe you meant easier in your post and to be a dickhead i made the same mistake, obviously in reverse, on purpose. Sorry for being a dickhead and sounding like a douche.


Quite an entertaining post. You are correct based off my description of course, but perhaps I should tweak that description, as I haven't changed it since v0.1. The idea is to only add things a tier above vanilla game play. Taken literally, I mean vanilla threats should be nothing by comparison. Of course, I may nerf things now, because my lazy ass can't be bothered to release more high tier threats to make my mod make sense.

v0.7 should be a total overhaul of what I have here.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: MisterLock on October 22, 2014, 07:41:11 AM
Quote
v0.7 should be a total overhaul of what I have here.

As in actually adding those tiers of enemies and weapons that you said you were to lazy to add?
Also can I please adres a minor annoyance?All the damn light walls,each single wall has it's own slot into the building sistem...Now I wouldn't had minded that so much with the old construction sistem without the stuff but now it's just way to cluttered...basically having like 3 building contruction for all the materials and then having 10 more individual ones for the walls with lights.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on October 22, 2014, 10:42:42 AM
Im just waiting for v1.0
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 23, 2014, 10:54:10 AM
Quote from: MisterLock on October 22, 2014, 07:41:11 AM
Quote
v0.7 should be a total overhaul of what I have here.

As in actually adding those tiers of enemies and weapons that you said you were to lazy to add?
Also can I please adres a minor annoyance?All the damn light walls,each single wall has it's own slot into the building sistem...Now I wouldn't had minded that so much with the old construction sistem without the stuff but now it's just way to cluttered...basically having like 3 building contruction for all the materials and then having 10 more individual ones for the walls with lights.


Unfortunately the structure of the new resource system doesn't work like that. You have resource definitions that add to the list of resources, then all items that can be "made from stuff" or made using a resource like that can use it. There's no way to compact the lights into a list as each wall piece needs it's own definition.
It's built the same way as the vanilla lights. Which aren't in a list, sorry.

Quote
As in actually adding those tiers of enemies and weapons that you said you were to lazy to add?

You are more then free to implement the enemies and weapons in your own mod, otherwise my mod is not subject to anyone's impatience.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: MisterLock on October 23, 2014, 02:47:42 PM
Quote from: Sam_ on October 23, 2014, 10:54:10 AM
You are more then free to implement the enemies and weapons in your own mod, otherwise my mod is not subject to anyone's impatience.

Oh don't take it like that Sam,I think I came of rude there,I really didn't want to,I was just repeating what you said...I mean in the end you yourself said you were lazy to add them...I appreciate all the work you put into this mod,especially since I've been having fun with it.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on October 25, 2014, 12:22:39 AM
Quote from: MisterLock on October 23, 2014, 02:47:42 PM
Quote from: Sam_ on October 23, 2014, 10:54:10 AM
You are more then free to implement the enemies and weapons in your own mod, otherwise my mod is not subject to anyone's impatience.

Oh don't take it like that Sam,I think I came of rude there,I really didn't want to,I was just repeating what you said...I mean in the end you yourself said you were lazy to add them...I appreciate all the work you put into this mod,especially since I've been having fun with it.

No need to apologize. I perhaps came off offended there. It was more intended as a disclaimer for the entire thread.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Weyrling on October 25, 2014, 05:21:47 PM
This mod is pretty great, but I was surprised when my first enemy attack was a commando drop and nano armor seems impervious to the starting weapons (a pump shotgun I bought nicked one of them, resulting in them disintegrating him and his cover in a hail of plasma, he was literally hiding behind a stone wall, didn't work), they steamrolled my improvised turrets, murdered several people and generally acted with impunity, they only retreated after they accidentally murdered one of their own guys, but they still kidnapped two of my colonists.
I lost half my colony in one swoop, but on the bright side after they killed their own guy I have some nano armor and an APB-1 for myself.

Definitely an interesting challenge, having them show up as the first hostiles was an exercise in trying to get them to shoot eachother, which was fun, in a way.

All this Fun and I haven't even gotten into the research stage yet.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: BinaryBlackhole on October 26, 2014, 02:21:11 AM
I came up with some more weapons the fusion cutter basically a advanced sword. As well as plasma cannon basically a advanced flamethrower, biohazard grenades  does toxic damage and  the lighting rod weaker version of standard gun in this mod but does electrical damage to deal with those pesky mechanoids
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: doujinftw on October 31, 2014, 02:48:37 AM
Um how come the blast door only have 150 health while titanium auto door is 525 health is this a bug?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on October 31, 2014, 06:36:35 AM
blast doors are made of thick steel white titanium doors are made out of thick titanium (titanium is much stronger than steel)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Jdalt40 on October 31, 2014, 08:17:41 PM
Hey just asking but can you buy the Glitterworld armour from traders like you can do with other apparel?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Weyrling on October 31, 2014, 11:03:14 PM
Quote from: Joshy1111 on October 31, 2014, 08:17:41 PM
Hey just asking but can you buy the Glitterworld armour from traders like you can do with other apparel?
From Black Market traders, yes.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: doujinftw on November 02, 2014, 02:11:26 AM
Quote from: Dragoon on October 31, 2014, 06:36:35 AM
blast doors are made of thick steel white titanium doors are made out of thick titanium (titanium is much stronger than steel)
Um did you even try to make the blast door it use one magnetic coil and titaniums which is way more costly to make than regular door and in it description the blast door should be an upgrade version that withstand more damage otherwise there no point in researching it in the first place.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on November 02, 2014, 08:54:34 AM
Um did you even try to make the blast door it use one magnetic coil and titaniums which is way more costly to make than regular door and in it description the blast door should be an upgrade version that withstand more damage otherwise there no point in researching it in the first place.
[/quote]

well same reason for getting stone cutting right? To get rid of excess items or to just to add another reasource to build with/use as a replacement
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Weyrling on November 02, 2014, 11:20:51 AM
Quote from: Dragoon on November 02, 2014, 08:54:34 AM
blast doors are made of thick steel white titanium doors are made out of thick titanium (titanium is much stronger than steel)

well same reason for getting stone cutting right? To get rid of excess items or to just to add another reasource to build with/use as a replacement
Blast doors are also made out of titanium, but blast doors require an expensive item you can't create as well, so if blast doors are inferior to titanium autodoors then there's literally no reason to ever make one.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Slowtapus on November 02, 2014, 11:27:16 AM
Quote from: doujinftw on October 31, 2014, 02:48:37 AM
Um how come the blast door only have 150 health while titanium auto door is 525 health is this a bug?


You have an old version of Glittertech. Blast doors are 1,500 health if you update to 0.65.

Also until the author updates there's a somewhat balanced version of the mod in my modpack you can grab. The author is welcome to use it all he wants too.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: doujinftw on November 02, 2014, 05:52:12 PM
Quote from: Slowtapus on November 02, 2014, 11:27:16 AM
Quote from: doujinftw on October 31, 2014, 02:48:37 AM
Um how come the blast door only have 150 health while titanium auto door is 525 health is this a bug?


You have an old version of Glittertech. Blast doors are 1,500 health if you update to 0.65.

Also until the author updates there's a somewhat balanced version of the mod in my modpack you can grab. The author is welcome to use it all he wants too.
Thankyou ill update it right away this actually a helpful response instead of giving me a bunch of balonies like acertain other person.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on November 02, 2014, 06:28:04 PM
:D (http://4.bp.blogspot.com/-UxCVS0Kyy_U/UAR57WSt8GI/AAAAAAAAABU/msxNYfdn_VQ/s1600/trollface-e1325808645262.jpg) (btw no ill wil intended but when someone says that it has to be done)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Iwillbenicetou on November 03, 2014, 03:22:23 PM
Yeah, but with blast doors, you can turn a door into a wall.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: millenium on November 03, 2014, 05:19:42 PM
i have an issue with some of the custom events that have been happening.

your parts seem to be seriously undervalued by the computer as when i built an improvised turret i got attacked by a squad of four people in full power armor toting the railguns from this mod. needless to say my colony ended rather early.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dibblah on November 04, 2014, 05:04:58 AM
Actually in my experience the best defense against Commandos is to lure them in to a room with a still functional door and then go in close melee combat on them, one at a time.

The reason that works is because all enemies will mostly attack random items in your colony if they can't get to a colonist, which means you can get them one by one.

The way I lure them is by taking shots at one untill I get its attention then run back in to the room, wait for the commando to come knocking then through micro management use a colonist to get the door open, the commando will enter and then I just pile on the colonists.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: cliodne on November 04, 2014, 10:39:37 AM
Is it possible for the commando faction to just not make the factions list?
I've got the mod installed and I've played for around 3 years game time and no commando raids what so ever.
Upon looking at the faction list there's only 3 tribes, 1 pirate band and one outlander town.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dibblah on November 04, 2014, 11:17:32 AM
Cliodne did you create a new world after installing the mod?

Just to be perfectly clear, please note I said world, not colony :)

If you're playing on a pre existing world they won't be present, you will have to create a new one.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: cliodne on November 04, 2014, 12:43:18 PM
Not sure, might be playing on an old world.
In this case - any way to add the faction by tweaking existing world code?

/edit - had a look at the code and just changed an existing "tribe" faction to "commando" faction. Worked :)

<li Class="Faction">
            <def>Tribe</def>

to

<li Class="Faction">
            <def>Commando</def>
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: BinaryBlackhole on November 06, 2014, 12:48:46 AM
Cool idea create the  atmosphere modification device shoots expensive devices with cool effects
1. Magnetic shielding ends the solar flare event.
2. Ominous device fires a structure that will  reduce the moral of everyone in the area.
3.Whether adapter makes it stop or start raining.
4.incendiary shell creates massive amounts of fire.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: kokuto on November 06, 2014, 02:06:13 AM
How frequent are commando raids? I've been testing for a while in my game but have gotten nothing from them. Is difficulty level something that affects their frequency?

Also, is it possible to eventually add the ability to manufacture some glittertech at the highest tech tiers? Like the nano skin, for I rarely ever see it.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: cliodne on November 06, 2014, 03:44:51 AM
Quote from: Canute on November 06, 2014, 02:16:56 AM
QuoteHow frequent are commando raids? I've been testing for a while in my game but have gotten nothing from them. Is difficulty level something that affects their frequency?

Did you create a new WORLD ?
Not only a new colony, you need to create a new world or you don't got a faction with commando's. No faction no raids.

Yes I think this was the problem. I was playing on an old world. However I was able to bypass this by just sacrificing one of my TRIBE factions and replacing it with a COMMANDO faction by editing the world file code (see above).
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Shinzy on November 06, 2014, 04:28:08 AM
Quote from: cliodne on November 06, 2014, 03:44:51 AM
Quote from: Canute on November 06, 2014, 02:16:56 AM
QuoteHow frequent are commando raids? I've been testing for a while in my game but have gotten nothing from them. Is difficulty level something that affects their frequency?

Did you create a new WORLD ?
Not only a new colony, you need to create a new world or you don't got a faction with commando's. No faction no raids.

Yes I think this was the problem. I was playing on an old world. However I was able to bypass this by just sacrificing one of my TRIBE factions and replacing it with a COMMANDO faction by editing the world file code (see above).

"SIR! Remember those tribals we've been blasting away like wheat?" "Yiees, jeeves" "Turns out, all this time they've been Glitterworld commandoes in disguise!" "Good golly Jeeves! Hold on to your hats gentlemeeen! tea and biskits to anyone who survives the next raaaid"
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on November 06, 2014, 06:22:11 AM
Quote from: cliodne on November 04, 2014, 10:39:37 AM
Is it possible for the commando faction to just not make the factions list?
I've got the mod installed and I've played for around 3 years game time and no commando raids what so ever.
Upon looking at the faction list there's only 3 tribes, 1 pirate band and one outlander town.

I have instructions in the change log to reset the factions, but it requires you to remember the seed you used to create your world, perhaps that is in a data file in saves or something.
Otherwise if you don't mind losing a current faction the solution presented by cliodne also appears to work. It seems you are easily able to edit the existing world files, so perhaps a similar solution to cliodne's would be to simply copy;

<li Class="Faction">
            <def>Commando</def>

And paste that into the file, to create an additional faction. I have not tested this, however.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: kokuto on November 06, 2014, 07:13:00 AM
It is certainly a new world, which was what got me to look at the commandos in the first place given I found that a Commando faction called the Monkey Men existed in that world, but I never did see them in action so far.

Which why I asked the question I did. Its only tribals and pirates so far. All of which have been pushovers since I steadily fortified my colony. If they make through the outer defences they get slaughtered inside and run away.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Iwillbenicetou on November 06, 2014, 07:38:04 PM
Quote from: kokuto on November 06, 2014, 02:06:13 AM
How frequent are commando raids? I've been testing for a while in my game but have gotten nothing from them. Is difficulty level something that affects their frequency?

Also, is it possible to eventually add the ability to manufacture some glittertech at the highest tech tiers? Like the nano skin, for I rarely ever see it.

If you have trouble check down below. The reason why we pinned the mod help was because noone knows to check the Mods>Help. Just a header, it's ok.
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Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: powman898 on November 07, 2014, 09:40:11 AM
I created a new colony and there is no commandos? must i create a new world? or is it not yet impletmented?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: skullywag on November 07, 2014, 01:30:01 PM
Anything that adds a new faction needs a new world to work.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: slayerlucas4 on November 20, 2014, 11:34:07 PM
i dont know if this is just a problem for me or if this happens with everyone, so i installed glittertech (loved it) then i saw the zombie apocalypse mod and i just had to install it, but there seams to be conflict between the commando pawns and zombie pawns, at first zombies wouldnt spawn in but then i reloaded some of the mods and now glitertech works but commandos wont spawn (even through the developer menu) i love both mods and would like them to work side-by-side so could you possibly look into making them compatible? :)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: slayerlucas4 on November 20, 2014, 11:37:15 PM
Quote from: slayerlucas4 on November 20, 2014, 11:34:07 PM
i dont know if this is just a problem for me or if this happens with everyone, so i installed glittertech (loved it) then i saw the zombie apocalypse mod and i just had to install it, but there seams to be conflict between the commando pawns and zombie pawns, at first zombies wouldnt spawn in but then i reloaded some of the mods and now glitertech works but commandos wont spawn (even through the developer menu) i love both mods and would like them to work side-by-side so could you possibly look into making them compatible? :)

sorry i meant to say zombie apocalypse mod works with glittertech but commandos dont spawn anymore  ::)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Zeta Omega on November 21, 2014, 07:07:10 AM
IM BACK!!! Its been to long since I played with this mod, so much fun
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 21, 2014, 09:26:48 PM
So i have an idea that would be cool for you to add (and would make sense for a glitter tech world).  Something you can place that repairs everything near it.  Like T's trashcan that cleans rooms automatically, but for fixing stuff.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Kulverstukass on November 22, 2014, 03:24:33 AM
For those telling about "fair and balanced", answereth me.

First raider, that training dummy, was alone and armed with a knife, standard walking tutorial about raiding and imprisoning.
Second one was alone, too. Full nano-suited with APB-machinegun. Actually, that gun was overkill already, as he has 95% invincibility to Piercing and 80% to Blunt and Heat. But still, he was armed, and it wasn't just fast aiming and good precision bursting weapon, it also done heat damage, making people burn and run from cover, if they wasn't dead after that flaming bullet swarm, which armor vest can't stop.

95% invincibility isn't even close to be balanced, i'm not talking about other guns with 20-80 damage, 0.08-2s warmup w/o cooldown at 30-60 distance.
How heavily modded game you play, so you can manage 95% invincible raiders, that roflstomp you from far, far away?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 22, 2014, 03:51:37 AM
the base armor setup does not protect hands or feet.  So you could accidentaly blow his feet off or something.  But i do understand where your coming from.  I have played with TTM and had the black void on the first day once.  Its frustrating as hell.  That kinda stuff is something i am trying to balance with my modpack (it has glitterworld in it). 

The problem comes about with the fact that he didnt make outfits with just partial sets of armor, so they always spawn fully armed and armored.  I am in the process of making outfit sets for each piece of armor and any combination of them as well.  This way when it wants a really cheap raid they may come in with just a helmet, or nothing on at all but a decent gun.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Kulverstukass on November 22, 2014, 04:11:53 AM
Quote from: Ded1 on November 22, 2014, 03:51:37 AM
the base armor setup does not protect hands or feet.  So you could accidentaly blow his feet off or something.  But i do understand where your coming from.  I have played with TTM and had the black void on the first day once.  Its frustrating as hell.  That kinda stuff is something i am trying to balance with my modpack (it has glitterworld in it).
As BodyDef xml-s says, Hand is a part of an Arm, which fully covered by Power-armor and Nano-armor as well and so goes for Feet and Leg.
I don't see how it may helps anyway, hope for 5% to make raider, IF he will be alone, (and they'll come in pack of ~5 next time) slower and run circles around my food storage until he dies of starvation?

Quote from: Ded1 on November 22, 2014, 03:51:37 AM
The problem comes about with the fact that he didnt make outfits with just partial sets of armor, so they always spawn fully armed and armored.  I am in the process of making outfit sets for each piece of armor and any combination of them as well.  This way when it wants a really cheap raid they may come in with just a helmet, or nothing on at all but a decent gun.
Why not just make it available for raiders, it will balance itself due to adjusted cost, and at some moment they will spawn with Nano-helmet, then with some simple gun but no armor, then just with a knife but Nano-armored and so on?
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 22, 2014, 04:49:24 AM
I'm going through the files and the costs aren't that high. so then you would just end up with large hoards of raiders with nano armor instead of the smaller commando groups.  But if you want to talk about me balancing it we should continue this conversation on my modpack thread so we aren't hijacking his mod thread.  And in order for the raiders to get the gear i would have to do the same thing i am doing already for the commandos, set up outfit groups.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Kulverstukass on November 22, 2014, 05:00:18 AM
Quote from: Ded1 on November 22, 2014, 04:49:24 AM
im going through the files and the costs arent that high. so then you would just end up with large hoards of raiders with nano armor instead of the smaller commando groups.
Oops, that's my bad english shows up, "adjusted cost" was meant to balance their spawn (Glitter items) by that "money/points cost" game use to calculate equipment. As i'm having MRG-5 items for 20k+ at traders, as i'm not sure how to clean world and save files from factions and such.
And there still be hordes of Commandos as i don't see any quantity limitation in Faction or PawnKinds_xxx.xml-s.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 22, 2014, 05:03:44 AM
The limitation comes from the full outfit costing a certain ammount and (for quite a while anyway) raids cap at around 1k points (not sure what that means but i still only got 1-2 raiders from it)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 22, 2014, 05:38:05 PM
So i modified the glitter tech in my modpack so now commandos can spawn with incomplete loadouts.  The more pieces of armor they can possibly have the higher chances of having more armor in general though.  So heavies are likely to have 2 pieces while normal commandos are likely to have 1 (do to each having 3 and 2 total for their armor sets respectively).  All commandos have a small chance to spawn naked though. As well as a small-med chance to spawn with full gear.

The reason i am posting this here is because at least a few people wanted commandos to not spawn in full gear all the time.  So i offered them a version with that feature.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Zeta Omega on November 23, 2014, 01:15:17 PM
UM the speed suit and another suit... I think it was the fiber one actually... have the same stats
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 23, 2014, 01:40:01 PM
if your talking about the 2 suits the mod adds then no they dont, just went through the def files and while the armoring isnt that different the speed boost is massive for the speed suit
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Zeta Omega on November 23, 2014, 02:11:31 PM
Quote from: Ded1 on November 23, 2014, 01:40:01 PM
if your talking about the 2 suits the mod adds then no they dont, just went through the def files and while the armoring isnt that different the speed boost is massive for the speed suit
Two of the suits had the same stats, just one had more  speed
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ded1 on November 23, 2014, 03:07:48 PM
Your right i remembered the numbers wrong when i read it the first time.  I think i am going to decrease the armor of the speed suit for my modpack then to try and balance it some.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: palandus on December 08, 2014, 04:53:35 PM
Tried this mod out. Loving it, a lot... well, except when I get a commando squad invading my base with all EMRG-1s when I have pistols and a single Enfield for defense hahaha... (aka I'm screwed)

So, after having played it for a while now, I have some suggestions:

1) Make all the weapons and armor craftable, with say Titanium, Hyperweave, and Plasmsteel. Make it a more later game option for players that just want a few pieces that they just can't get from commando squads or trade vessels. But make the research timely (ie say have 3 research topics, 1 for weapons, 1 for armor, and 1 for skin suits) and the production costs of these items pricy, to indicate their rarity.

2) Shield Generators might be a nice addition, for both personal use and base use.

3) Make it so that Commandos only arrive later on in the game, when you have a slight chance of survival. Getting a Commando squad within the first 5 days is overkill... particularly if there is like 8 Commandos. I thought they were attracted to Glitterworld Tech, not to run of the mill Tech. So, I'd say that have Commandos only begin to come once you research the first part of Glitterworld Technology (the one that unlocks Titanium) OR you purchase a Glitterworld Technology, such as an EMRG-1 from a Trader.

4) Allow commandos to spawn with more than one Bionic Part installed.

5) Introduce advanced Bionic Parts, that are far superior to regular Bionic Parts. Ex. An Advanced Bionic Arm, which has 50% more health and performs 50% better than a regular Bionic Arm, but over twice as expensive.

5) Introduce Full Bionic Parts for the Entire Body: Organs, Limbs, Head, Brain, Spine, Torso, etc... So that we can actually convert a human into a cybernetic entity, far superior to any human. Ex. Data in Star Trek.

6) Allow us to research a way to create Steam Geysers wherever we wish, so that we can place the New Power Plant wherever we wish.

7) New Power Options: Lake-Based Power (If the power plant currently takes Xenon from water, what about the water in lakes?), Fission / Fusion Power, etc...

8) Allow us to create those Magnetrons (or w/e its called) with sufficiently high research.

9) Turrets for each larger rifles currently in the mod, like the EMRG-1 Turret.

10) A way to build AI Persona Cores.

11) An automatic researcher robot that performs research for you. Requires an AI Persona Core.

12) Robots in general!

13) Titanium Bunkers! Something with a very small area that allows the occupant to be hit, but doesn't prevent them from hitting anyone else. The perfect infantry defense!
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Axel on December 13, 2014, 01:24:53 PM
Hey Sam. How you doing pal?
Quick question before I go on to a larger post about Glitter Tech and A8.
When would be seeing a functionality update for the mod so we can use it on A8?

Now on to suggestions and tid bits like that to be added during A8. :D
The first few are going to be related to the new features A8 has given us and the second half will be suggestions to fit Tynans lore and the lore you've made for this mod.

1) What with temperature being the biggest new thing i would think you could implement some glitter level temperature items. Seeing as right now the heaters and AC units dont increase the temps dramatically, as they shouldnt, you need quite a few to freeze them to death or kill them in a firey inferno, although thats a waste of skin and meat. I was thinking having similar items that increase and decrease temp far beyond what the heater and ac do. However the drawback to these items would be that you first must built a temp. control center with an AI core and then you can manually control the temperature the Glitter Heater and Glitter AC (thats what im naming them as right now). However the second drawback is that while its powerful against your enemies its just as powerful against you. Sorta like a HAL 9000, it may go crazy and try to kill you. or you can just remove the idea of an AI core (seeing as some of us do enjoy playing in the outdoors rather than cooped inside mountains) and just make the Glitter Heater and Glitter AC for those biomes with extreme weather conditions such as desert and tundra.
2) (Not quite sure if this one's doable) Now that we have the cryptosleep shrines you could make the commandos appear in them and they can either be deserters, who will be friendly to you and join your faction or just leave the map and make their own faction (this is the piece im the least sure about), OR glitter world guards from long ago that when awakened meant there was a threat that needed to be annihilated and seeing as you were not the people they expected are hostile towards you.
3) allow us to create weapons out of titanium o..o this way these bad ass melee weapons can tear through the armor of the unexpected commando.

Now on to the suggestions based around lore.

1) I know you said you might work on a secondary faction to go against the Commandos, possibly a robotic menace. If what your making are sort of like mechanoids then this suggestion may not work. However if its the case where theyre cyborgs who want everyone to be able to have tech (polar opposite of the Commandos) then this could work. The two factions would start off as neutral towards you (ill explain why in a second). As these two groups go against one another you can make an event in which the two factions fight near your base and once the fight is over you get a text event (i think itd be similar to the Name your Colony event) in which you have to either pick a side or neither. depending on the side you pick then you get a spike in relationship with them to 90 and the other one gets spiked down to -90 and becomes hostile. But depending on the side you pick they send you a member of their faction to join you. Say its the commando you sided with then your choices would be between a medic, engineer, and soldier. Im basing these three on the knowledge that they're a military style group so these are really the only types of people they have but also because they wouldnt send you a researcher cause they dont want you to advance. its just really what you think fits the factions. but these guys would be geared with mid level gear maybe low level for balance reasons. and from there you can make more events revolving around this feud. it also gives you a chance to not be killed by commandos, but instead by another super power on the planet.
2) im sure confiscated technologies would include mutations so im thinking maybe you could make mutated animals that are harder to kill and are more aggressive, or maybe animals that were genetically engineered in order to make living easier in the winter. or genetically engineered plants that could grow in extreme conditions. it isnt far out and it stays along the lines of tynans alien rule.

Sorry for the long post. Hope you could implement some of this stuff and ill be waiting for the functionality update for A8, which should nerf some of the armors and weapons in my opinion.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: indodino on December 13, 2014, 11:06:44 PM
Update to Alpha 8 pleaseee
Great Mods, I love futuristic tribe and weapon  ;)
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: kokuto on December 18, 2014, 12:35:45 PM
It would seem that the cybernetics storm may be able to cover most of the bionic upgrades that may be possible. However, actual Glittertech is another matter. I hope the mod gets updated soon.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: palandus on December 19, 2014, 04:05:06 PM
I too would love it if the mod would get updated.

Alpha 8 doesn't feel the same without Titanium, Glowing/Humming Xenon Turbines, EMRG-1 Turrets, Blast Doors, and Psychotic Commandos.

Other suggestions:

1) Titanium although is supposed to be scarce, is an annoying thing to acquire, if you don't get a ton of Black Market Traders coming by. Perhaps allow a recipe for us to make our own Titanium at the Electric Smelter or a different workbench altogether. Since it's ingame description says its an alloy of multiple things, maybe allow a recipe that requires: Metal, Silver, and Plasmsteel to create Titanium.

2) The Advanced Armouring technology talks about applying armor to walls, and gives access to the Blast Door. The thing that I'd like to see though is "Blast Walls" made out of Titanium, that have far more HP than regular walls. Even though the Blast Door is designed for orbital strikes, the walls around the door isn't. So, if you can't get in via the door, blow a hole through the walls.. eh? So having some Armored Titanium Walls to go with Blast Doors would be a great idea I think.

3) Allow us to research a more powerful turret. One that is bigger, tougher, and nastier than the EMRG-1 Turret. Perhaps with the Anti-Tank weapon you added in, or with a completely new weapon entirely.

4) Allow us to research a powerful Anti-Air turret, that shoots down enemy drop pods, such that if Enemies drop into your base, any that get too close to the AA turret has say a 50% chance of being destroyed, greatly reducing a surprise attack, attack force.

5) Nothing says Glitterworld more than Fusion Power. Perhaps include a Fusion Reactor that explodes violently if destroyed, but produces a massive amount of energy and requires a fair few number of Magnetrons, Titanium, and even an AI Core to manage the reaction.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Ouan on December 19, 2014, 06:41:27 PM
Just want to add my name to list of those clamoring for an update. I encountered this mod on a mod set and after I got done cursing who ever invented commandos, I got to know the mod and miss those evil nano-armored devils. Look forward to your work in the future!
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Sam_ on December 23, 2014, 10:18:21 AM
I'll be updating to Alpha 8 very soon, probably after the merry season. I've read all your ideas, and they have me inspired. I've already implemented a ton of nice new toys in my upcoming update, and I'll surely implement some from here.

I recently just had a binge with vanilla A8, and I will certainly have some advance temperature control, because it's the current hotness, no pun intended. Cryo sleep adds so many possibilities, and perhaps there's some functionality allowing me to mod the weather too. Maybe I'll partition it in a separate mod, but having super winters where cryo-sleep through it would be preferable, sounds great to me.

The new weapon creation system gives me more power to add some titanium weapons, and some anti-commando melee weapons. Not only that, but my next update has a much more complex crafting system, so having projectile weapon creation would be nice too.
New factions are a possibility too. I was thinking along the lines of something the complete opposite to the current robotic menace, instead of impervious and rare, perhaps large number of small robots, to really test your defense capabilities (get those choke points set up).
Lastly, since I hardly played the A7 release, I was not aware of just how fantastic the character damage system was. It seems wrong not to add some ridiculous augmentations to slice into your colonists. I have yet to go into the code, but perhaps a very rare artificial stomach, so the chosen colonist no longer needs food? Of course, that would need some balance. Maybe an automatic hospital bed, think of the automated surgical table from the movie Prometheus.

I'm glad to see this mod still pulls interest, I'll update soon.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on December 23, 2014, 02:31:05 PM
I hope you don't change the fiber skin suit (other than reduce the cost since alpha 8 the price has skyrocket for EVRYTHING i'm dead serious T-T) .
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: palandus on December 23, 2014, 07:00:51 PM
Huzzah, Sam_ lives!

@Sam_
Automated Hospital Bed = "This bed is not designed for the female anatomy. Use at own risk."

Other ideas for you:
-> If you really want to create rare bionics, how about going for bionics NOT offered by other mods, such as Bionic Spine, Bionic Skull, or Bionic Torso. If a guy has a broken spine, they will never be able to walk afterwards, even if you install bionic legs into both legs. If you get permanent damage to these areas, other bionic mods cannot solve it.
-> Alternatively, you could go for easier to produce bionics (but only affect a smaller body portion) such as Bionic Hands or Bionic Feet. This way if a guy loses his hand, you only need to replace his Hand, rather than his whole Arm.
-> New Weapon Types:
1) Laser Beam (There is a Laser Turret in Turret Collection that you could take inspiration from)
2) R4 Turret (Like the EMRG-1 Turret, but has a R4 Charge Rifle instead, ideal for more close range targets)
3) Plasma Cannon (A more powerful R4 shot)
4) Grenade Launcher (like the grenade, but farther range and less cooldown)
5) The ever so deadly, the Nuclear Hand Grenade
-> Maybe new floor types. I'm amazed that no one has down a flooring made of gold, or silver, or plasmsteel.
-> Armored Conduits = More heavily armored, made of titanium, and are fire immune.
-> Dunno on the difficulty to code, but maybe "Teleporters"
-> Turret Armor = Maybe use the texture for the Reactive Armor, and put that ontop of turrets to make them look much more heavily armored, and provide higher defense of course.
-> Automatic Mortars = Like a regular mortar turret, except doesn't require a colonist to man it.
-> Buildable Cyropods = These could work like regular beds, and provide a massive rest bonus, allowing colonists to rest up quickly and possible even work through the night.
-> Buildable MRG-5 Turrets = Having bought one of these rifles and been amazed at its power, I'd love to be stick one on a turret frame. The rarity of getting one to spawn in a Black Market Trader could make up for the overpowered-ness of the turret.
-> Napalm Turret = A high-burst flame turret, ideal for setting foes on fire. Currently the only thing that really works effectively on Commandoes when you lack the firepower to take them on normally.
-> Taser Turret = A short-range turret that has an extremely high chance of incapping hostiles that get to close to it.
-> Shock Baton = A melee weapon that has a taser built inside it, that has an extremely high incap chance.
-> Other armors = ie MK II Nano Suit, MK II Nano Helmet; both of which Commandoes lack the funds to purchase, so could only find them on a Black Market Trader.
-> Heavily buff the amount of items Black Market Traders have to sell. Since it may be a while until you find one, it would be nice to stock up on things to sell, have one come by, and purchase a lot of stuff off it.
All for now.


@Dragoon;
I personally would want him to change the fibre suit. Why? Because the Fibre Suit offers nothing better than the Speed Suit, and the Speed Suit has additional movement speed. Like the Fibre Suit doesn't provide an increase in defense compared to the Speed Suit. I think a way to differentiate between the two in Alpha 8, is to make the Fibre Suit have regulating temperature, so that its ideal for settlers in very hot or very cold climates, while the Speed Suit doesn't provide any immense benefits for temperature but still provides a nice speed boost.
Title: Re: [MOD] (Alpha 7) Glitter Tech v0.65
Post by: Dragoon on December 23, 2014, 07:02:41 PM
ooooooooooo dude mind blown!!!! 8)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 24, 2014, 12:25:35 PM
Updated to ALPHA 8 and version 0.7!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 24, 2014, 12:48:39 PM
i think you forgot to update your download link cause it says 2 months ago.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: DestroyX on December 24, 2014, 12:55:05 PM
seems so, yeah, since i cant use it :/
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 24, 2014, 01:07:24 PM
The only thing I'll mention is that Mechanical Defense also uses a Resource called Silicon, and Circuitry, that is used to build its robots, that may conflict if he updates his mod. He makes Silicon by turning Rock Chunks into Sand Piles, and then Sand Piles into Silicon, and then Circuitry by combining Silver, Silicon and Metal together. Otherwise, looking good.

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Zeta Omega on December 24, 2014, 04:19:40 PM
cool, another update.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: SeamusCameron on December 24, 2014, 04:53:26 PM
Am I blind or is the d/l link for the older version? Also it's freezing up Rimworld when I toss it in the list (about 14 mods in Alpha 8 and there's only a problem when Glittertech is enabled) Looking forward to playing with it!

Edit: Current link leads to the version 0.6 download for me. Or at least it has the version 0.6 about.xml in it.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: stingerxxx on December 24, 2014, 04:59:47 PM
Browsed around in the folder and verified, the last thing updated is from 10/14/14. Looking forward to seeing the alpha 8 version ^.^
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Xiupan on December 24, 2014, 05:10:40 PM
Sooo I'm guessing the author updated the mod but forgot to actually post it? The Dropbox download says "Last updated 2 months ago" lol...

I am eagerly waiting for the actual post! :p
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: stingerxxx on December 24, 2014, 05:14:24 PM
My guess is that he did update it, but uploaded the wrong file. It is alpha 6 after all, not 7. Since the last file was for alpha 7 it appears it was changed, just incorrectly :p
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: SeamusCameron on December 24, 2014, 05:56:26 PM
Ah the hazards of obsessively backing up older versions of your work in close proximity to the newer versions ;)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 24, 2014, 09:13:18 PM
Oh, great. Yeah, a fresh link would help....
I had it all ready, in dropbox, then obsessively re-wrote the forum post...and forgot the link.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 24, 2014, 09:17:55 PM
Fixed.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: 123nick on December 24, 2014, 09:19:33 PM
the mod link does not work, it just leads me to a dropbox 404
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Xiupan on December 24, 2014, 09:23:30 PM
Yay! Thanks for posting the link! Happy holidays! :)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Xiupan on December 25, 2014, 02:30:37 AM
Soooo I just tried building a Xenon-Ion Turbine... the graphic was missing in the menu along with the Battery next to it. Just a big red X in a square. Anyway, I selected it in the menu and cannot place it down anywhere and also cannot right-click to deselect it... I couldn't press ESC or anything. Basically froze the game. Anyone else have this problem? >_>
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 25, 2014, 04:20:26 AM
After a fresh install of rim world, and re-download of my link, which works, I have run the mod with no issues. Try re-downloading and reinstalling, and disabling any other mods you have. Good luck!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Xiupan on December 25, 2014, 04:34:20 AM
Quote from: Sam_ on December 25, 2014, 04:20:26 AM
After a fresh install of rim world, and re-download of my link, which works, I have run the mod with no issues. Try re-downloading and reinstalling, and disabling any other mods you have. Good luck!

Thanks! That worked for me. I believe the error occurred because I downloaded the older version earlier today, then just overwrote it with the new one without deleting it first.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 25, 2014, 02:15:48 PM
So it turns out your new reactor is so big i cant build it indoors.  Kinda an issue when i am trying to make a home inside a mountain.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Marram on December 25, 2014, 02:32:16 PM
Activating this mod seems to remove all my menu UI.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lude on December 25, 2014, 04:00:21 PM
Quote from: Xiupan on December 25, 2014, 02:30:37 AM
Soooo I just tried building a Xenon-Ion Turbine... the graphic was missing in the menu along with the Battery next to it. Just a big red X in a square. Anyway, I selected it in the menu and cannot place it down anywhere and also cannot right-click to deselect it... I couldn't press ESC or anything. Basically froze the game. Anyone else have this problem? >_>
That bug isn't mod related per se, changing Mod Load Order with the EDB mod and reloading the save fixes it usually (usually the mod in question, but not necessarily because the mod can just happen while playing as well, some constructed things then will show as white blocks/bars (look like industrialcraft tin bars)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 25, 2014, 06:48:03 PM
I get no error when starting up the game, but the moment I create my colonist party and begin the actual game, I get multiple error messages, and I've confirmed they are coming from this mod.

I'm getting one: (Both is a problem in ThingsDef to help narrow it down)
&gt  = This is not defined somewhere; I'm sorry, but the error messages are very vague and I had my fair share of problems debugging my own mod as the error messages didn't tell me much.
and
MRG-5Pistol = Something is wrong with the texture path, dunno what though as I've taken a look at it myself and it looks fine; all the other weapons are fine. 
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 25, 2014, 07:54:51 PM
Weird, i haven't had any issues or error messages.  Have you tried redownloading it? 
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 25, 2014, 09:10:39 PM
Doubt its a download issue; I downloaded it today.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 25, 2014, 11:29:29 PM
I have had the error relating to &gt myself on numerous occasions. It's non-critical, which means the game will still run totally fine. After some research all I determined was &gt refers to xml's "greater then" syntax. I haven't been able to resolve this. The other error seems to be isolated to your install, sorry.
There's seems to be a high frequency of error reports I'll do some more diagnosis when I get the chance, but my client runs totally fine with a fresh install and download, albeit with only my mod active.

As to the large reactor, that is the Plasma Fusion reactor, I'm surprised you managed to even build one. But, as per the 0.7 change log it is unfinished, so no surprised it has issues.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 26, 2014, 01:45:57 AM
I'll see if I can narrow down the issue. It might be because I made some custom made weapons and I simply have too many weapons in the game (doubtful, but could be).
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 26, 2014, 03:26:27 AM
Well i did cheat, i was designing a base that i was going to constantly spawn raids against (and i wanted to try your new reactor).
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on December 27, 2014, 09:43:04 PM
If you have ever opened the debug menu and gone to spawn in medicine you may have seen Glitter world medicine, it pretty much max's out the chance for good bandage chances, if it was nerfed a little and made a research thing that you could begin making a nerfed version of the vanilla Glitter world medicine would make sense in this mod, just make it take plasteel or titanium.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Dragoon on December 27, 2014, 11:22:21 PM
don't nurf it (glitter world stuff is supposed to be that way but yeah lots of research and plasteel would be good.).
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 28, 2014, 03:11:00 AM
I have already nerfed a lot of stuff in this mod. But, it must be said, this mod is supposed to be OP. The idea is to take the game to a higher tier, instead of worrying about minor injuries and infection, you have to deal with massive raids and healing destroyed colonists. That will need some serious medicine. Also, the glitter world medicine is vanilla, so it's as OP as it's meant to be. Honestly in my play through of Alpha 8, I never even encountered the medicine.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 28, 2014, 04:02:56 AM
Nor have I encountered that Medicine either, from Trade Ships, to Raiders, to random supply pods, I've never encountered the Glitterworld Medicine.

I wouldn't say your mod is OP. I'd say its just right. Why? Commandos, that's why. It takes all that OP-ness to manage to survive a Commando raid, and simply makes Raider raids less of a hassle; less of a hassle but not a cakewalk either. Though having some nice Glitterworld Turrets or Mortars would certainly help in addressing a large group of Commandos sieging your base.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: seadderkrupp on December 28, 2014, 05:57:45 AM
Just a question and i may of missed it being answered somewhere - but will i have to start a new game/world to get a hold of titanium etc. Also i take it you can only buy the weapons and armour from a trader and not manufacture it?  Thanks.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Asero on December 28, 2014, 10:02:02 AM
Same issue as the above poster. Titanium only seem to be able to be sold by the Black Market trader >> as it is, he very rarely, if at all shows up at my colony  >:( so I 'copied/modded' it to show up at my bulk goods trader as well.

Maybe think of including the capability/recipe to 'manufacture' it somehow?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 28, 2014, 10:44:34 AM
That is certainly in the works. Possibly a titanium ore as well. With the introduction of my new crafting buildings I'll be adding new ways to use metals. I'll be introducing alloys to make crafting glitter world buildings a bit harder. Mortars and defences are my next priority after.

There's a very nice force field mod somewhere on here, I recomend that in conjunction, because I don't have the patience to make my own. Aside from that I'd love some unorthodox defence ideas. Rather then just types of turrets.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 28, 2014, 11:50:59 AM
How about a napalm mine (or some promethium instead)?  Instead of an explosion fire appears everywhere within 4-5 squares.  Manually detonated of course.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: seadderkrupp on December 28, 2014, 12:37:08 PM
Think i will wait till you can manufacture the armour and materials etc before starting a new world. Creating a new world with the same seed does not work. It creates the same world but gives it a new name and does not overwrite the old one. Must be different on alpha 8. Looks good though with extra weapons etc and would have dreaded the OP commandos:) but am six years into a colony and not wishing to restart.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 28, 2014, 11:42:22 PM
I have an alternative solution if you want Commandos. In my opinion it's necessary to get the balance of the mod. You need to access the world file, located in User/appdata/localLow/Ludeon Studios/RimWorld/Worlds. Open the file with notepad or some equivalent program and locate a pirate faction in the list. Change the line "<def>Pirate</def>" to "<def>Commando</def>" and voilà. No world reset necessary. I haven't tried this but, another possible technique is to make a new world, then copy the entire faction data from the new world file, to the old one. If you are unwilling to lose your Pirate faction.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lude on December 30, 2014, 01:56:34 PM
Nice mod, really like the suits and weapons, tho I'd like to cast my vote to making those items a lot more expensive (3-4-5 times, especially the speed suit, which i personally reduced to 3/4 efficiency and made it cost 12k) which still feels too cheap ^
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Dragoon on December 30, 2014, 02:50:57 PM
Quote from: lude on December 30, 2014, 01:56:34 PM
Nice mod, really like the suits and weapons, tho I'd like to cast my vote to making those items a lot more expensive (3-4-5 times, especially the speed suit, which i personally reduced to 3/4 efficiency and made it cost 12k) which still feels too cheap ^

stop trying to bankrupt my colony!!!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 30, 2014, 10:43:52 PM
Yes, I should buff the prices. I was too lazy last update, because it would require reworking the Commandos so they can buy armour too.
As to the efficiency, that wont change.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Dragoon on December 31, 2014, 04:50:03 AM
How much is gonna cost ? (right now it costs 1,735 so) 2,000 ?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on December 31, 2014, 06:33:56 AM
I was thinking closer to $5000, some of the vanilla pieces are way more, so it makes sense.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: seadderkrupp on December 31, 2014, 02:18:22 PM
I so hate those commando's:P  SO new world just to try new things out - year 2 and doing decently and six of these lot drop in.  Had to fight them inside short corridors as figured those new weapons would have an extreme range. Lost two people and only managed to kill them with a doomsday launcher and gun turrets in the last killbox i had. Everyone else was wounded and half my base wrecked. Hope the new armour and weapons puts me on even ground next time:)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: JAVAgamer on December 31, 2014, 02:37:50 PM
Wow dude, awesome job! Can't wait to get my hands on some of them guns!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 31, 2014, 03:55:56 PM
I've had to mod the crud out of the mod to be able to even enjoy it, as I seem to not get Black Market Traders for some reason. The big problem is that the Robotics Bench and Electrolyzer REQUIRES Computer Chips to build it, and as the Black Market Trader is the only way to get them (other than an EXTREMELY rare supply drop) its impossible to build much of the buildings. Perhaps allow a less "efficient" way to produce computer chips and silicon without these work benches, and the more efficient way is to use the benches.

Also, would love a Titanium Ore, or even a recipe to convert stuff into Titanium.

As far as unorthodox defenses goes...

1) Madness Device = Projects a signal into attackers brains similar to the highest frequency from a crashed AI ship (if left alone for too long) causing attackers to go insane.

2) Terror Device = Similar to the madness device but instead inflicts great terror upon foes similar to coming in range of the old Gibbet Cages, but far more effective and greater range.

3) Animal Insanity Trigger = A device that allows you to turn any animals within range insane, causing them to attack anything and everything... including raiders and commandoes.

4) Robo-Rust Monsters = Deals no damage to flesh, but devours metal equipment. Terrifying to commandoes as these creatures will eat their armor and weapons, but leave them nude, and easy pickings for colonists.

5) Disintegrator = Fires a beam of energy in a line that disintegrates anything in its path, instantly killing animals, humans, mechanoids, walls, and structures instantly. High cooldown, must be manned, and high power consumption but dangerous against targets normally immune to most damage.

6) Electric Floors = Essentially a floor-based taser. Anyone walking on it gets incapicated instantly, allowing for easy capture. Can be powered on or off.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 31, 2014, 05:18:57 PM
I love the idea of electric floors but they are going to have to be COSTLY to counter the OPness.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on December 31, 2014, 05:48:50 PM
The difficulty with electric floors though is getting a commando or raider to walk on them. Great for an interior base defense, but outside, with lightning strikes, and bush fires, its unlikely the power conduits / walls with conduits would survive to keep a constant flow of energy directed to the floors.

Also, it would require some foresight on the player to not accidently allow your own colonists to walk onto the floor and get incapped as well. Be a silly "game over" if all your colonists ran to capture incapped raiders and got incapped as well.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Ded1 on December 31, 2014, 05:54:28 PM
You have to admit it would be funny though.  And it wouldn't be that hard to make the floors hard to break, just don't put a door in your entryway and they will electrocute themselves trying to get through it.

It would look like this
-=wall
X=electric floor
+=door
                 ---------------
Outside      XXXXXXXXX+
                 ---------------
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: olvido on December 31, 2014, 09:08:19 PM
Quote from: palandus on December 25, 2014, 06:48:03 PM
I get no error when starting up the game, but the moment I create my colonist party and begin the actual game, I get multiple error messages, and I've confirmed they are coming from this mod.

I'm getting one: (Both is a problem in ThingsDef to help narrow it down)
&gt  = This is not defined somewhere; I'm sorry, but the error messages are very vague and I had my fair share of problems debugging my own mod as the error messages didn't tell me much.
and
MRG-5Pistol = Something is wrong with the texture path, dunno what though as I've taken a look at it myself and it looks fine; all the other weapons are fine.


i find a little syntax error in the RimWorld\Mods\GlitterTech\Defs\ThingDefs Weapons_MRG-5group
open it find ThingDef for the Pistol 
<graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>
need to say
<graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> that work for me

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 01, 2015, 07:39:35 PM
Oh so that is what the problem is. Thanks for mentioning that!

Also, I figured out the problem with the Black Market Trader not spawning. Was using a mod that change incidents times, and reduces Slave Trader to basically nonexistent, and apparently the Black Market Trader is now a Slave trader, so it was affected by this mod.

Other unorthodox defenses:

1) Teleportation Floors = Stepping on a teleportation floor will cause anyone to teleport to a nearby area. You specific the exact teleportation area. So that could be say within a well-secured room, or say teleport them into a nearby valley within a mountain. How is it unorthodox? Well, if enemies teleported into a canyon valley with no way out, they wouldn't try to dig out, and they would eventually starve inside the area. Alternatively, you could teleport them to a room with some other nasty thing inside (ie teleport them to a room with Taser Floors)

2) Blinding Beams = These beams do nothing other than cause temporary blindness for both eyes. A blind enemy will almost never hit your target successfully, either in melee or especially with ranged combat. Could make it only work on targets without a Nano Suit Helmet on, as the visor could block out the beam.

3) Neutron Bomb = Kills all organic life near the detonation point but leaves any mechanical, robotic or non-organic thing intact and undamaged.

4) Smoke Tower = Constantly sprays a thick cloud around itself making anyone inside the cloud nearly impossible to hit due to not knowing where they are.

5) Microwave Beam = Instead of dealing damage, it cooks the target alive as if the target was in an area over 500 Celsius heat, causing near instant heatstroke and all the negatives that go with it.

6) Freezing Beam = Instead of dealing damage, it freezes the target alive as it the target was in an area below -80 Celsius heat, causing near instant freezing, frostbite and all the negatives that go with it.

7) Groinal Exploder = A turret fires a micro-explosive that latches onto the groin. The detonation deals little damage. However, if its a man, they automatically commit suicide. If its a woman, she's takes some damage and continues on her way.

8) Memory Wiper (Inspiration Men in Black) = A tower blasts an area in front of it within a certain range. Any targets caught in that area without eye protection of some kind, has their short-term memory completely erased. This could essentially cause the trait "Absent-Minded" which causes them to wander around in a confused state, neither attacking nor running away.

9) Bean-Bag Minigun = A minigun that rapidly fires 100s of bean bags at targets at high speeds. 100% stun chance, with a chance that a target will either flee after being stunned or get incapped.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 03, 2015, 04:07:52 AM
Some very entertaining suggestions. But, most of these would not be possible to implement in just XML, so you wont be seeing any of these. Also, to the electric floor idea, floors are indestructible, and can only be removed by placing other floors over it. It seems far too OP to make an indestructible and unavoidable defense.

In regards to your original complaints, the recipes are meant to be hard, and the black market ships rare. This mod is a grind and VERY difficult, on purpose. So, don't post here thinking the difficulty was a mistake. Similarly to the computer components, the requirement to make the components to build the crafting station for the components is on purpose. The idea is to lock out the crafting stations until you get a black market trader.

Quote from: olvido on December 31, 2014, 09:08:19 PM
Quote from: palandus on December 25, 2014, 06:48:03 PM
I get no error when starting up the game, but the moment I create my colonist party and begin the actual game, I get multiple error messages, and I've confirmed they are coming from this mod.

I'm getting one: (Both is a problem in ThingsDef to help narrow it down)
&gt  = This is not defined somewhere; I'm sorry, but the error messages are very vague and I had my fair share of problems debugging my own mod as the error messages didn't tell me much.
and
MRG-5Pistol = Something is wrong with the texture path, dunno what though as I've taken a look at it myself and it looks fine; all the other weapons are fine.


i find a little syntax error in the RimWorld\Mods\GlitterTech\Defs\ThingDefs Weapons_MRG-5group
open it find ThingDef for the Pistol 
<graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>
need to say
<graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> that work for me



Thanks for the assist.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 03, 2015, 03:59:13 PM
Are the impac charges even in the game? They are listed in the features yet in the spawn list for items they don't exist. HOW GET.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 03, 2015, 06:03:16 PM
They are listed under Security, with the Turrets.

@Sam_; If I had known the difficulty was on purpose I wouldn't have asked; I'd have just made the modifications for my own game and leave it at that. Course, if you want that difficulty that's your business. But I don't like it myself.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: tuver on January 03, 2015, 11:16:54 PM
love this mod. It isn't too OP. I am thinking 75 stone blocks for one silicon is a lot, but am dealing with it.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 04, 2015, 04:13:27 AM
I was unsure of how extreme to make the Silicon recipe, considering the idea is to filter the stone until you find trace silicon, but then of course it's just a game. I'll bump it down to 30, and maybe I could make it take only specific rock types.

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 04, 2015, 01:53:03 PM
Well, you could make it require just sandstone blocks. Sandstone is compacted down sand, and sand is rich in silicon. 30 blocks though is still a bit steep as a single Sandstone Rock chunk only produces 20 or so blocks, so you'd need 1.5 Sandstone Chunks PER silicon, which when you think about that, that's a lot of Sandstone Chunks to get anywhere.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lude on January 05, 2015, 12:52:53 AM
Quote from: palandus on December 31, 2014, 05:48:50 PM
The difficulty with electric floors though is getting a commando or raider to walk on them. Great for an interior base defense, but outside, with lightning strikes, and bush fires, its unlikely the power conduits / walls with conduits would survive to keep a constant flow of energy directed to the floors.

Also, it would require some foresight on the player to not accidently allow your own colonists to walk onto the floor and get incapped as well. Be a silly "game over" if all your colonists ran to capture incapped raiders and got incapped as well.
Rubber boots! :3

also I like all the psychic device ideas, but colonists shouldn't be invincible unless brain surgery

someone should make a lobotomy mod that makes colonists psychically deaf but reduces learning by 75% as well as brain activity and social impact
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 05, 2015, 07:08:21 PM
The impaction charges are not there, there also is no research for it if there is suppost to be
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Austin_Kim on January 06, 2015, 03:34:51 AM
For some reason, EMRG turret base is so small for me that I can't see it when built. I re-installed mod and looked up thingdefs to fix myself, but no solutions :(
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 08, 2015, 11:41:09 PM
Yes, the turret bases are a slight frustration right now. I have fixed it, but now the UI icon is massive, and ugly. It seems the only way to fix the ingame size, is to ruin the UI icon. I'll look into it further, but I hope the XML structure is changed to have a UI icon graphic separate from the ingame graphic.

Quote from: Hayhorse on January 05, 2015, 07:08:21 PM
The impaction charges are not there, there also is no research for it if there is suppost to be

The impaction charges require the research; Electro plasmatics, and is located in the security tab. I have no idea why it's missing on your list, perhaps try re-downloading the mod.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 09, 2015, 06:39:46 PM
Quote from: Sam_ on January 08, 2015, 11:41:09 PM
The impaction charges require the research; Electro plasmatics, and is located in the security tab. I have no idea why it's missing on your list, perhaps try re-downloading the mod.

I am going to try a reinstall, also any idea why the modpack "Panic and Insomnia" doesn't work with my game? It might just be outdated mods but still 2 mods seem to load before the "Core" mod, Apothocarius and one other, gonna go post this on the thing for Apothocarius now.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Kilderon on January 10, 2015, 01:47:12 AM
Regarding the Plasma Reactor. I understand that it's still in development, but thought I'd point out one major flaw that makes the entire thing unusable at present:

14 x 14 is pretty dang large, but the critical flaw is that it's flammable. That's a pretty big lightning target you can't put a roof over, and the first time it gets struck the entire thing is going to burn down, because your pawns have no way of putting it out, since the majority of it is unreachable.

With it needing to be outdoors, without a roof considering it's size, between lightning, incendiary mortars, and just random fires, it's difficult to justify building, it'll never last long enough to be worth it's price. That's one expensive piece of kit for a simple molotov or random bush fire to almost guarantee kill.

Also curious that it's a heat producer, since it has to be in an area with an open roof, it'll always be heating the outdoors so that's probably just wasted processing ticks.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Austin_Kim on January 10, 2015, 02:20:57 AM
Quote from: Kilderon on January 10, 2015, 01:47:12 AM
Regarding the Plasma Reactor. I understand that it's still in development, but thought I'd point out one major flaw that makes the entire thing unusable at present:

14 x 14 is pretty dang large, but the critical flaw is that it's flammable. That's a pretty big lightning target you can't put a roof over, and the first time it gets struck the entire thing is going to burn down, because your pawns have no way of putting it out, since the majority of it is unreachable.

With it needing to be outdoors, without a roof considering it's size, between lightning, incendiary mortars, and just random fires, it's difficult to justify building, it'll never last long enough to be worth it's price. That's one expensive piece of kit for a simple molotov or random bush fire to almost guarantee kill.

Also curious that it's a heat producer, since it has to be in an area with an open roof, it'll always be heating the outdoors so that's probably just wasted processing ticks.

Actually you can put it under roof...if you have underground cryptosleep shrine. Ancient people have some kind of technology that prevents overhead mountain from falling. So I can confirm that it does not heat indoor.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: HBKRKO619 on January 10, 2015, 05:14:43 AM
Hello.
I have no texture for the MRG-5 pistol in the EDBprepare carefully mod and in game.
Yes, I have restart my game after activated the mod and yes, I tried to save and load my game after restarting my game one more time ^^
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 10, 2015, 01:56:48 PM
Okay, I was an idiot, I just never researched any of the tech for the mod >.< My thinking was that it would be available from a single research piece and that it was missing. AND my reasoning for that is that a explosive charge that can dig right through bedrock to an aquifer wouldn't be THAT advanced. Good thing I still got Candry, took my 3 days to get to it.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Bodog999 on January 11, 2015, 06:44:30 PM
Is it normal for the Xenon-Ion turbine to start fires when its closed in and has no roof above it?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 12, 2015, 08:31:31 PM
Quote from: Bodog999 on January 11, 2015, 06:44:30 PM
Is it normal for the Xenon-Ion turbine to start fires when its closed in and has no roof above it?

Yes and no, like all geo generators they will act as if the space they take up has a roof above them, if there is nowhere for the heat to go (say in a mountain and you closed the walls then yes) If its outside it might be to hot for the turbine, are you in a desert or tundra?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: augusto on January 12, 2015, 10:23:16 PM
Man I weit write for the next update I have Ben looking in to robots alot  an No results untill now BTW thanks for the mod it's amazing so far
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 12, 2015, 10:37:47 PM
Quote from: Kilderon on January 10, 2015, 01:47:12 AM
Regarding the Plasma Reactor. I understand that it's still in development, but thought I'd point out one major flaw that makes the entire thing unusable at present:

14 x 14 is pretty dang large, but the critical flaw is that it's flammable. That's a pretty big lightning target you can't put a roof over, and the first time it gets struck the entire thing is going to burn down, because your pawns have no way of putting it out, since the majority of it is unreachable.

With it needing to be outdoors, without a roof considering it's size, between lightning, incendiary mortars, and just random fires, it's difficult to justify building, it'll never last long enough to be worth it's price. That's one expensive piece of kit for a simple molotov or random bush fire to almost guarantee kill.

Also curious that it's a heat producer, since it has to be in an area with an open roof, it'll always be heating the outdoors so that's probably just wasted processing ticks.

Yes, I have tested it myself and ran into these issues. You have to understand I meant it's totally unfinished, as in it's an idea I started and couldn't be bothered to delete when updating the mod, mostly because I felt I had to give a power source capable of running a matter fabricator.

As to the heat issues, that is designed to make you think about cooling reactors, as most use heat to generate power, and so as to avoid closed in rooms, so your power isn't safe forever. There will be some extreme and OP heat and cooling methods in the next update, keeping in trend with the mod.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: augusto on January 12, 2015, 11:00:15 PM
I have managed to build the reactor you are talking about and I never faced problems with it burning up I think it's because of the fact that I put it inside a room to where it hass a gap of 3 on all sides and a roof ontop of it exept where the center of it where the fan is diaplayd making it a harder target for thunder to hit it and it won't burn from random fires or molotovs becauce of the gaps
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Bodog999 on January 13, 2015, 08:44:09 AM
Hayhorse its underneath a mountain and it has a roof over it but only 1 side is blocked the rest is open to the outdoors, also it kept setting my door on fire. Probably because half of the generator was inside the rest was outside, its almost acting as a wall
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: HBKRKO619 on January 13, 2015, 09:12:14 AM
It seems my bug post goes unseen, so I repost it in order to Sam_ be able to see it :)


Quote from: HBKRKO619 on January 10, 2015, 05:14:43 AM
Hello.
I have no texture for the MRG-5 pistol in the EDBprepare carefully mod and in game.
Yes, I have restart my game after activated the mod and yes, I tried to save and load my game after restarting my game one more time ^^
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 13, 2015, 04:20:17 PM
That was mentioned earlier, and I believe it will be fixed in the next version.

As for the reactor heating up the area, that's actually quite useful if you are doing a game in the frozen tundra... free heating for your base. Just have to clear out an area big enough to put it.

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: elStrages on January 13, 2015, 05:01:21 PM
The above posted requested your commando faction be enabled with my mod so a few quick questions.

Would you mind if I added your faction as a download for my mod cybernetic storm?
When is the next big update?
Is the commando faction a stand alone mod that comes with the Glitter Tech or completely integrated within the mod?

Cheers
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 13, 2015, 05:58:19 PM
Quote from: elStrages on January 13, 2015, 05:01:21 PM
The above posted requested your commando faction be enabled with my mod so a few quick questions.

Would you mind if I added your faction as a download for my mod cybernetic storm?
When is the next big update?
Is the commando faction a stand alone mod that comes with the Glitter Tech or completely integrated within the mod?

Cheers

It is completely integrated. If you wanted to now just download the mod and look at the package, it would take like 10 minutes.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 13, 2015, 11:06:56 PM
Quote from: elStrages on January 13, 2015, 05:01:21 PM
The above posted requested your commando faction be enabled with my mod so a few quick questions.

Would you mind if I added your faction as a download for my mod cybernetic storm?
When is the next big update?
Is the commando faction a stand alone mod that comes with the Glitter Tech or completely integrated within the mod?

Cheers

I have taken a look at your mod, and it looks rather detailed. So, I fail to see why you can't make your own faction?
Just give them OP armour, and weapons, and spawn like pirates and you're done anyway.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: elStrages on January 14, 2015, 03:14:21 AM
It's not a case of making a faction. It's people wanting to play our mods together, in which case your faction couldn't install any of my implants without a small change.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 14, 2015, 09:02:16 AM
My next update will have my own implants, which I would state is listed as a planned feature, before anybody gets all "copy cat" on me.
I haven't really worked on any mod compatibility, and I doubt I will to be honest, as my idea is more around making my own stand alone mod, without stressing about the multitude of other mods out there, like a total conversation, but also without touching vanilla content.
I'm hoping a future update of the vanilla game will try and decouple recipes for human pawns from that one list in Races_humanoid.xml folder, so we can avoid all having to mod a vanilla file. All of that said, you're more then welcome to making a "glitter tech" compatible version, hopefully without ripping too much of my content ;)


Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: SilverDragon on January 14, 2015, 06:53:16 PM
Quote from: HBKRKO619 on January 13, 2015, 09:12:14 AM
It seems my bug post goes unseen, so I repost it in order to Sam_ be able to see it :)


Quote from: HBKRKO619 on January 10, 2015, 05:14:43 AM
Hello.
I have no texture for the MRG-5 pistol in the EDBprepare carefully mod and in game.
Yes, I have restart my game after activated the mod and yes, I tried to save and load my game after restarting my game one more time ^^

Hi! That is just a minor typo in the weapons ThingDef, you could fix it yourself by editing the Weapons_MRG-5Group.xml located in GlitterTech\Defs\ThingDefs and changing the line 63 to:

<graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath>

Or I could post a hotfix link of the file I have :D
https://www.dropbox.com/s/c2yd2mydtkhzaaq/GlitterTech-MRG5-Texture-hotfix.rar?dl=0 (https://www.dropbox.com/s/c2yd2mydtkhzaaq/GlitterTech-MRG5-Texture-hotfix.rar?dl=0)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lumipharon on January 14, 2015, 07:30:01 PM
I don't know it's because I'm using randy random, but twice now I've had a commando raid, and they're rediculously over powered compared to other factions. Their gear aside, both times they've outnumbered my colonists, and equivelent pirate raid by more then 2 to 1. This in the first 2-4 months also.

Also the weapons seem quite inexpensive to buy from traders, considering how strong they are, and what good range they have.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Dragoon on January 14, 2015, 07:44:35 PM
That's the point  >:(. (also hes working on increasing the price  :(. Since alpha 8 came out things have been wonky for pretty much all mods so gotta balance it out but, don't wanna make it so expensive no one uses it right?) Did you not read the first page saying that it's op? If you know about the games lore (even a little trust me i'm not to type to read all that) you'd know that glitter tech is like forerunner tech form halo , it's better than everyone else.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 15, 2015, 12:08:37 AM
I wouldn't go so far as forerunner tech, haha. But, if you think about how the best weapons you have are miniguns, m-16s and m24 rifles, and yet you have a regularly used orbital drop system, spaceships, cryosleep and strong mechanoids that seems to be a normal part of colony life, then I guess my mod gives you what would be the latest tech, instead of outdated tech that you find on vanilla.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Axel on January 15, 2015, 10:12:57 AM
From the very beginning of this mod I always compared commandos to Fallout's Brotherhood of Steel cause of the energy weapons and armors.
Also someone beat you to the punch with the tiny mechanoids. You should instead make a large melee mech that looks like a gorilla c:
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: tuver on January 15, 2015, 02:25:02 PM
Again, love this mod. I think you might want to change the valve of some of the items. Alpha and Betapoly for one. The amount of material, time, and power it takes to make them they should cost more.

I have ran a few games with this mod, for all but one I just bought the materials from the trader, but my last run.... they didn't stock beta ever. 65k power just to operate the thing is a lot of power if you haven't built the massive generator. I usually have to build a massive solar farm to operate it and then I am in a rush to make one bill before the sun goes down(actually makes the game really interesting) but I have been missing it because it is so much easier to just buy the stuff than make it. The material is awesome to build with too, but again, the traders have it so cheap, mean while, silicon requires so much work for so little.

Again, love the mod, just trying to help with the balancing.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: caboose410 on January 15, 2015, 06:22:10 PM
I Started a new game after the mod was installed, and never saw the black market trader. Whats some possible solutions to this?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Iwillbenicetou on January 15, 2015, 06:40:50 PM
It's rare, but if it still doesn't work, make a new world/new colony. Try either or. And use developer mode to help you
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 15, 2015, 07:19:49 PM
The black market trader is considered a "slave trader". So if you have a mod that reduces the chance of a slave trader coming by, it will make this trader next to impossible to find.

As for the Commandoes being OP when they attack you... how about you download Kenny's Turret Mod. Lots of those turrets make mince-meat out of commandoes... provided you have the power and steel to make them. There are few things that doesn't terrify commandoes more than the Avenger Turret, or its baby brother the Bushmaster Chaingun (uses same ammo type, but cheaper and smaller explosions). Fully automatic explosive rounds. Also, as some of the turrets require ridiculous amounts of power (the Laser Turret requires something like 20000 power to use one), so Glittertech goes nicely with it, if you have a Xenon Ion Turbine or a Plasma Reactor.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 16, 2015, 12:28:10 AM
Quote from: tuver on January 15, 2015, 02:25:02 PM
Again, love this mod. I think you might want to change the valve of some of the items. Alpha and Betapoly for one. The amount of material, time, and power it takes to make them they should cost more.

I have ran a few games with this mod, for all but one I just bought the materials from the trader, but my last run.... they didn't stock beta ever. 65k power just to operate the thing is a lot of power if you haven't built the massive generator. I usually have to build a massive solar farm to operate it and then I am in a rush to make one bill before the sun goes down(actually makes the game really interesting) but I have been missing it because it is so much easier to just buy the stuff than make it. The material is awesome to build with too, but again, the traders have it so cheap, mean while, silicon requires so much work for so little.

Again, love the mod, just trying to help with the balancing.

Thanks for the constructive response. Yeah, I have been going over the values of items in the 0.8 update, so most of that should be fixed. I wasn't aware I made alpha and beta polys buyable, or perhaps it's automatic with the new resource system, which is a damn shame. I'm surprised you think they should be more expensive to make, I was under the impression, from lack of feedback, that they were just way too expensive to produce. Maybe I'll add some more complexity to the recipe.

Quote from: Axel on January 15, 2015, 10:12:57 AM
From the very beginning of this mod I always compared commandos to Fallout's Brotherhood of Steel cause of the energy weapons and armors.
Also someone beat you to the punch with the tiny mechanoids. You should instead make a large melee mech that looks like a gorilla c:

It's a shame my idea wont be original, but in my philosophy; if someone has already done something in the vast list of mods, there's no reason you can't too. I'll still make my own mini mechanoid horde, perhaps mine will be better, or a perfect addition to my mod. 
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Axel on January 16, 2015, 08:17:01 AM
Haha. I know. I was just hoping I could nudge you in that way to get more varieties in the type of mechs there are to meet my own needs. But its still nice to soon see different variety amongst the same mechanoids. In my imagination it gives the impression that there's more to them than to *dalek voice* exterminate
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: ORCACommander on January 16, 2015, 10:46:53 AM
"Titanium windows"

I think you may want to change that to Transparent Alumina which is a thing we have currently developed. It is essentially artificially created clear sapphires. http://en.wikipedia.org/wiki/Transparent_ceramics#Sapphire_2
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: tuver on January 16, 2015, 01:52:12 PM
That material cost to make I think is perfect actually, but as you weren't aware they were buyables, the cost with traders is too cheap. Beta only cost like 100 per. which makes it so much easier to buy them than to make them. I have one colony running yours and the omnigel(modified so it can also make titanium) and while I can make the reactor easily enough, making enough beta to make a turret still took a good amount of time. But given how wonderful the end product is. It should take that much time. I doubt I will ever have to rebuilt that thing. I am going to see how long it will take to rebuilt my walls with beta.

I should also add that I love how you coded your manufacturing. I don't know if it was on purpose, but I love that if you person is got enhanced manipulation, you can get more out of the process. So a bionic man can get more silicon out of blocks, or more poly made. 
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 16, 2015, 10:12:40 PM
Bug report: When I was raided by a Commando squad really early in the game I realized that the weapons where glitched and some of them where wearing multiple peaces of Armour that don't stack or where entirely naked ( "Naked Commando squad Assemble!") One of them was even where 3 reactive Armour pieces! Anyways all of their guns where random sprites from the game. I don't know if this is a bug for version .6 (the one I am using( I see a new version is out now)). But I just wanted to report it. There are some photos attached btw.

Edit: Cancel the photos They are larger then the attachment limit. How do I add a screenshot to a post without attachments?

Edit 2: Forsome reason It was labeld as glitter tech 0.6 in EdB Modloader. Also the second time the textures swaped on the guns it became "WallTitanium.Atlas.png" or one of its varents, They all looked the same.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 17, 2015, 07:59:31 AM
Quote from: Hayhorse on January 16, 2015, 10:12:40 PM
Bug report: When I was raided by a Commando squad really early in the game I realized that the weapons where glitched and some of them where wearing multiple peaces of Armour that don't stack or where entirely naked ( "Naked Commando squad Assemble!") One of them was even where 3 reactive Armour pieces! Anyways all of their guns where random sprites from the game. I don't know if this is a bug for version .6 (the one I am using( I see a new version is out now)). But I just wanted to report it. There are some photos attached btw.

Edit: Cancel the photos They are larger then the attachment limit. How do I add a screenshot to a post without attachments?

Edit 2: Forsome reason It was labeld as glitter tech 0.6 in EdB Modloader. Also the second time the textures swaped on the guns it became "WallTitanium.Atlas.png" or one of its varents, They all looked the same.

I had the same bug when testing out a raid. Creating a new world and colony fixed this however. It seems to be an issue with older version or something. There are a few ways to reset your world without colony, so that may help. As it stands I don't have a fix for this, other then a new colony and world.

Quote from: tuver on January 16, 2015, 01:52:12 PM
That material cost to make I think is perfect actually, but as you weren't aware they were buyables, the cost with traders is too cheap. Beta only cost like 100 per. which makes it so much easier to buy them than to make them. I have one colony running yours and the omnigel(modified so it can also make titanium) and while I can make the reactor easily enough, making enough beta to make a turret still took a good amount of time. But given how wonderful the end product is. It should take that much time. I doubt I will ever have to rebuilt that thing. I am going to see how long it will take to rebuilt my walls with beta.

I should also add that I love how you coded your manufacturing. I don't know if it was on purpose, but I love that if you person is got enhanced manipulation, you can get more out of the process. So a bionic man can get more silicon out of blocks, or more poly made. 

I was totally unaware of that benefit. I think that is a happy accident, especially with the more advanced bionics in the next update, which will put manipulation at 300%. This kind of upgrade is precisely what I want my mod to achieve. Yes, beta poly is a great resource, purely from indestructibility. The blast door made of beta poly has approximately 300000 health. I think tribal warriors will starve to death before they break in.

Quote from: ORCACommander on January 16, 2015, 10:46:53 AM
"Titanium windows"

I think you may want to change that to Transparent Alumina which is a thing we have currently developed. It is essentially artificially created clear sapphires. http://en.wikipedia.org/wiki/Transparent_ceramics#Sapphire_2

Ah, thanks for the reminder. That is just a name issue, rather then my attempt to make glass out of titanium. With the resource system I just made my titanium wall (with windows) accept any material. Although perhaps transparent alumina would sound cooler.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Hayhorse on January 17, 2015, 08:07:39 AM
Damn, is there a fix where I can keep my colony? I am about 50% done researching sheilds, I am going to try a fresh install of the mod not btw, just to see if it fixes it.

P.S. Updateing the mod fixed it. they weapons now have the proper textures, I bet the MRG-5 Pistol is still broken though.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lumipharon on January 19, 2015, 05:48:57 AM
After playing with this for a fair bit, the guns are all relatively balanced (the emrg is a tad strong) but the only real problem weapon is the apb projector.

It has rediculous range (80) and fantastic accuracy on top of being an extremely powerful, AOE weapon. It's so long range that one guy with an APB projector can wipe out any sized raid, with enough time, since they can literally sit outside aggro range and just cream them.
The fact that it sets everything on fire is a nice side effect in that it means there's a trade off between using weaker weapons, and getting captives/loot, and using the projector to utterly wreck a threat, but quite possibly destroying everything and everyone in the process.
Also because it's an AOE weapon, even with poor accuracy, it's almost never going to miss altogether, and it's massive range just makes it too cheesy for me.

If it had half the range or less, then it would be a more interesting weapon, since you'd actually be exposed to attack, where as right now it's just an unassailable ass blaster cannon.

Edit: Also, dunno if it's just a coincidence, but the MRG rifle seems really rare. I got one from a trader like 2 months in, but haven't seen one since, where as I have dozens or more of the other weapons.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 19, 2015, 11:05:38 AM
Yes, the APB projector was designed before rocket launchers were in vanilla. I suppose now with those I could take the Halo approach, with the good old fuel rod versus the UNSC rocket launcher. I'll make the AOE small, but the range will stay, which I feel is the correct counter to your suggestion of making the range shorter and keeping the larger AOE. My idea is to make a laser weapon, and it would be silly to have a short range laser weapon, in my opinion.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: tuver on January 19, 2015, 03:49:22 PM
The issue that really balances the projector is the commando faction. Yes, a single person with one can clean up tribesmen without a problem. Honestly you should be able to wipe out a tribesmen raid without a problem if you have hi tech weapons. But raids from the command squad if one of them has it, then it turns the tables, it makes it hard to clean them out, if two or more have it, then it's a real battle. One colony had two command faction, that was interesting. Another balancing issue with the projector is it is danger to use in close combat, if meleers rush the projector, it because a problem to use.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lumipharon on January 19, 2015, 05:00:40 PM
The problem with the projector is that the range is so huge, most enemies won't even aggro on the user, because they're too far away.
Unless the AI can be changed or something, it's a little silly, even if the AOE gets toned down.

Also lasers (as with all light) in real life grow weaker and less focused over distance (inverse square law and all that). So short range lasers make sense - well, they would be able to travel long distance, but they would get exponentially weaker over distance.

Also right after I made that comment about the MRG rifle, I got 4 from 4 traders, in like 10 minutes, honk.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Patrykbono20 on January 19, 2015, 05:16:33 PM
titanium have only from traders ?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Dragoon on January 19, 2015, 07:25:33 PM
Quote from: lumipharon on January 19, 2015, 05:00:40 PM
The problem with the projector is that the range is so huge, most enemies won't even aggro on the user, because they're too far away.
Unless the AI can be changed or something, it's a little silly, even if the AOE gets toned down.

Also lasers (as with all light) in real life grow weaker and less focused over distance (inverse square law and all that). So short range lasers make sense - well, they would be able to travel long distance, but they would get exponentially weaker over distance.

Also right after I made that comment about the MRG rifle, I got 4 from 4 traders, in like 10 minutes, honk.

You forget that sniper rifles are the same and so are they with melee. :/
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: lumipharon on January 19, 2015, 07:34:24 PM
m24's pull aggro, eMRG's canbe outside of aggro range, (unless they also have eMRGs) which is also cheesy. The difference is, eMRG's can only kill one person per shot, aren't AOE (so missing actually matters unlike the projector), and they have 20 less range.

Basically, it's the COMBINATION of super range, damage, AOE and accuracy that makes the projector cheese for me.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 20, 2015, 04:30:52 AM
Some valid replies. But, keep in mind the concept of the mod is to take gameplay to a new level. Projectors decimate tribes, but only help a little with commando raids. The newer factions will make you crave the old projector, especially since I toned the AOE.

Quote from: lumipharon on January 19, 2015, 05:00:40 PM
Also lasers (as with all light) in real life grow weaker and less focused over distance (inverse square law and all that). So short range lasers make sense - well, they would be able to travel long distance, but they would get exponentially weaker over distance.

Yes, I understand that. But, this is not a laser that transmits data, or switches your TV channels. It is powerful enough to create a fiery explosion and incinerate people. I'm not sure such a high powered laser will suffer much attenuation over several kilometres, much less the game map. I suppose by that logic the gun ranges for all weapons including vanilla could be so much farther.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Boboid on January 20, 2015, 01:34:49 PM
So correct me if I'm wrong but the only way to obtain Computer Components is to make Silicon in an Electrolyser, then make Computer Components in the Robotic assembler? Which requires 22 Computer components total.. so you have to purchase 22 of them and 240 Titanium before you can progress up the tech tree?

Unless I'm missing something extremely obvious then I'd personally suggest a tweak to the Electrolyser/Robotic Assembler costs, it's been two years of scouring every trader and I've got a total of 64 titanium and *two* Computer Components.

I've got a pretty large hoard of skin suits, reactive suits,  nano armour, and various weapons from traders, but obtaining the raw materials to progress up the tech tree to *make* any of it seems totally impossible :(

Also is there an easy way for you to adjust the volume of particular gun sounds? Pretty much all of the guns you've created have exceptionally loud firing sounds, I have to play with the game muted because it's pretty ear-destroying.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Cynicalmuse on January 20, 2015, 11:00:07 PM
Quote from: Boboid on January 20, 2015, 01:34:49 PM
So correct me if I'm wrong but the only way to obtain Computer Components is to make Silicon in an Electrolyser, then make Computer Components in the Robotic assembler? Which requires 22 Computer components total.. so you have to purchase 22 of them and 240 Titanium before you can progress up the tech tree?

Unless I'm missing something extremely obvious then I'd personally suggest a tweak to the Electrolyser/Robotic Assembler costs, it's been two years of scouring every trader and I've got a total of 64 titanium and *two* Computer Components.

I've got a pretty large hoard of skin suits, reactive suits,  nano armour, and various weapons from traders, but obtaining the raw materials to progress up the tech tree to *make* any of it seems totally impossible :(

Also is there an easy way for you to adjust the volume of particular gun sounds? Pretty much all of the guns you've created have exceptionally loud firing sounds, I have to play with the game muted because it's pretty ear-destroying.

This post pretty much sums up all the problems I had with this mod; I found it nigh impossible to build new things because I had no idea how to progress further into the mod. The components are ridiculously expensive and I found myself unable to build much of anything, yet I had pretty much all of the armors and weapons from commando raids.

Oh, and a sidenote, I found the best way to fight commandos is to engage them in melee with large numbers. They tend to suck at melee, even with their fancy armor!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Boboid on January 21, 2015, 02:03:53 AM
Quote from: Cynicalmuse on January 20, 2015, 11:00:07 PM
Oh, and a sidenote, I found the best way to fight commandos is to engage them in melee with large numbers. They tend to suck at melee, even with their fancy armor!

Yes it's very strange isn't it?

One of my first attacks was a single commando, I just clubbed her unconscious with logs and stole her bionic arm and all her gear. Never managed to recruit her (99 difficulty, ended up with 40+ colonists and she was still in my prison) but one of my starting colonists is still wearing all that gear and has probably singlehandedly killed 50 or 60 pirates, still using that bionic arm too :P
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 21, 2015, 03:19:47 AM
Suggestion:

Make some smelter recipes that will allow you to smelt down spare Skin Suits, Nano Suits, Reactive Suits and Nano Helms into Titanium.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Fluffi on January 23, 2015, 09:11:02 PM
I have to say, the mod is pretty neat. All those Commando Snipers on a siege make it a challenge when dealing with them on a flat open map~ But I've noticed something and I dunno if it's always been like that, but... the APB Projector, it doesn't seem to have a range indicator? I mean, when you draft your colonist and select the weapon, you get a range indication how far you can shoot. All I get is the explosion-radius, but even on grenades from other weapon packs, I have an explosion radius and a range indication, doesn't seem the case for me on the APB Projector. Not sure if I just never notices due to it's awesome range or if I broke something at one point. The ThingDef also doesn't seem to have anything to do with it or I'm just blind, dunno :p
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: palandus on January 23, 2015, 10:00:43 PM
I think the range indicator that the game uses is hardcoded to only show ranges up to like range of 70 (for some reason). The APB I think has a range of 80 or 85, and thus wouldn't get shown by the game.

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Fluffi on January 23, 2015, 10:35:19 PM
Quote from: palandus on January 23, 2015, 10:00:43 PM
I think the range indicator that the game uses is hardcoded to only show ranges up to like range of 70 (for some reason). The APB I think has a range of 80 or 85, and thus wouldn't get shown by the game.

Why didn't I think of this? You're totally right, reducing it's range by a chunck brought back the range indication. Guess I'll have to hope for Alpha 9 to have higher range indications as I don't wanna engineer around weapon stats. Always these small things that bother me :p
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Bodog999 on January 25, 2015, 11:58:40 AM
Hey Sam_ I really like the impaction charge to get geysers everywhere but there is 1 thing I hate about it, the place where it makes the geyser is so damn random, I like to have my base all neat and symmetric. So do you think you can code it so it always makes the geyser where it is placed instead of 1-2 tiles off of it?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 25, 2015, 12:39:24 PM
Quote from: Bodog999 on January 25, 2015, 11:58:40 AM
Hey Sam_ I really like the impaction charge to get geysers everywhere but there is 1 thing I hate about it, the place where it makes the geyser is so damn random, I like to have my base all neat and symmetric. So do you think you can code it so it always makes the geyser where it is placed instead of 1-2 tiles off of it?

There is nothing I can do about where it spawns, I'll have a play with it, perhaps making the charge an odd dimension instead of two by two, as it currently is, will place it at the centre always. If I were to imagine the code, I assume it tries to approximate the location when there is no centre, perhaps by random generation, or perhaps by the magic of undefined variables and complicated code.

Edit:

After testing changing it to one by one seems to work, the geyser spawns with the bottom left corner where the charge was. You can change this in the xml files if you know how, alternatively it will be fixed in version 0.8.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Bodog999 on January 26, 2015, 11:08:39 AM
Sam_ you'll love me for this, I fixed the MRG-5 Pistol graphic bug its <graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> instead of <graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: MatyCZE on January 26, 2015, 02:10:49 PM
Hello,I like your mod,but I'm bit lost in it. Do you have any "isntruction" what does what? I have many days in my colony behind and still haven't seen any titanium so far.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Bodog999 on January 26, 2015, 02:42:57 PM
Titanium is bought from Black Market Traders or from drop pods, you need to research some stuff before you can build turrets, turbines and production stuff. With the production stuff you can make silicon, computer components and magnetic coils, which are used in crafting or building. Eventually you can go and make Alpha Poly and Beta Poly. Most of the stuff in early game you get by trading Black market traders.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: MatyCZE on January 26, 2015, 03:21:11 PM
I knew most of this,I wanted to know exacly do what,but thanks. I had two magnetic coils,but one got smashed by enemy mortar. :D and one computer chip,but I think they weren't BM traders. But as I said no titanium. :/
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: iGamezy on January 26, 2015, 03:29:20 PM
Hey,I really really like this mod but I personally believe that you should add a new race,they would be biologically perfect and capable of self healing,they would have increased mental ability,physical strength,ect,and they would be breed for war.you would also be capable of capturing them,they could also be sold as slaves from black market dealers for a high prices obviously,They could also be dropped from pods(but they would be severely injured).Another thing that I could see as interesting would be the ability to take there blood and use it to enhance your regular colonists,or in the situation that one of them was dying you could heal them with this blood.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: Sam_ on January 26, 2015, 07:47:59 PM
Quote from: Bodog999 on January 26, 2015, 11:08:39 AM
Sam_ you'll love me for this, I fixed the MRG-5 Pistol graphic bug its <graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> instead of <graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>

That is a problem previously solved, I just haven't released an update.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: popster99 on January 28, 2015, 12:21:52 PM
any eta on update release
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.7
Post by: numen0r on January 31, 2015, 10:29:47 PM
Quote from: Sam_ on January 26, 2015, 07:47:59 PM
Quote from: Bodog999 on January 26, 2015, 11:08:39 AM
Sam_ you'll love me for this, I fixed the MRG-5 Pistol graphic bug its <graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> instead of <graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>

That is a problem previously solved, I just haven't released an update.

did you also find the &gt bug in Buildings_AdvancedStructure.xml ? I found it on one of the </description> lines.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 10, 2015, 03:19:51 AM
After a long wait Glitter Tech now updated to Version 0.8
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Dragoon on February 10, 2015, 03:43:09 AM
Cool! i'm dling now.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: numen0r on February 10, 2015, 04:25:01 AM
Quote from: Sam_ on February 10, 2015, 03:19:51 AM
After a long wait Glitter Tech now updated to Version 0.8

is it no longer compatible with cybernetic storm mod? wouldn't the body parts override each other.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 10, 2015, 05:37:01 AM
I suppose they would. Any mod that adds more implants and medical operations will not be compatible. Hopefully this is fixed in the next alpha.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Austin_Kim on February 10, 2015, 06:44:15 AM
Can't believe all the changes you made.. Thanks for the new update! I'm enjoying it now :)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 10, 2015, 01:03:52 PM
I would love some feedback regarding the new factions. They are never easy to balance, and I have concerns with the replicators. The same goes with the tanks from Orion Corp.

Good Luck!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: SundayTuesday on February 10, 2015, 05:47:23 PM
Quote from: Sam_ on February 10, 2015, 01:03:52 PM
I would love some feedback regarding the new factions. They are never easy to balance, and I have concerns with the replicators. The same goes with the tanks from Orion Corp.

Good Luck!
I'll Update my mod and start up a new colony, and see how I feel. I'll let cha know in detail after a few hours of play. NOTE: I'm playing with the Combat Realism Mod. I'll do a play with this mod on and off for ya. Cheers!
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: HBKRKO619 on February 10, 2015, 07:44:02 PM
My first feedback : sad.
Sad because the 2 mods everybody should must have (in my opinion) to play correctly in the extra late game are no more compatible (glitter tech and cybernetic storm).
I play only extra heavy modded game (more than 100 mod activated) and it seem extreme but the fact that I can't play with those 2 mods in the same time anymore just actually made me don't want to play to Rimworld anymore   :o (yeah, I know, really extreme but that's how I feel actually).
I will probably wait for alpha 9 hoping it will made those 2 must have extra late game mods compatible again.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Asfalto on February 10, 2015, 08:30:18 PM
Quote from: HBKRKO619 on February 10, 2015, 07:44:02 PM
My first feedback : sad.
Sad because the 2 mods everybody should must have (in my opinion) to play correctly in the extra late game are no more compatible (glitter tech and cybernetic storm).
I play only extra heavy modded game (more than 100 mod activated) and it seem extreme but the fact that I can't play with those 2 mods in the same time anymore just actually made me don't want to play to Rimworld anymore   :o (yeah, I know, really extreme but that's how I feel actually).
I will probably wait for alpha 9 hoping it will made those 2 must have extra late game mods compatible again.

Actually i'm sad about Bionics..
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: tuver on February 10, 2015, 10:47:27 PM
Feed back so far. Replicators aren't bad. So far they have been the ones attacking me. The black market traders are more frequent. I actually had two at once and after they left another showed up. Haven't yet had a chance to try the advance bionics. I didn't have the coin when they had them, now that I have the coin, they are a no show. Haven't seen the corp yet.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Vonholtz on February 11, 2015, 01:52:21 AM
Dam you LoL. I just started a new game with like 30 mods. The most I have put on at one time. And I have a good run and a new mod(ok old one updated) comes out that I want to added in. I will have to think about starting over now. I find any mod that have faction in them I need a new planet to put them in. Anyway I will have to give yours a try after all I have 8 factions in my game now whats a few more.  :D
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 11, 2015, 12:52:53 PM
Quote from: Vonholtz on February 11, 2015, 01:52:21 AM
Dam you LoL. I just started a new game with like 30 mods. The most I have put on at one time. And I have a good run and a new mod(ok old one updated) comes out that I want to added in. I will have to think about starting over now. I find any mod that have faction in them I need a new planet to put them in. Anyway I will have to give yours a try after all I have 8 factions in my game now whats a few more.  :D

If you really want to keep your original colony you can always edit the files in the world folder. I'm sure there's a step by step somewhere on this thread, but you just need to find the data about factions and add the new factions by copy and pasting.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Vonholtz on February 11, 2015, 07:24:28 PM
Quote from: Sam_ on February 11, 2015, 12:52:53 PM
Quote from: Vonholtz on February 11, 2015, 01:52:21 AM
Dam you LoL. I just started a new game with like 30 mods. The most I have put on at one time. And I have a good run and a new mod(ok old one updated) comes out that I want to added in. I will have to think about starting over now. I find any mod that have faction in them I need a new planet to put them in. Anyway I will have to give yours a try after all I have 8 factions in my game now whats a few more.  :D

If you really want to keep your original colony you can always edit the files in the world folder. I'm sure there's a step by step somewhere on this thread, but you just need to find the data about factions and add the new factions by copy and pasting.
LoL I know the right size hammer to turn my PC off with and that my skill with computers. I know a lot about computers back in the 1980's (yah apple basic). But as time has gone along I am pushed to my skill level with PC by just getting the mods to work right. Thank you anyway but I am sure in the end a new game will not hurt me...........much.  ;D
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Hayhorse on February 11, 2015, 07:28:36 PM
Is glitter tech still compatible with Extended Surgery and Bionics with 0.8? Since Apoth 8 is not compatible with Extended Surgery because they change health related files.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 12, 2015, 12:02:43 AM
The compatiblilty issues come from how operations for pawns work. In the Race_human.xml there are recipes linked directly to the race, which you can perform. To add a new bionic piece, or operation, you need to add a recipe to that list. Unfortunately, the way the xmls are compiled when you activate the mod doesn't seem to allow multiple modifications to the original xml files. So, if two mods both need to modify the list of recipes in the human xml then they wont be compatible. Of course if the recipes were separate like other xml files, I could make an xml called whatever.xml and add a new list of recipes for a medical operation to humans. So far the races_human.xml is the only vanilla xml I have had to modify.

I'll give it time, to see if it's resolved. And if not I'll have to make compatible versions for other mods. The reason I try to avoid this is the shear number of mods that modify the xml. For the sake of argument, let's say there are four mods that I need to make compatible. I would need to make a version for every combination of those four mods and mine. Off the top of my head, meaning probably incorrect, that is like sixteen different versions of my mod. Of course that is why people make mod packs.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Asfalto on February 12, 2015, 11:03:36 AM
I think there is a bug, but i don't know how to "isolate" it

Basically, i have Orion Exoskeleton spines, i have high med colonists, i have medikits, i have medbed.
But the colonist "waits the operation", and i can't give prioritized order to operate him because there isn't the "operate" order..

Curious thing: two out of three my colonists have been already innested..

Hm?

Oh and also: i created a stockpile able to contain ONLY Orion Exoskeleton, i set it on critical importance, yet i can't force the hauling order because "there is no storage configured to hold it"

HMHM? :)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Asfalto on February 13, 2015, 11:05:09 AM
Ok, i obviosly had Bionics and Surgery installed :D

Now everything works

Just one thing i noticed: when enemies drop to besiege the colony, they also build new mortars. Requiring power.
They build them, and then they can't power and use them..

Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Vonholtz on February 13, 2015, 07:40:44 PM
Not sure if this has been pointed out yet or not. Some Pirates dropped in to the map to besiege my colony. They brought all the making for the auto firing mortars. But did not bring any power with them to run the mortars.

Also on a Cassandra game with casual level setting. About 10 days in to the game I had 4 colonist and 2 turrets. And 80 replicators drop on to the map. They ran me over and there was no way in hell I could have done any thing about it. It was way to many for that early in the game. I am getting the same thing with some of the other factions from other mods. Like I have the imperial guard mod and the orks show up few days after I land with 4 attackers then the next time they show up few days later there 40 of them.( likely the way it would be in WH40K.) But before I added in the Glitter tech they come with a slower progression. Now after Glitter tech it come fast and with much greater numbers. Now 40 orks I can deal with but I will lose people and like lose the next time anyone attacks. But no mater how easy it is to kill replicators over orks 80 is way to many.

I am not sure if this is some thing to do with just your mod or how your mod works with the others. I did not see numbers like this till I put on and started a new game with the Glitter tech mod. All be it the orks go up fast in numbers it never been a jump of 4 to 40 before.  :)
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: EBM on February 13, 2015, 11:07:58 PM
Seeing a trio of Orion MBTs pop out of a crashed ship part alongside mechanoids early in the game is both hilarious and disturbing. Intended?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: SundayTuesday on February 13, 2015, 11:52:33 PM
Quote from: EBM on February 13, 2015, 11:07:58 PM
Seeing a trio of Orion MBTs pop out of a crashed ship part alongside mechanoids early in the game is both hilarious and disturbing. Intended?

I feel like it isn't Replicator Horde did it too.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Hayhorse on February 14, 2015, 08:07:43 PM
Teleportation motor's anyone? ( Look at FTL Bomb weapons for a good idea for designs and types. )
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: BinaryBlackhole on February 14, 2015, 09:48:06 PM
If possible I would like any storage block you make to show everything that is stored as normal storage blocks from other mods only show a stack of 75 Meaning you need to use a small higher priority stockpile for any resource where you may use over 75 of that resource in a signal item or structure.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 15, 2015, 04:58:59 AM
Quote from: SundayTuesday on February 13, 2015, 11:52:33 PM
Quote from: EBM on February 13, 2015, 11:07:58 PM
Seeing a trio of Orion MBTs pop out of a crashed ship part alongside mechanoids early in the game is both hilarious and disturbing. Intended?


I feel like it isn't Replicator Horde did it too.

Wow, that is rather strange. There shouldn't be any reason for them to spawn there. Perhaps the spaceship event spawns pawns that have an ultra level of tech. I find that rather illogical however.


Quote from: Vonholtz on February 13, 2015, 07:40:44 PM
Not sure if this has been pointed out yet or not. Some Pirates dropped in to the map to besiege my colony. They brought all the making for the auto firing mortars. But did not bring any power with them to run the mortars.

Also on a Cassandra game with casual level setting. About 10 days in to the game I had 4 colonist and 2 turrets. And 80 replicators drop on to the map. They ran me over and there was no way in hell I could have done any thing about it. It was way to many for that early in the game. I am getting the same thing with some of the other factions from other mods. Like I have the imperial guard mod and the orks show up few days after I land with 4 attackers then the next time they show up few days later there 40 of them.( likely the way it would be in WH40K.) But before I added in the Glitter tech they come with a slower progression. Now after Glitter tech it come fast and with much greater numbers. Now 40 orks I can deal with but I will lose people and like lose the next time anyone attacks. But no mater how easy it is to kill replicators over orks 80 is way to many.

I am not sure if this is some thing to do with just your mod or how your mod works with the others. I did not see numbers like this till I put on and started a new game with the Glitter tech mod. All be it the orks go up fast in numbers it never been a jump of 4 to 40 before.  :)

If you have other mods that are having issues then there is no way for me to solve your problem. Each faction is configured separately, and spawn pawns based off of a point system, which I have balanced with the rest of my mod, but not any other mod. My mod is hard, and intended to be. If you wanted to build a nice open colony, instead of a bunker in a cliff, or something equivalent, then play on the easiest setting.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Vonholtz on February 15, 2015, 07:36:16 AM
LoL trust me I am not realy complaining about the numbers. I am new to the game so I think I know now what I did to make the numbers run so high now. More to the point of my post was the first part. About the Pirates trying to besiege my colony with auto mortars with out power. It think the auto firing mortars are in your mod? And they should not be used by attacks who don't have power to run them.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: EBM on February 15, 2015, 01:33:11 PM
Quote from: Sam_ on February 15, 2015, 04:58:59 AM
Wow, that is rather strange. There shouldn't be any reason for them to spawn there. Perhaps the spaceship event spawns pawns that have an ultra level of tech. I find that rather illogical however.

It's happened several times now with mechanoid ship parts. Since using this mod I haven't had one without an MBT. Usually three spawn, sometimes one. A small number of Replicators do as well, all friendly to each other. However, once a separate landing of Replicators occurred and did fight with the MBTs normally.

At one point an MBT also spawned onto the map as any wildlife would. Orion wasn't hostile to me in that game, so it was no danger to my colonists. It wandered around randomly and fired at anything hostile to it that happened to pass by.

I'm guessing the ship part issue stems from its race being treated as a mechanoid in Races_Tank, but I've no idea why it would spawn like a muffalo.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 15, 2015, 02:26:52 PM
Quote from: EBM on February 15, 2015, 01:33:11 PM
Quote from: Sam_ on February 15, 2015, 04:58:59 AM
Wow, that is rather strange. There shouldn't be any reason for them to spawn there. Perhaps the spaceship event spawns pawns that have an ultra level of tech. I find that rather illogical however.

It's happened several times now with mechanoid ship parts. Since using this mod I haven't had one without an MBT. Usually three spawn, sometimes one. A small number of Replicators do as well, all friendly to each other. However, once a separate landing of Replicators occurred and did fight with the MBTs normally.

At one point an MBT also spawned onto the map as any wildlife would. Orion wasn't hostile to me in that game, so it was no danger to my colonists. It wandered around randomly and fired at anything hostile to it that happened to pass by.

I'm guessing the ship part issue stems from its race being treated as a mechanoid in Races_Tank, but I've no idea why it would spawn like a muffalo.

Yes, something rather funky has occurred. Perhaps I can patch it out, but it sounds like a mix of many different factors, like other mods and old worlds.

As to the mortars, like the MBT issue, there's nothing in the XML that should be allowing this to occur. Perhaps I missed something. Look for a 0.85 in future.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: popster99 on February 16, 2015, 05:13:16 AM
Quote from: Sam_ on February 15, 2015, 02:26:52 PM
Quote from: EBM on February 15, 2015, 01:33:11 PM
Quote from: Sam_ on February 15, 2015, 04:58:59 AM
Wow, that is rather strange. There shouldn't be any reason for them to spawn there. Perhaps the spaceship event spawns pawns that have an ultra level of tech. I find that rather illogical however.

It's happened several times now with mechanoid ship parts. Since using this mod I haven't had one without an MBT. Usually three spawn, sometimes one. A small number of Replicators do as well, all friendly to each other. However, once a separate landing of Replicators occurred and did fight with the MBTs normally.

At one point an MBT also spawned onto the map as any wildlife would. Orion wasn't hostile to me in that game, so it was no danger to my colonists. It wandered around randomly and fired at anything hostile to it that happened to pass by.

I'm guessing the ship part issue stems from its race being treated as a mechanoid in Races_Tank, but I've no idea why it would spawn like a muffalo.

Yes, something rather funky has occurred. Perhaps I can patch it out, but it sounds like a mix of many different factors, like other mods and old worlds.

As to the mortars, like the MBT issue, there's nothing in the XML that should be allowing this to occur. Perhaps I missed something. Look for a 0.85 in future.
so i had a base and for no reason orion corp went hostile then sent a giant raid of 10 tanks 50 people and 5 mtbs the worst part was i had only 6 people with only weapons for 3 of them
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: seadderkrupp on February 16, 2015, 06:47:55 AM
Im either half asleep still or missing it again sorry - but do you have to buy ethanol only or can you make it on a crafting table i have yet to research? Thanks.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 16, 2015, 12:35:12 PM
Ethanol comes from using berries in the electrolyzer.

Quoteso i had a base and for no reason orion corp went hostile then sent a giant raid of 10 tanks 50 people and 5 mtbs the worst part was i had only 6 people with only weapons for 3 of them

10 tanks and 5 MBTs? How strange...

There are a bunch of strange bugs occuring lately. None of which I ever ran into, so I'm guessing they are involved with other mods. It may be that, but there should be no reason they randomly become hostile.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Vonholtz on February 16, 2015, 03:23:47 PM
Question about the titanium windows. Do they do any thing other then look nice. I mean do they let in light or lessen cabin fever? or some thing. I like the way they look so I like using them I just was not sure if they had other property?
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Sam_ on February 18, 2015, 10:42:24 AM
There is a tag within XMLs for any structure about blocking light. Sadly, the ambient world lighting, sunlight, doesn't count as this, so it only work with light sources.
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: bullet on February 18, 2015, 01:48:55 PM
Install the latest update - seems like additional extended surgery (carbon legs\arms and bionic exoskeleton doesn't appears in the body update dropdown list (crafted vanilla bionic arm\leg works correctly) Maybe some another also, but not tested yet  :(
Title: Re: [MOD] (Alpha 8) Glitter Tech v0.8
Post by: Dragoon on February 18, 2015, 01:57:35 PM
Quote from: bullet on February 18, 2015, 01:48:55 PM
carbon legs\arms and bionic exoskeleton

Arent those from cybernetic storm?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 23, 2015, 09:47:28 AM
Updated for Alpha 9
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Snownova on February 23, 2015, 12:39:48 PM
Quote from: Sam_ on February 23, 2015, 09:47:28 AM
Updated for Alpha 9

Yay! Thank you!
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Asfalto on February 23, 2015, 02:50:51 PM
Yeah! will test it
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: seadderkrupp on February 23, 2015, 04:07:16 PM
Any way to get the Zombie mod to work with this? As seems the Glittertech overwites the faction defs etc of the zombie mod. Also If using the Cybernetic storm, have to put the Humanoid recipes from that into the GT one or starting colonists are incapable of accepting any cybernetics.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Rathael on February 23, 2015, 04:35:33 PM
I just moved Cybernetic Storm to load after Glittertech and it seems to work fine that way. No need to move files.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: seadderkrupp on February 23, 2015, 04:38:00 PM
Tried changing the load order. No change. Seems to be when i use prepare carefully, those colonists cannot accept any operations. Whilst anyone joining later on can. Only way i had around this was to modify the Humanoid defs file with the cybernetic storm one.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Rathael on February 23, 2015, 04:49:49 PM
Quote from: seadderkrupp on February 23, 2015, 04:38:00 PM
Tried changing the load order. No change. Seems to be when i use prepare carefully, those colonists cannot accept any operations. Whilst anyone joining later on can. Only way i had around this was to modify the Humanoid defs file with the cybernetic storm one.

Hmm I think this was a bug that already got squashed by Edb.. you might want to check his threads for that.

Edit: nevermind it was you. :p

Here is the mod list and load order I'm running right now with no real problems.

  <activeMods>
    <li>Core</li>
    <li>Icons</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>A9_LessIncidentTrolling</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>Miscellaneous_HiRes</li>
    <li>Miscellaneous_Animals</li>
    <li>Floorspikes</li>
    <li>LogWall-Stuffed</li>
    <li>CryptoHax</li>
    <li>DefendThatColony!</li>
    <li>Modular Tables</li>
    <li>Apothecarius</li>
    <li>GlitterTech</li>
    <li>CyberneticStorm</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-ConditionRed</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>Gardening</li>
    <li>WaterBoarding</li>
    <li>AdvancedLamps</li>
    <li>AlphaMuffalo1.6</li>
    <li>Canned Food</li>
    <li>Celing Light</li>
    <li>Mini NPD</li>
    <li>MoreDeco</li>
    <li>MoreStorage</li>
    <li>MoreSunLamps</li>
    <li>More Vanilla Turrets</li>
    <li>OmniTurret</li>
    <li>OmniBatteries</li>
    <li>OmniConduit</li>
    <li>OmniPanels</li>
    <li>OmniThermals</li>
    <li>OmniTurbines</li>
    <li>TargetPractise</li>
    <li>RimEffect</li>
    <li>Teleportation</li>
    <li>TemperatureControl</li>
    <li>FireExtinguisher</li>
    <li>RoofSupportGuide_Tool</li>
    <li>Stonecutting Tweak</li>
    <li>VeinMiner</li>
    <li>Priorityhaul</li>
    <li>DoorControl</li>
    <li>More Designators</li>
    <li>Rimfire</li>
    <li>PODs</li>
    <li>RTGs</li>
    <li>RailGun</li>
    <li>RPG</li>
    <li>Grow Goods v1.51</li>
    <li>CentralHeatingMod</li>
    <li>FloorLights</li>
    <li>ModularSolars1.8</li>
    <li>Snappy Dresser</li>
    <li>RTFTJ</li>
  </activeMods>
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Rathael on February 23, 2015, 04:51:43 PM
Bug report:


XML error: <filthLeavings><SlagRubble>1</SlagRubble></filthLeavings> doesn't correspond to any field in type ThingDef.
BodyPartRecord coverage value is negative (-7.55000) for node LeftTrack in BodyDef TankChassis.
BodyPartRecord coverage value is negative (-7.55000) for node RightTrack in BodyDef TankChassis.
BodyPartRecord coverage value is negative (-0.90000) for node FrontLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node FrontRightActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node MiddleLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node MiddleRightActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node RearLeftActuator in BodyDef MechanicalReplicatorSmall.
BodyPartRecord coverage value is negative (-0.90000) for node RearRightActuator in BodyDef MechanicalReplicatorSmall.
Config error in TankChassis: no parts vulnerable to frostbite
Config error in MechanicalReplicatorSmall: no parts vulnerable to frostbite
Config error in XenonIonTurbine: powerToggleable=true but basePowerConsumption <= 0
Config error in PlasmaReactor: powerToggleable=true but basePowerConsumption <= 0


Edit:
The rubble problem can be fixed with:

<filthLeaving>BuildingRubble</filthLeaving>


The power problem can be fixed by adding:

<powerToggleable>false</powerToggleable>

Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 23, 2015, 11:58:16 PM
Don't worry I have all of those errors fixed in my local version, I uploaded the updated as soon as it was functional.

Any mod that adds more operation to human pawns wont be compatible, unless a mod maker has added a fix. My guess is the developer of Cybernetic Storm has a fix or added compatibility, hence why it can work with that mod loaded last.

Quote from: seadderkrupp on February 23, 2015, 04:07:16 PM
Any way to get the Zombie mod to work with this? As seems the Glittertech overwites the faction defs etc of the zombie mod.

What are the factions added in that mod? Unless our mods have used the same name there should be no reason my mod overrides theirs.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Grynnreaper on February 24, 2015, 02:17:31 AM
Love the mod, just have one question. What does the serum do and how do I use it?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: DoReVo on February 24, 2015, 10:54:04 PM
Is this mod compatible with the Expanded Prosthetics and Organ Engineering ? And I understand that cybernetic storm is already compatible yes ?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 24, 2015, 11:59:49 PM
Quote from: DoReVo on February 24, 2015, 10:54:04 PM
Is this mod compatible with the Expanded Prosthetics and Organ Engineering ? And I understand that cybernetic storm is already compatible yes ?

I haven't made any effort to make my mod compatible, I could go into how busy I am to bother, but who cares?
A few people have had success with the order of mods loading, so I recommend reading through above comments to learn how.

Quote from: Grynnreaper on February 24, 2015, 02:17:31 AM
Love the mod, just have one question. What does the serum do and how do I use it?


Assuming I haven't accidently broken a recipe you need it to produce glitterworld medicine.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: reb00mad on February 25, 2015, 12:07:52 AM
Just a quick question, how do i get Titanium? Do i buy it off traders, mine it or craft it? Because i cant seem to find a way. I haven't come across any traders that sell it, and i cant find any crafting bench that makes it.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: BinaryBlackhole on February 25, 2015, 12:46:58 AM
Serum requires 20 uranium to make not 1 as stated in the recipe please reduce the diameter of your generator by 1 this will allow the generator to have a 1 area you can walk through without the roof collapsing.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Vonholtz on February 25, 2015, 01:34:15 AM
Quote from: reb00mad on February 25, 2015, 12:07:52 AM
Just a quick question, how do i get Titanium? Do i buy it off traders, mine it or craft it? Because i cant seem to find a way. I haven't come across any traders that sell it, and i cant find any crafting bench that makes it.
I think all 3 if I remember right. it rare to find for mining and it slow to mine. But it can be mined. Traders will sell it. and I seem to think there was a way to make it. But that one I was not sure about. I also got some from some of the groups they try to besieging my colony and build mortars from the mod that use Titanium and I get some that way to.

Edit: here is a screenshot from a game i started last night of a titanium main.
http://i1212.photobucket.com/albums/cc445/vonholtz/screenshot1.png
Also keep in mind if you have the "mine all the veins" mod it dose not work with titanium.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 25, 2015, 05:12:12 AM
Quote from: BinaryBlackhole on February 25, 2015, 12:46:58 AM
Serum requires 20 uranium to make not 1 as stated in the recipe

Uranium, along with Gold and Silver are materials that don't have standard number values, meaning 1 gold is no the same mass as one steel. You can test this easily enough by  trying to place a wall of gold. This is done automatically rather then a typo by me, as the recipe screen shows what is in the xml rather then calculating it when you try to build walls.

Quote from: Vonholtz on February 25, 2015, 01:34:15 AM
Quote from: reb00mad on February 25, 2015, 12:07:52 AM
Just a quick question, how do i get Titanium? Do i buy it off traders, mine it or craft it? Because i cant seem to find a way. I haven't come across any traders that sell it, and i cant find any crafting bench that makes it.
I think all 3 if I remember right. it rare to find for mining and it slow to mine. But it can be mined. Traders will sell it. and I seem to think there was a way to make it. But that one I was not sure about. I also got some from some of the groups they try to besieging my colony and build mortars from the mod that use Titanium and I get some that way to.

Edit: here is a screenshot from a game i started last night of a titanium main.
http://i1212.photobucket.com/albums/cc445/vonholtz/screenshot1.png
Also keep in mind if you have the "mine all the veins" mod it dose not work with titanium.

Remember a lot of the mod is hidden by research. Turn on god mode if you need to test and learn without a long researching process. Titanium can spawn as veins, rarer then plasteel, and sold by traders that sell bulk goods, including the Blackmarket trader added by this mod. Receiving titanium from mortars will be patched out later, as they aren't meant to build my powered turrets.
Lastly, Titanium can be extracted from plasteel. In my mod the "story" follows that plasteel is an alloy between silicon and titanium, the ratio being 15:1, obviously putting actual chemistry aside, as such an alloy would be terrible. This is crafted at the electrolyzer, requiring 16 plasteel, and yielding 15 silicon and 1 titanium, the reverse of this recipe can be done at the matter fabricator.

Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: reb00mad on February 25, 2015, 07:58:57 AM
Thanks Sam
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Grynnreaper on February 25, 2015, 03:16:03 PM
Is it normal on basebuilder mode that 16 of those purple helmet (hehe) guys visit at a time?
phoebe basebuilder and basebuilder difficulty
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: 123nick on February 25, 2015, 03:56:42 PM
can you add in a compatability patch for usage with cyber storm? i want to use both mods but im pretty sure mods that add surgery recipes/bionics conflict with eachother. also i noticed that when using both mods i cant install any cyberstorm body parts but i can install glitter tech body parts
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Karnej on February 25, 2015, 06:39:21 PM
Quote from: Grynnreaper on February 25, 2015, 03:16:03 PM
Is it normal on basebuilder mode that 16 of those purple helmet (hehe) guys visit at a time?
phoebe basebuilder and basebuilder difficulty
That is the same problem I'm having but on the second to easiest diff. I think it is partly because the mod is balanced against itself and I'm using a couple other mods but I'm not sure what to do against them, or how to keep my wealth low enough. I tried changing the rarity or w/e but I'm not that great at editing so I don't think I made a difference.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Boboid on February 25, 2015, 09:35:39 PM
Heh... breaking down Replicators on a machining table without sufficiently high efficency can yield " 0 " steel which colonists can't handle, might want to look into that!
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: jeper99 on February 26, 2015, 03:12:21 PM
how do i install the advance bionic lims? i cant seem to get it work
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: lude on February 26, 2015, 08:51:48 PM
Heyho here is a compability patch to make it work with Cyberstorm, Zombiecalypse, Slavers as well as Expanded Prosthetics and Organ Engineering.

for sake of telling stuff from each other i renamed all Cybernetic/Bionic implants to have a GT in the middle



My advice would be creating a new bodyparts.xml like GT_BodyParts that would greatly increase compability, as well as for the hediff_addedpars etc, just your mod initials makes it random enough for none else to accidentally pick the same (which could happen with advancedresearch)

also i dunno exactly how it works, but in your bodyparts there aren't any eyes etc defined, but i don't have much knowledge about modding anyway

also a really great mod I usually, just with a little tweaked down equipment since I use so many other mods and sometimes had people rushing around with 300-600 movement speed.

also it seems that prosthethics creator already created a glitter/cyber/prosthetics patch to be found on either the cyber or  prosthetic topic, it's included here since the work was already done when i tracked it down among the xmls

i guess both rars work fine in any scenario and the one that merges more is more useful



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 27, 2015, 12:32:44 AM
Good work on the patch. However earlier in this thread I have stated the issues with mod compatibility, but I suppose I'll re-iterate here. The names of xmls don't cause compatibility issues, every mod maker can name their research def advancedResearch without issues. When the game is load it takes the xml data, and puts all of the defs in a "pool" which the game loads on demand. A very basic way of explaining a complicated procedure, but understanding this helps. Issues with compatibility actually come from have the same things defined. For example I'll have a gun defined as <thingdef>CoolGun</thingdef> and anyone with a same named gun with have compatibility problems. The issues with my mod and the ones you have named stems from the way operations work. You define a recipe, and then link that recipe in the Races_human.xml, which means you have to redefine a vanilla "thingdef", specifically the definition of human pawns, arguably one of the most important.
I have heard that cybneticStorm works with my mod when you load that mod last. So, I would assume the dev for that mod has added my recipes to his pool, which I try to avoid, so I don't have to spend hours writing compatibility for every mod that edits human pawns.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: HBKRKO619 on February 27, 2015, 06:16:41 AM
Quote from: lude on February 26, 2015, 08:51:48 PM
Heyho here is a compability patch to make it work with Cyberstorm, Zombiecalypse, Slavers as well as Expanded Prosthetics and Organ Engineering.

for sake of telling stuff from each other i renamed all Cybernetic/Bionic implants to have a GT in the middle



My advice would be creating a new bodyparts.xml like GT_BodyParts that would greatly increase compability, as well as for the hediff_addedpars etc, just your mod initials makes it random enough for none else to accidentally pick the same (which could happen with advancedresearch)

also i dunno exactly how it works, but in your bodyparts there aren't any eyes etc defined, but i don't have much knowledge about modding anyway

also a really great mod I usually, just with a little tweaked down equipment since I use so many other mods and sometimes had people rushing around with 300-600 movement speed.

also it seems that prosthethics creator already created a glitter/cyber/prosthetics patch to be found on either the cyber or  prosthetic topic, it's included here since the work was already done when i tracked it down among the xmls

i guess both rars work fine in any scenario and the one that merges more is more useful

Thanks for the compatibility patch man, I use Cybernetic Storm, Zombie Apocalypse and Glitter Tech so it will be very usefull for me :)
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: kelwyn on February 27, 2015, 05:17:32 PM
Are replicators meant to just sit there and do nothing? I tried disabling all other mods and they still just sit there.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: gameismyname on February 27, 2015, 07:44:44 PM
Quote from: kelwyn on February 27, 2015, 05:17:32 PM
Are replicators meant to just sit there and do nothing? I tried disabling all other mods and they still just sit there.

^This.  I've been having issues with this too.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Wendigo on February 28, 2015, 05:04:57 AM
Orion Corp, whether friendly or hostile, seems to send /massive/ groups your way, with up to 20 pawns with friendly visits and (with miscellaneous) trader visits, and seem to send four to five as many soldiers when attacking, compared to commandos and pirates.  In addition, the MBTs themselves seem buggy.  They don't spawn with a ranged weapon, their low speed means they can't keep up with the infantry, and they seem to wander randomly like animals do. 

Beyond that, liking the mod, though commandos can seem a bit unstoppable unless you happen to have serious long-range weaponry.  Their fire-inflicting weapons get free stuns (from panicked flailing) on anyone they hit, and this usually drives your colonists out of cover to be quickly exterminated, especially since commandos show up in comparable numbers to pirates.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: kelwyn on February 28, 2015, 04:27:55 PM
Wendigo: I think the points costs for Orion are set low, so it's buying many pawns. A tribal warrior is 38 points; an Orion Corp soldier is only 20 points!

If you increase the points costs in PawnKinds_OCSoldier.xml it should buy less soldiers.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on February 28, 2015, 05:42:53 PM
Thanks for the input. It's always hard as a mod maker to gauge the right values to put in. I was after a horde of soldiers so I lowered it quite a bit. Of course, it wont be until you guys tell how disastrous the outcome is that I know I've unbalanced it. I'll nerf them shortly, and hopefully find out why tanks behave like muffalos...
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: icew0lfnz on February 28, 2015, 09:43:39 PM
I'm not sure if this has been said, I kinda don't really want to read through the entire thread but I have noticed that your glitter faction guys or w/e, when they visit to my base, they sometimes have no food so they rock into my freezer and steal mine.

Now I'm all for humor and it was quite funny to watch, if I had spare beds and bathrooms, I picture some overpowered tech soldiers eating, sleeping then crapping (without flushing) then leaving my "hotel" without payment.

Just thought I'd share this experience.

Great mod.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Rathael on February 28, 2015, 10:26:09 PM
Ha! I noticed that today too. About 20 guys all descended on my freezer at the same time and ate a bunch of lavish meals at my table.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on March 01, 2015, 04:19:40 AM
Well, that's payment in return for their protection. You could always attack them. :P

I actually like that as a feature, a big corporation taking what they want from your colony. You better make some extra meals. Or lock the doors to the freezer I guess.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Dragoon on March 01, 2015, 05:36:24 AM
I just add in another room when they come by I lock it on them. so much for eating my food :D.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: rab397 on March 01, 2015, 06:52:53 AM
i dont know if this has been reported before but somehow this mod renders the exo skeletons from other mods un usable.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Omen297 on March 01, 2015, 11:32:47 AM
 When i downloaded the capability patch you made for several mods, the debug window pops up saying it can not resolve cross-reference with every organ and body part that is apart of your mod and CyberStorm. I thought i should tell you.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: kathars1s on March 01, 2015, 01:40:45 PM
Hey, love the mod, thank you.

This is directed at anyone who may have encountered this before. I figure it's either a load order issue or maybe just plain incompatibility.

Basically, the replicators just sit there and do nothing, and the log gets spammed with the following for each replicator spawned:

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Race_ReplicatorSmall1177261 threw exception while determining job: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Decorator_UpdateEnemyTarget.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Duty.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Subtree.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x00000] in <filename unknown>:0  curJob=null

Mods and order are:
-<ModsConfigData>
<buildNumber>727</buildNumber>
-<activeMods>
<li>Core</li>
<li>EdBInterface</li>
<li>EdBPrepareCarefully</li>
<li>Glassworks</li>
<li>GlitterTech</li>
<li>CyberneticStorm</li>
<li>T-ExpandedCloth</li>
<li>T-ConditionRed</li>
<li>T-CoreCropTweaks</li>
<li>T-ExpandedCrops</li>
<li>T-MiscStuff</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreBedsVanilla</li>
<li>T-MoreFloors</li>
<li>Priorityhaul</li>
<li>EdBModOrder</li>
</activeMods>
</ModsConfigData>


Just basically wondering if someone can see an obvious problem with load order, or knows of two of those mods that don't work together.

Seems to be the only issue, and I can live with it. It would be nice to have them actually attack though, even if there is like 80 of them hah.

Thanks for any time spent looking.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Agent32 on March 01, 2015, 01:51:41 PM
Black market treader don't sell and don't buy anything.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Vonholtz on March 01, 2015, 09:07:56 PM
Quote from: kelwyn on February 27, 2015, 05:17:32 PM
Are replicators meant to just sit there and do nothing? I tried disabling all other mods and they still just sit there.
Same thing replicators just come on to the map and sit there. I have to go hunt them down. It has happened every time they come on to the map even drop podding in sense this mod move up to Alpha 9/
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: harpo99999 on March 01, 2015, 11:35:04 PM
I even had a replicator attack drop INSIDE my small base compound (I expected to get wiped out from this), but my colonists anniallated the replicators in a few seconds without ANY injuries
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Undecided on March 02, 2015, 12:14:39 AM
Is it just me, or do many of the buildings in this mod (I'm looking at you, Xenon-Ion Turbine and Matter Assembler) have relatively loud ambient noises that tend to overpower the other sounds? I'm finding myself starting to build them far away from my main base just so I don't have to hear them.

I'm curious if it's just me or not. I know in vanilla Rimworld none of the structures produce ambient noise; you only have pawns working and nature producing sound. So I'm wondering if I'm just not used to there being a constant, steady, non-stop ambient tone in the background, or if it's something that actually bugs others. Maybe I'll have to pull open the sound files and tweak the volume on them.

(P.S., it's a genuine question, not an attempt to complain or anything. I love this mod, keep up the good work!)
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on March 02, 2015, 02:44:21 AM
Quote from: Agent32 on March 01, 2015, 01:51:41 PM
Black market treader don't sell and don't buy anything.

Has anyone else had this issue? It's the first I have heard of it.

Quote from: Vonholtz on March 01, 2015, 09:07:56 PM
Quote from: kelwyn on February 27, 2015, 05:17:32 PM
Are replicators meant to just sit there and do nothing? I tried disabling all other mods and they still just sit there.
Same thing replicators just come on to the map and sit there. I have to go hunt them down. It has happened every time they come on to the map even drop podding in sense this mod move up to Alpha 9/

It seems that faction is somewhat buggy. It's the first faction I have created in entirety, meaning all bodydefs, and racedefs. If it's exceptionally annoying I recommend you go into the world save file and comment out or delete the faction, until I have it fixed.

Quote from: Undecided on March 02, 2015, 12:14:39 AM
Is it just me, or do many of the buildings in this mod (I'm looking at you, Xenon-Ion Turbine and Matter Assembler) have relatively loud ambient noises that tend to overpower the other sounds? I'm finding myself starting to build them far away from my main base just so I don't have to hear them.

I can reduce the volume easily in the soundDef folder, I shall tweak it in the next patch.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Undecided on March 02, 2015, 10:39:57 AM
Quote from: Sam_ on March 02, 2015, 02:44:21 AMI can reduce the volume easily in the soundDef folder, I shall tweak it in the next patch.

Awesome. And if I make a suggestion, when adjusting the sound levels keep in mind that certain buildings may be more prone than others to be built in bulk.

What I mean is that the hugely demanding Matter Fabricator is unlikely ever to have more than one in a room, while on the other hand, power generators like the Xenon-Ion Turbine is far more likely to have several built clustered together in the same area (thus players will have to hear multiple, identical ambient sfx playing at once).

So while you should reduce both, I would probably see about reducing the Xenon-Ion turbine much more than the Matter Fabricators' ambient noise, relatively speaking.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: MagnusTorne on March 02, 2015, 01:23:00 PM
Quote from: kathars1s on March 01, 2015, 01:40:45 PM
Basically, the replicators just sit there and do nothing, and the log gets spammed with the following for each replicator spawned:

...

Seems to be the only issue, and I can live with it. It would be nice to have them actually attack though, even if there is like 80 of them hah.

Thanks for any time spent looking.

I can report the same error
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: SkyBreach on March 02, 2015, 01:28:00 PM
Awesome mod  :D

But when i "mix" Glitter tech + Weed Mod i get a Bug.
When the game start, the Pawns dont move, they basically do nothing. (Hauling materials, mining, harvesting, hunting... they ignore all of his assignments) Sad.

I do not know if you guys knew this already, but i just want to inform you about this issue if you wanna try "mix" these 2 mods.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Dragoon on March 03, 2015, 09:45:38 PM
Quote from: Undecided on March 03, 2015, 03:17:37 PM
While nanoweave is slow to grow, it only requires extremely common resources to setup and operate nanoponics basins -- electricity and steel -- meaning you can build them in massive numbers to completely negate the slow grow speed.

If you build enough of anything then of course it will negate the slow growth I don't think it should change considering how fast thing degrade and how price (as well as craftsmanship) affect the items price.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Undecided on March 05, 2015, 01:16:21 PM
On an unrelated note, I found a major bug with sieges... I don't know if it's been reported yet or not, so I'll bring it up just in case. AI siegers usually build automated mortars (or cruise missiles) instead of manned mortars. Since they don't also build power sources, they effectively just build mortars that never attack you, and instead just stand around and die of the cold, or let themselves get shelled by your mortars.

And a minor, related issue: after beating a siege you can disassemble said mortars to unlock a pile of titanium and computer components, meaning sieges give you much larger rewards (or let you unlock advanced glittertech much earlier than you normally could). This despite the fact the siege's difficulty isn't any higher than it is in vanilla.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Undecided on March 05, 2015, 04:21:02 PM
Another issue: When dismantling replicators at the Machining Table, they seem to "drop" a x0 (yes, it says zero) stack of steel. This creates an infinite loop bug with the AI when performing a task that needs steel -- they try to pick up the steel (but leave the actual x0 stack behind), bring the zero steel to their work location, realize they don't have enough, and return to the x0 stack. They will go back and forth forever until they stop doing the task that needs steel, unless they quit the task (going to eat or sleep) or a new, closer stack of steel appears for them to pick up instead.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Sam_ on March 06, 2015, 01:13:00 AM
The next patch for my mod should be released very soon, mostly bug fixes.

However I have run into a snag, perhaps somebody here may help. The replicators in v0.81 just sit still, unmoving, and the version before they spawned during events with mechanoids, ie: the ship part crash. This is because they previously had a line in their xml <mechanoid>True</mechanoid>, which is what the engine checks for when choosing pawns to spawn with the mechanoid incidents. Upon removing this line they just stand still, being unlinked with the relevant ai code. There is another line; <thinkTree>mechanoid</thinkTree> which is actually defined in a def. I tried creating a def relevant to the replicators, perhaps removing the need for the previous line of xml and there is no change. I have already tried changing those to humanoid and animal tags instead, all causing strange and amusing results. Perhaps I missed something obvious, or perhaps I need to write a dll, any help is appreciated.

Quote from: Undecided on March 05, 2015, 04:21:02 PM
Another issue: When dismantling replicators at the Machining Table, they seem to "drop" a x0 (yes, it says zero) stack of steel. This creates an infinite loop bug with the AI when performing a task that needs steel -- they try to pick up the steel (but leave the actual x0 stack behind), bring the zero steel to their work location, realize they don't have enough, and return to the x0 stack. They will go back and forth forever until they stop doing the task that needs steel, unless they quit the task (going to eat or sleep) or a new, closer stack of steel appears for them to pick up instead.

I have tested this myself and I have been unable to replicate (no pun intended) this error. I always recieve two steel and one plasteel. Perhaps you could give me more detailed information. This recipe is not defined the same as other crafting recipes, so perhaps the yield is dependent on how damage the body is.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Boboid on March 06, 2015, 03:29:11 AM
What happens if the crafter has a low mechanoid dismantle efficiency?
Would being below 50% yield a % of a steel rather than rounding to a whole?


I had this issue as well but I can't say I bothered testing it, just turned off replicators since they were borked.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Bodog999 on March 06, 2015, 07:26:52 AM
Very nice Sam_ haven't played rimworld in a bit but from what I can see now is that I already love the mod and it looks amazing!
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Undecided on March 06, 2015, 08:54:44 AM
Quote from: Boboid on March 06, 2015, 03:29:11 AMI had this issue as well but I can't say I bothered testing it, just turned off replicators since they were borked.

Since replicator attacks aren't working anyways, I think I should do the same. Which xml file did you edit to disable them?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Fox on March 06, 2015, 10:31:19 AM
same pause bug with friendly tank (when they come to visit), pause every 5-10s
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: 123nick on March 07, 2015, 01:19:58 PM
Quote from: lude on February 26, 2015, 08:51:48 PM
Heyho here is a compability patch to make it work with Cyberstorm, Zombiecalypse, Slavers as well as Expanded Prosthetics and Organ Engineering.

for sake of telling stuff from each other i renamed all Cybernetic/Bionic implants to have a GT in the middle



My advice would be creating a new bodyparts.xml like GT_BodyParts that would greatly increase compability, as well as for the hediff_addedpars etc, just your mod initials makes it random enough for none else to accidentally pick the same (which could happen with advancedresearch)

also i dunno exactly how it works, but in your bodyparts there aren't any eyes etc defined, but i don't have much knowledge about modding anyway

also a really great mod I usually, just with a little tweaked down equipment since I use so many other mods and sometimes had people rushing around with 300-600 movement speed.

also it seems that prosthethics creator already created a glitter/cyber/prosthetics patch to be found on either the cyber or  prosthetic topic, it's included here since the work was already done when i tracked it down among the xmls

i guess both rars work fine in any scenario and the one that merges more is more useful
although im pretty sure this helps the mods be a little bit more compatible with eachother, im still not sure its entirely fixed. for example, im using EDB prepare carefully with infinite points turned on, and im starting a colony with 10 super OP colonist each with alot of bionics/prosthetics, yet when i end up recruiting a prisoner, i cant give them a basic exoskeleton from one of the mods (not sure which one) i have glitterworld medicine, which i think is from glittertech, and a medical bed, but it just will not happen. also, the tanks dont move and they dont spawn with guns. maybe its load order?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Demonlord091 on March 07, 2015, 09:03:12 PM
It would seem those squishy little Replicators spawn without their legs (I think).  I was rather surprised to see a large swarm of potentially lethal critters just sitting there with missing limbs unable to move about.

I do like the mod so far, hopefully this minor issue can be fixed.

Keep up the good work.

____________

Edit: This is hilarious! Your Replicators have their very own faction registered under the communications console. It gives you the standard message about them cussing you out and everything. XD

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Ryusho on March 10, 2015, 02:25:04 AM
Ijust wanted to let you know, I also have had the "Stack of 0 steel" appear, and had to put some steel -on- it from another pile, then remove it, to make it remove the glitched non-existant stack of steel.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: harpo99999 on March 10, 2015, 06:59:19 AM
in my current game I have TWO large swarms of the replicators just sitting where they dropped in, but when ever ANY pawn goes near them (within one tile) the pawn gets injured/incapd
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Hayhorse on March 10, 2015, 07:11:58 AM
Just for everyone know. The Glitter World Medicine is a vanilla medicine. It has a medical efficiency of 150%
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Ryusho on March 11, 2015, 03:07:44 AM
Also, How do you disable the currently Broken Replicator faction? as I really do want to try thos mod out, but the bbroken replicators and bugs they cause is what makes me have it disabled.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.81
Post by: Boboid on March 12, 2015, 11:27:23 PM
Sorry I meant to pop my head back in here to tell you how to remove the replicators, just slipped my mind.

Go into the GlitterTech folder, -> Defs -> FactionDefs. Delete the replicator def.

I haven't personally had any problems since removing them
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Sam_ on March 13, 2015, 03:14:09 AM
Updated to version 0.9
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on March 13, 2015, 07:59:21 AM
do we know why siege pawns try to build advanced mortars, and is there a way for me to disable it so they stop??
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Sam_ on March 14, 2015, 06:42:49 AM
That is fixed in version 9
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Ryusho on March 14, 2015, 12:26:52 PM
I re-installed this and..I died horribly from the pirates or Glitter -tech control or something..the really advanced group, 5 of them vs my 5 under equipped, I am now watching all my incapacitated colonists burn to death from trying to attack their mortar emplacement from their laser fire >.< Ouchies
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on March 14, 2015, 06:35:38 PM
rad thanks
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on March 15, 2015, 06:39:43 AM
on the laser fire note.. its pretty hardcore... not broken, but maybe a bit too spiral of death-y. like, not only do you get hit for a boatload of damage from the apb weapons, but they ALSO set your dudes on fire so they run out of cover.

if there was only one gun that did it, an it was rare and short range, that could be super awesome, as it is right now though fending off sieges is a bit hit an miss :\
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Jim2M on March 15, 2015, 01:34:08 PM
Looks great! Suggestion: variations of the tank model for mining and auto-hauling.
Why get your hands dirty when you can use Glitter tech?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: SadisticNemesis on March 16, 2015, 11:44:28 AM
I currently have the most up to date version of this mod *and game of course* and I'm still getting replicators dropping in when it says they're disabled? *new world, clean save.*
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Goldsmyths on March 16, 2015, 04:42:12 PM
Here's my 2 cents:
Glitter tech at the current version (0.9) has arguably the best ranged fighting potential among mods.
While good for us, it's equally bad when the Commandos decided to attack you.
An example of a working tactic I found to counter even the commandos:
Have as many EMRG-1 sniping from as far away as possible.
Have 2-3 people with OC Defense Rifle waiting in ambush between the snipers and the enemies. When the enemy decides to head to the sniper, the ambush team will rain bullets at them.
Why no APB? If you can actually fire your APB, the commandos can also fire theirs. Assuming they always have more people, it basically means your pants is on fire.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on March 16, 2015, 11:33:35 PM
Quote from: Jim2M on March 15, 2015, 01:34:08 PM
Looks great! Suggestion: variations of the tank model for mining and auto-hauling.
Why get your hands dirty when you can use Glitter tech?

im not really fussed per se. As i mention, its a rad mechanic, but its seems to me to be an unintended side effect that makes glitter tech ridiculous compared to anything else. Even mechanoids go a bit weird when you set them on fire. Its also rad and fun to deal with, but it just didnt seem intended. Like, i like gliterworld tech, but its supposed to be expensive and hard to get and not always the very best choice... but apb weapons turn up with raiders and are clearly the single best type of weapon for dealing with problems :) anyway, no big either way
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Treason5240 on March 17, 2015, 07:56:06 PM
Quote from: SadisticNemesis on March 16, 2015, 11:44:28 AM
I currently have the most up to date version of this mod *and game of course* and I'm still getting replicators dropping in when it says they're disabled? *new world, clean save.*

v 8 is still the version that's linked, for some reason.  I cannot find a download link for v 9.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: SadisticNemesis on March 17, 2015, 08:07:21 PM
Quote from: Treason5240 on March 17, 2015, 07:56:06 PM

v 8 is still the version that's linked, for some reason.  I cannot find a download link for v 9.

Ah well that explains it.... bugger.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: frozenfanboy on March 19, 2015, 10:07:00 PM
Hi i'm new here and when i downloaded this mode i get some errors about body parts,And i only have
:Mods
More Vanilla Turrets
EdbInterface
RimWorld-Enhanced-Defence
Zombie Apocalypse
Wave Survival Mode
EdBPrepareCarefully
LT_RedistHeat
And i don't know the other one but it was a mod where you can make friendly robots like medics and miners and dig ore from the ground,if you do know that mod then pls fix it or is the mod even work with the mods i have listed?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Zeni on March 21, 2015, 04:28:08 AM
nooby question cause i cant find the readme for this anywhere, where do you get the magnets/ titanium/ building equipment? and can i drop this mod in and load up my colony or do i have to start fresh? sorry for the boring questions
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: HBKRKO619 on March 21, 2015, 07:11:27 AM
Quote from: frozenfanboy on March 19, 2015, 10:07:00 PM
Hi i'm new here and when i downloaded this mode i get some errors about body parts,And i only have
:Mods
More Vanilla Turrets
EdbInterface
RimWorld-Enhanced-Defence
Zombie Apocalypse
Wave Survival Mode
EdBPrepareCarefully
LT_RedistHeat
And i don't know the other one but it was a mod where you can make friendly robots like medics and miners and dig ore from the ground,if you do know that mod then pls fix it or is the mod even work with the mods i have listed?

Your problem come from an incompatibility between this mod and Zombie Apocalypse. :)
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: HBKRKO619 on March 21, 2015, 07:12:01 AM
Quote from: Zeni on March 21, 2015, 04:28:08 AM
nooby question cause i cant find the readme for this anywhere, where do you get the magnets/ titanium/ building equipment? and can i drop this mod in and load up my colony or do i have to start fresh? sorry for the boring questions

New start needed because this mod add a new faction :)
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Fox on March 24, 2015, 08:56:20 AM
check link in 1 post.. its on 0.8

* and update about in files
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: BEIC on March 24, 2015, 06:11:36 PM
Really love this mod, for the futuristic style.

One suggestion though, the buzzing sound of Xenon Turbine is a little bit annoying if one chooses to build it near the main base, could you turn down its volume or lower its pitch?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: AllenWL on March 26, 2015, 01:02:56 AM
Can you make hyperwheave and synthread with this mod?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: 123nick on March 27, 2015, 11:37:23 AM
can you update the compatibility patch? mainly the one with compatibility for EPOE and cyberstorm? thanks.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: RoboticManiac on March 28, 2015, 10:39:09 AM
Is it possible to manufacture titanium? I can't figure out how.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Sam_ on April 02, 2015, 04:45:35 AM
Quote from: AllenWL on March 26, 2015, 01:02:56 AM
Can you make hyperwheave and synthread with this mod?

Good suggestion!

Quote from: 123nick on March 27, 2015, 11:37:23 AM
can you update the compatibility patch? mainly the one with compatibility for EPOE and cyberstorm? thanks.

I am not the creator or person responsible for that patch.

Quote from: RoboticManiac on March 28, 2015, 10:39:09 AM
Is it possible to manufacture titanium? I can't figure out how.

Yes, somewhere in this post it's describe, but I'll re-iterate; Titanium can be mined, bought and created from plasteel. Plasteel being crafted in one of my stations will yield 15 silicon and 1 titanium, the inverse of that recipe can be performed as well, creating plasteel.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on April 02, 2015, 05:03:26 AM
hey, so i havent worked out many of the kinks with the replicators, but ive been tinkering because i dont want to off my current colony. anyway, the problem where they are spawning 0 quantities of metal is caused by their body size being 0.01. not sure why, i dont really know much about the insides of this game yet, but once i work it out ill get back to you.

you can hotfix the issue by changing that to 0.1. saves will work with that.

the line in the xml is 72, the body size line :)

Edit: my continued tinkering has led me to the belief that you should pull apart the more mechanoids mod to fix alot of your problems. When i compare your xml with that of the core mod and the moremech mod it seems your missing a few possibly integral defs. I cant be certain, but its a safe bet since their xml's are working as intended.

anyway, i really hope this helps you tinker with your mod. Ill keep poking, but ill never make it the way you intended it an i wanna see your vision realised :D
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: The_Shaikan23 on April 02, 2015, 07:35:54 AM
I love this mod and how it changes the gameplay. Really gives you a high-end goal to work towards, all that sweet Glittertech. But I have noticed that there is an Augment for everything BUT a cerebral implant to replace brain damage. Could I humbly request a brain augment that would save those poor braindamaged colonists?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: darkrage000 on April 02, 2015, 10:10:03 AM
issue with Replicators showing up on the map and sitting there doing nothing. error log goes wild and doesnt want to go away
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: darkrage000 on April 02, 2015, 11:59:29 AM
Pic Of Errors

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: IAMEPSIL0N on April 03, 2015, 09:37:59 PM
It's a wild guess but some of the mods that add medical recipes such as adding bionic parts are written such that the recipes are for 'humans' and won't show up for other races by default even if the other race is just a renamed basic human.

I wish I had a solution but I've usually just opened up the files and tried to trace the working path then replicate it for the missing paths and it hasn't been the same from case to case.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: hulksterr on April 05, 2015, 01:31:31 AM
Will this work with the zombie mod?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: filippe999 on April 06, 2015, 10:37:11 PM
What exactly does this adds? i've heard it can apparently give you a renewable synththread source
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Sam_ on April 07, 2015, 01:44:56 PM
Quote from: rexx1888 on April 02, 2015, 05:03:26 AM
hey, so i havent worked out many of the kinks with the replicators, but ive been tinkering because i dont want to off my current colony. anyway, the problem where they are spawning 0 quantities of metal is caused by their body size being 0.01. not sure why, i dont really know much about the insides of this game yet, but once i work it out ill get back to you.

you can hotfix the issue by changing that to 0.1. saves will work with that.

the line in the xml is 72, the body size line :)

Edit: my continued tinkering has led me to the belief that you should pull apart the more mechanoids mod to fix alot of your problems. When i compare your xml with that of the core mod and the moremech mod it seems your missing a few possibly integral defs. I cant be certain, but its a safe bet since their xml's are working as intended.

anyway, i really hope this helps you tinker with your mod. Ill keep poking, but ill never make it the way you intended it an i wanna see your vision realised :D

The body size helps a lot, I didn't even consider that a factor with the resources it would produce, I thought it would be more static, based off of the values I set in the recipe. My issue with the replicators mostly comes from the fact that they were mechanoids, with the XML line <mechanoid>True</mechanoid>. This makes them spawn with the crashed ship part, and issues such as that. I had this same issue with the tank that I added. I have looked at other mods, and most add animals, which just require basic AI, and humanoids, like zombies. The more mechanoids mod also wouldn't help, as it adds mechanoids... instead of another robotic faction. So far as I can tell after tinkering, the statements <mechanoid> or <humanoid> couples the race with important AI necessary for battle and being a faction, and the lack of those statements are for animals, which have basic aggression mechanics.
If anyone can refer me to a mod that adds a pawn that is neither humanoid or mechanoid, I would appreciate it a lot.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: lordgiza on April 07, 2015, 11:30:13 PM
Are the Orion Corporations soldiers meant to be dicks? Because 30 of them just "visited" and ate all the food in my new colony.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Vingolf on April 09, 2015, 04:23:08 AM
What's is the major difference betweеn GlitterTech and SuperiorCrafting ?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on April 09, 2015, 05:13:11 AM
Quote from: lordgiza on April 07, 2015, 11:30:13 PM
Are the Orion Corporations soldiers meant to be dicks? Because 30 of them just "visited" and ate all the food in my new colony.

this is caused by the faction xml, where it has the pawns and their costs associated. they all spawn with zero available food. I have seen it noted that others find it amusing that they raid your food, but it shit me so i fixed it.

as to the mechanoid versus replicator issue. i dont think its a dll thing but it may be. Setting the <mechanoid> def is linking to all sorts of behaviour stuff, but thats all located in think trees. you could create a bunch of "mechanoid" think trees that do replicator things to change that. However, i think your right that the mechanoid def is also causing the replicators to spawn when other mechanoids spawn. it must load it all in to a specific list for use with those spawn mechanics, so there must either be a way to create a new def there(which might require dll) or else possibly removing that specific line but implementing a think tree could fix the behavior stuff, an then just spawn them using the incident. course, this is all untested.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: madazhaz on April 09, 2015, 03:14:54 PM
It would be cool if you could create the bionic parts included in the mod.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Sam_ on April 13, 2015, 03:13:58 AM
Quote from: lordgiza on April 07, 2015, 11:30:13 PM
Are the Orion Corporations soldiers meant to be dicks? Because 30 of them just "visited" and ate all the food in my new colony.

This is because the soldiers carry zero food. This is not a mistake, they are supposed to be arrogant, and abusive towards random colonies like yours, but not necessarily hostile. I just wish I could give them more things to be dicks about.

This is supposed to give you the feeling of anger towards them that you would have realistically, and actually make you consider declaring war on them, instead of ignoring their visits, and thinking twice before asking for aid in winter.
Of course, because they aren't hostile they wouldn't break down doors that are locked, lest you declare war on them. So, just lock the door to you freezer, or have multiple redundant freezers. Perhaps you could have a paste dispenser freezer that you unlock just for their visits...such is frontier politics.
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rexx1888 on April 19, 2015, 04:12:12 AM
thats clever, but kinda counter intuitive :\

maybe some more asshole behaviours would help make it less so. can you make all oc personnel spawn with the abrasive trait :P
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: rsof69 on April 22, 2015, 02:24:12 PM
when wil be the alpha 10 update  :( i miss this mod
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Dante King on April 22, 2015, 04:43:10 PM
Updata plz!
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Scharres on April 23, 2015, 09:54:36 PM
Quote from: Sam_ on April 13, 2015, 03:13:58 AM
This is because the soldiers carry zero food. This is not a mistake

There is a Huge problem with that tough, If the Orion corp is your Enemy and send a raid team to besiege your colony or simply a raid that dosn't start right away, all that happens is that they begin to starve long before they actually begin thier assult or even begin to fire artillery, this means that they either just starve to death, or begin to try to walk into the food storage of your colony and eat your food, while they do that they won't defend themselfs and will simply be gunned down while they try to break trough doors to get to the food.

Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: bartekkru100 on April 24, 2015, 10:59:08 AM
Last time guys from Orion visited me, they've beaten up one of their own guys and I had to rescue him :D
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Patrykbono20 on April 28, 2015, 02:51:06 AM
any chance to update A10 ?
Title: Re: [MOD] (Alpha 9) Glitter Tech v0.9
Post by: Emmote on May 03, 2015, 09:02:19 AM
Absolutely loved this addon. No news of an update?
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Sam_ on May 04, 2015, 01:50:37 PM
Updated to Alpha 10
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: stranger080 on May 04, 2015, 02:40:40 PM
Quote from: Sam_ on May 04, 2015, 01:50:37 PM
Updated to Alpha 10
YES! Time for some overpowered colonies!
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Emmote on May 04, 2015, 03:41:08 PM
Thank you, thank you, thank you!
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: darkrage000 on May 04, 2015, 04:30:20 PM
causes screen to go blank. no mods loaded except Glitter and Core


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: deadlydullahan on May 04, 2015, 04:33:05 PM
Quote from: darkrage000 on May 04, 2015, 04:30:20 PM
causes screen to go blank. no mods loaded except Glitter and Core

I know this is a dumb quesiton but do you run the game as administrator? and does the game run normal with just core loaded? another duh thing to point out but make sure the mod isnt loading in prior to core.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: darkrage000 on May 04, 2015, 04:37:43 PM
I'm on mac. it doesn't do Administration like Windows does.
And yes, the game runs normal with just Core. Also runs normal with 16 other mods installed.
when i installed Glitter it went down, so I tried with a fresh game install to verify and found it IS the problem.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: deadlydullahan on May 04, 2015, 04:41:30 PM
have you tried used EBD mod loader and seeing if it works that way, im not sure if it could be that the mod is accidently loading prior to core but I can't really think of any reason why it'd crash the game like that.  :-\
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: darkrage000 on May 04, 2015, 04:57:40 PM
yes i have tried that and it makes no difference. the moment Glitter is activated as a mod and i return to the menu its done.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: deadlydullahan on May 04, 2015, 05:40:52 PM
might have to wait and see what creator has to say about it, I dont use a MAC personally so im not sure of any possible issues with that

Is your rimworld up to date 785?
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Grynnreaper on May 04, 2015, 06:33:58 PM
YESSS thank you so much my delicious nanosuits are back!
EDIT: Screen is blank and yes using 785 and run as admin

I am disappoint.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Sam_ on May 05, 2015, 12:16:07 AM
Make sure to delete any old GlitterTech files. Try without any other mods.
Are you downloading from ModDB or my dropbox?
It might be from using a Mac, as I have never tried to load it on one, if you can possibly test it on a PC that might tell us it's not Mac compatible.
Aside from these I can't say what is causing it, as I just did a fresh download and booted it up just fine. However the blank screen is the result I got from testing v0.9 on the Alpha 10.785 client in order to update it. So, logically I assume one of us mixed the versions up.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: harpo99999 on May 05, 2015, 05:15:00 AM
sam, I have downloaded from the dropbox, added it to the end of a LOOOOOOOONNNNNNNNGGGG list of mods in a10 (also was the first glittertech folder placed in the mods folder) running 785 and NO problems( I know this report probably will NOT help, but it might)
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: darkrage000 on May 05, 2015, 06:42:34 AM
Quote from: Sam_ on May 05, 2015, 12:16:07 AM
Make sure to delete any old GlitterTech files. Try without any other mods.
Are you downloading from ModDB or my dropbox?
It might be from using a Mac, as I have never tried to load it on one, if you can possibly test it on a PC that might tell us it's not Mac compatible.
Aside from these I can't say what is causing it, as I just did a fresh download and booted it up just fine. However the blank screen is the result I got from testing v0.9 on the Alpha 10.785 client in order to update it. So, logically I assume one of us mixed the versions up.

ok, found the problem. you have the Moddb link pointing to the v8 version. Dropbox has the v91
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Grynnreaper on May 05, 2015, 04:38:33 PM
ah see that makes sense, trying out the drop box version now
Edit: All good man, that moddb link is not the right version like the above stated. Stay frosty
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Sam_ on May 05, 2015, 11:35:05 PM
I've re-uploaded the ModDB download, so it should be fine, unless some witchcraft has occured. I encourage the use of the dropbox version anyway.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: bigmap on May 06, 2015, 09:11:09 AM
Unable to build Xenon-Ion Turbine.Why?
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: kellynerd on May 06, 2015, 07:38:50 PM
Rimworld wont start after enabling glitter tech alpha 10.
Anyone else having this problem?
Thanks
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: buder5 on May 06, 2015, 08:18:03 PM
Quote from: kellynerd on May 06, 2015, 07:38:50 PM
Rimworld wont start after enabling glitter tech alpha 10.
Anyone else having this problem?
Thanks

you have the Moddb link pointing to the v8 version. Dropbox has the v91


read the post on top -_-
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Sam_ on May 07, 2015, 05:22:58 AM
I just checked myself, the version on ModDB is correct.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: CazemTheNinja on May 09, 2015, 03:53:41 AM
I have made a combination mod of three mods one of them being yours and epoe and minus's mod as they dont work together originally, so i have made a fix pack for this. Im not sure of your opinion on modpacks so i wanted to just get explicit consent, the link is here and i have credited your mod. Here is the post https://ludeon.com/forums/index.php?topic=12961.0

Thankyou
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: Sam_ on May 09, 2015, 11:34:10 PM
Quote from: CazemTheNinja on May 09, 2015, 03:53:41 AM
I have made a combination mod of three mods one of them being yours and epoe and minus's mod as they dont work together originally, so i have made a fix pack for this. Im not sure of your opinion on modpacks so i wanted to just get explicit consent, the link is here and i have credited your mod. Here is the post https://ludeon.com/forums/index.php?topic=12961.0

Thankyou
That's fine, as long as you credit me :P

Quote from: Sam_ on May 07, 2015, 05:22:58 AM
I just checked myself, the version on ModDB is correct.

Woops, the download button was linked to version 0.8. I've changed it to show all downloads so you can find them all.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: danaru on May 10, 2015, 01:59:00 PM
I'm getting a "Space already occupied" error when trying to build the Xenon-Ion Turbine, both inside and outside, natural geyser and one made with an impaction charge. Trying to build anywhere else gives the normal "Needs to be built on a steam geyser" error. Both geysers I tested on allowed a geothermal generator to be built on top normally
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: hector212121 on May 10, 2015, 07:18:27 PM
Same here.
Title: Re: [MOD] (Alpha 10) Glitter Tech v0.91
Post by: hector212121 on May 10, 2015, 08:29:06 PM
Ooh, suggestion! Rejuve tanks:Beds with twice the hospital bed modifier but also with 30/10 rest efficiency. Each costs 100-200 Titanium, along with 10-20 Glitterworld Medicine to create.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 11, 2015, 03:52:34 AM
Updated to version 1.0
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: hector212121 on May 13, 2015, 03:37:12 PM
Complaint:

The Re-Ambulation pod has literally 0 comfort.

Even the floor is more comfortable.

The dude I set to sleep in one for the 50% rest eff is having constant terrible moods with which the 3% mood for constant discomfort is not helping...
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 14, 2015, 12:17:57 AM
Quote from: hector212121 on May 13, 2015, 03:37:12 PM
Complaint:

The Re-Ambulation pod has literally 0 comfort.

Even the floor is more comfortable.

The dude I set to sleep in one for the 50% rest eff is having constant terrible moods with which the 3% mood for constant discomfort is not helping...

http://www.top10films.co.uk/img/Med-Pod_James-McKeown_Prometheus.jpg (http://www.top10films.co.uk/img/Med-Pod_James-McKeown_Prometheus.jpg)
Does that look comfy?

It has the same level of comfort as the vanilla medical bed...zero. I literally copied the medical bed def to make the Re-Ambulation pod, and didn't notice I could have added a comfort stat. To sum up your complaint; it's a medical bed. Don't sleep in it.

It's very powerful, in fact, it takes about half a day or more to completely heal wounds that don't need surgery. That means most wounds except gunshots and such just vanish. Perfect for removing the multitude of burns you get from mechanoid attacks and my APB weapons.

If you want I'll add an advanced bed in the next update, seeing as it will take me a second.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Boboid on May 14, 2015, 12:36:32 AM
Quote from: Sam_ on May 14, 2015, 12:17:57 AM
McKeown_Prometheus.jpg]http://www.top10films.co.uk/img/Med-Pod_James-McKeown_Prometheus.jpg[/url]
Does that look comfy?

That depends, how sedated am I?
I can speak from first hand experience - with enough sedation hardwood floors become roughly as comfy as clouds.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: hector212121 on May 14, 2015, 06:23:13 AM
I was thinking it was full of some kind of gel?

Because glittertech?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 14, 2015, 06:46:47 AM
Quote from: hector212121 on May 14, 2015, 06:23:13 AM
I was thinking it was full of some kind of gel?

Because glittertech?

Maybe it has an anti-gravity effect and a steam valve so you literally float on clouds.

I was more imaging a robotic construct that operated on you without a need for a doctor. I suppose it doesn't help that I left it untextured. That should change.
I personally never used vanilla medical beds as normal beds. Perhaps I missed a good tactic, but I seemed like common sense to me.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Smooshr on May 15, 2015, 03:02:53 PM
My biggest problem is the raids and sieges from the new factions are incredibly rare.  I was getting nothing but tribals until I pissed off the friendly town.  Also during that time I only saw one raid from the commandos.  Taking a look at the Defs I noticed you had their raid commonality set at a 25 while vanilla tribes, towns, and pirates are set at 100.  Even Mechanoids are set at 45.  I would suggest boosting them up at least to as common as mechanoids since the Commandos seem to replace the pirates.  I put both Commandos and Orion up to 60 to spice up my current play and things have gotten more hostile :D.

If you are worried about the Commandos striking so hard too soon just push the earliest raid days back another month or 2.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: RedTiger on May 16, 2015, 09:28:16 AM
Can you buy titanium from traders? Because I'm having trouble finding any to mine.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: RedTiger on May 16, 2015, 03:42:31 PM
What do you use the make the alpha and beta poly's? I can't seem to find the crafting table for it. As well as the computer components, magnetic coils, silicon and such, could someone make a list of how to aquire these items for me please?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: RedTiger on May 16, 2015, 03:58:20 PM
Where do I get the computer components to make that? Traders?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 16, 2015, 06:40:50 PM
Quote from: RedTiger on May 16, 2015, 03:42:31 PM
What do you use the make the alpha and beta poly's? I can't seem to find the crafting table for it. As well as the computer components, magnetic coils, silicon and such, could someone make a list of how to aquire these items for me please?

You need to do a lot of research, and you require a lot of materials, mostly from traders. The intention is to bring the building to a next level. The matter fabricator is designed to be used only once you have Xenon Ion turbines, as 65k usage is just beyond even an array of geothermal generators.
I often found my play-throughs went into a number of years, and after the second one all I was doing was expanding housing. Now you actually have work to do.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 20, 2015, 03:14:19 AM
Quote from: Canute on May 17, 2015, 05:32:02 AM
Ok, i am not sure if this is an effect of this mod only or a general thing.
But it happen alot with the EMRG-1.
When i kill someone with the EMRG-1 mosttimes a 1hit kill, the corpse disappear too, just the weapon and inventory left.

I got this effect before even without Glitter, but then Rimworld was running hours, and a restart of it mosttimes fix it. But this time it happen straight from a fresh start too.
Anyone else notice this ?

From what I understand dead bodies have item health, just like everything else on the floor. A really strong weapon may cause the body to have some damage, destroying it. Especially if it is explosive.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: efeefeefe on May 21, 2015, 06:51:46 PM
can female colonist use re-ambulation pods for receive medical treatment?  they can sleep on it but i didnt tried medical treatment yet.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 25, 2015, 05:46:39 AM
Yes it works regardless of gender.

Damn, I guess the reference could be a little confusing.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Flxsource on May 26, 2015, 03:55:13 AM
I'm getting a whole bunch of failed cross-references seemingly for GT Implants. I've downloaded the latest version from both Moddb and dropbox which claim to be v1.0, yet the About.xml labels them as v0.91. Am I doing something stupid here?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 26, 2015, 04:57:56 AM
I always forget to update the about.xmls, oops.
Both downloads should be v1.0 as I have released the update a while ago and you are the first to have this issue. As to the issue, it could be other mods, old saves, and such issues like that. Medical operations are not easily compatible across different mods, so it is probably that.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Adamiks on May 26, 2015, 05:52:39 AM
Quote from: Sam_ on May 26, 2015, 04:57:56 AM
I always forget to update the about.xmls, oops.
Both downloads should be v1.0 as I have released the update a while ago and you are the first to have this issue. As to the issue, it could be other mods, old saves, and such issues like that. Medical operations are not easily compatible across different mods, so it is probably that.

About Races_Humanoid.Def you can always use <recipeusers>human<recipeusers> in thingDef of body part. But i think that the better way is just creating a simple fixes for other mods.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Colonist51 on May 26, 2015, 10:28:19 AM
Is this mod compatible with Combat Realism?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Flxsource on May 26, 2015, 05:56:48 PM
Quote from: Sam_ on May 26, 2015, 04:57:56 AM
I always forget to update the about.xmls, oops.
Both downloads should be v1.0 as I have released the update a while ago and you are the first to have this issue. As to the issue, it could be other mods, old saves, and such issues like that. Medical operations are not easily compatible across different mods, so it is probably that.

Thanks for the response. Unfortunately it's not other mods - this is on a fresh install. There are old saves (although I haven't used them with this) but the problem persists even after deleting them.

This is using 10.785 on Linux.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on May 27, 2015, 05:08:13 AM
Quote from: Flxsource on May 26, 2015, 05:56:48 PM
Quote from: Sam_ on May 26, 2015, 04:57:56 AM
I always forget to update the about.xmls, oops.
Both downloads should be v1.0 as I have released the update a while ago and you are the first to have this issue. As to the issue, it could be other mods, old saves, and such issues like that. Medical operations are not easily compatible across different mods, so it is probably that.

Thanks for the response. Unfortunately it's not other mods - this is on a fresh install. There are old saves (although I haven't used them with this) but the problem persists even after deleting them.

This is using 10.785 on Linux.

That's very strange. The only way I could test further would be to try in Linux. Perhaps you can try with an install on windows? That may fix it, but I could not imagine why. Sorry I can't be of more help.

Quote from: Adamiks on May 26, 2015, 05:52:39 AM
About Races_Humanoid.Def you can always use <recipeusers>human<recipeusers> in thingDef of body part. But i think that the better way is just creating a simple fixes for other mods.

I was unaware you could use that method with operations on pawns. I'll test this soon.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Adamiks on May 27, 2015, 08:34:51 AM
Quote from: Sam_ on May 27, 2015, 05:08:13 AM
I was unaware you could use that method with operations on pawns. I'll test this soon.

Little mistake. You can set recipe user in RecipeDef (surgeryDef), here is example:
<RecipeDef ParentName="SurgeryBrainPal">
<defName>InstallBionicTacticalImplant</defName>
<label>install bionic BrainPal</label>
<description>Installs a bionic BrainPal.</description>
<workerClass>Recipe_InstallArtificialBodyPart</workerClass>
<jobString>Installing bionic BrainPal.</jobString>
<workAmount>2000</workAmount>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>BionicTacticalImplant</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>Medicine</li>
</categories>
<thingDefs>
<li>BionicTacticalImplant</li>
</thingDefs>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Brain</li>
</appliedOnFixedBodyParts>
<addsHediff>BionicTacticalImplant</addsHediff>
<recipeUsers>
<li>Human</li>
</recipeUsers>
</RecipeDef>
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: zodium on June 02, 2015, 07:37:45 AM
Is there a known crash bug related to OC or Arrow Men raids? Everything works great, except that Rimworld seems to hang whenever a raid from these groups is almost defeated. I can't tell what is happening because of the freeze, and my tests are inconclusive.


  • The problem consistently and only occurs when an OC/AM raid is nearly defeated.
  • Using "Kill all enemies" debug command triggers the crash instantly during OC/AM raids.
  • Repeatedly saving the game during an OC/AM raid leads to a point where the game will freeze as soon as you press play.
  • After extensive manual map cleaning (removed ~2000 entities) and removing inventory drops from the XML files, the problem did not improve―at all.

I imagine there isn't a workaround (would be really nice if there was, though!), but I thought it would be helpful to report it. I can upload a save, if it is helpful. Thanks for a great mod all the same.

Update: Destroying most of the last commandos in a raid via debug, then letting turrets and colonists finish the rest, allowed me to proceed. Maybe it's a specific commando, or a specific item drop? Nothing I can find, though.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Bodog999 on June 07, 2015, 06:47:22 AM
Sam_ I've noticed a little annoying bug when I equip either one of the Skin Suits, they give a permanent "Naked" debuff which is impossible to remove, not even changing clothes or changing the save file. Its there, permanently and invulnerable. Its nothing major but it is very annoying.

EDIT: Nvm I found out that the Skin Suits dont cover the legs, thats why my colonists get a naked debuff :P Would it be possible to maybe also make a Skin Suit Pants?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: SirLeonardo on June 07, 2015, 03:35:24 PM
How do I make titanium?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: zodium on June 08, 2015, 03:31:30 AM
Quote from: SirLeonardo on June 07, 2015, 03:35:24 PM
How do I make titanium?

You can make it from plasteel in the electrolyzer.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Mrshilka on June 08, 2015, 09:24:42 AM
I have played this mod a ton and love the nano suits and super biotic upgrades but I have noticed a few thing about this mod that I am unsure about or possible unseen clashing with other mods.

Orion and the Commando faction have no break point, they will keep attacking until they are ALL dead, is this working as intended?

The power of the commandos seems insane especially since they can and do start raiding you within 6 months, Using Combat realism weapons that give me 3 to 5x the enemies range with enhanced damage and they still endlessly soak up fire. I have no idea how you're meant to stop a 20+ man raid of commandos with vanilla weapons and defences let alone the 300+ ones I see 2 years in in my modded games.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: SirLeonardo on June 08, 2015, 12:20:00 PM
Quote from: zodium on June 08, 2015, 03:31:30 AM
Quote from: SirLeonardo on June 07, 2015, 03:35:24 PM
How do I make titanium?

You can make it from plasteel in the electrolyzer.

Thanks  :)
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: FireRat on June 09, 2015, 01:34:14 AM
I wait not so patiently for droids.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Mrshilka on June 09, 2015, 02:31:40 AM
Quote from: Canute on June 08, 2015, 03:30:06 PM
QuoteOrion and the Commando faction have no break point, they will keep attacking until they are ALL dead, is this working as intended?
Yes, both faction hate each other.
You see similar thing with other faction too.

QuoteThe power of the commandos seems insane especially since they can and do start raiding you within 6 months, Using Combat realism weapons that give me 3 to 5x the enemies range with enhanced damage and they still endlessly soak up fire. I have no idea how you're meant to stop a 20+ man raid of commandos with vanilla weapons and defences let alone the 300+ ones I see 2 years in in my modded games.
If you don't got commando weapons, i wouldn't range fight these.
Maybe use prepare carefully, and give them some titanium shiv instead pistole's.

My best expierence are when they come early, wait behind doors, corner and rush them at close combat. At this way they don't shoot at you and can't set you on fire.
If you manage it to buy a commando weapon before, you got good chances to set them on fire before they shoot at you, but you shouldn't do a range duel with any of them, they win because of their armor.

Later you need a good defence killbox to survive larger commando raid.
Hopefully you could extract some orion exoskelets before and improved your people ! :-)

I am sorry there might be a language barrier but you failed to understand both my questions.

The enemies have NO break points they will not flee they will not break they will march and climb over the mountain of corpses made from the friends who died before them to keep trying to attack, all other factions have a break point where they will run away and stop attacking, Both Orion and Commando do not and will fight to the death, is this by design and to what purpose does fighting to the death on attack serve if so.

I can kill them at range using Combat realism enhanced weapons and Superior crafting turrets but if someone was to grab this mod by it self had any form of balance been given to any of the weapon or armor? As I stated I do not believe any form of normal vanilla weapons would have a decent effect on the commandos.
Your reply it self stats to give people titanium shivs via another mod so I am guessing no balance.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: zodium on June 09, 2015, 05:49:36 AM
I play with Glittertech with no other combat mods. I find it reasonably well-balanced, certainly not much less so than vanilla combat itself. It's arguably a little more balanced, since you need to use defense in depth rather than just funneling them into a progressively larger killbox. To deal with the early Arrow Men raids, build series of free-standing walls for your combat colonists and fall back under cover as the enemy advances.

# wall
- nothing
| edge of pathing range

#--#--#--#--#--#
|---------------|
|---------------|
|---------------|
|---------------|
|---------------|
|---------------|
#--#--#--#--#--#
|---------------|
|---------------|
...


Try to prioritize buying advanced bionic legs for faster retreating (= more shots in between falling back to next defensive line).

A little more advanced: Orion soldiers don't start hostile, so just don't antagonize them directly. Build a guest room and wall them in while they sleep, then grab their stuff for your combat colonists after they starve to death. Once you have 4-8 colonists with OC rifles, defending from Arrow Men raids is much easier.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 09, 2015, 08:35:58 AM
I'm liking the mod overall, however, maybe a month into the game I was sieged by a large force (approx 15) of Orion Corp soldiers. They came with more than double the people that the last pirate siege did, and more than my entire population, and their shielded melee guys sprint at me so fast, my entire militia gets 1-2 shots off at most before being cut to pieces.

Seems a bit early to be facing such large numbers of such well equipped enemies to be honest. Those shielded melee guys are too fast and they take people out in just a few quick hits armor or not. They even tear through my turrets with their melee.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: zodium on June 09, 2015, 10:34:32 AM
Quote from: BoogieMan on June 09, 2015, 08:35:58 AM
I'm liking the mod overall, however, maybe a month into the game I was sieged by a large force (approx 15) of Orion Corp soldiers. They came with more than double the people that the last pirate siege did, and more than my entire population, and their shielded melee guys sprint at me so fast, my entire militia gets 1-2 shots off at most before being cut to pieces.

Seems a bit early to be facing such large numbers of such well equipped enemies to be honest. Those shielded melee guys are too fast and they take people out in just a few quick hits armor or not. They even tear through my turrets with their melee.

If you're getting attacked by OC in the first month, it's because you did something to antagonize them first. Just don't do that. Orion don't start hostile and are actually harder than Arrow Men because of the nearly universal exoskeletons (+80% movement), very good shields, high proportion of brawlers and larger numbers.

I try to keep on friendly terms with everyone except Arrow Men and the local pirates for the first year or so, and only then I might antagonize OC too.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 09, 2015, 10:44:27 AM
I haven't antagonized anyone, and no visitors got hit by any crossfire. I never saw them until they attacked, in fact I didn't know they even existed until I noticed their purple armor which I hadn't seen before. I'd been very carefully staying as low profile as possible because with some other early raids things were very precarious, very nearly had to start chopping up dead raiders. Lightning/mortars kept lighting up my fields.

Cassandra Classic / Challenging
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: zodium on June 09, 2015, 10:55:41 AM
You're right! Orion can actually start with between -100 and +40 relations to you. It seems I've just gotten lucky. I'm sorry about that. That's not good, Orion are impossible to counter in the beginning, but very interesting to fight later in the game.

If you go into \Mods\Glittertech\Defs\FactionDefs\ and find the Orion faction file, there is a definition called <startingGoodwill> with a <min> and <max>. Change the min to 25, or something safe like that.

There's also a <naturalColonyGoodwill>, which I think is an equilibrium range their goodwill decays towards. But I don't know, honestly.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 09, 2015, 11:59:44 AM
Good to know, thanks. I'll have to make the adjustments for my next game.

Save scumming I was able to survive by making a lot of turrets, and what I call a turret trap (a few turrets in a small closed off space that they can't range attack) so they rush in to melee and take a lot of damage when the turrets blow.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Adamiks on June 09, 2015, 12:03:14 PM
Quote from: BoogieMan on June 09, 2015, 11:59:44 AM
Good to know, thanks. I'll have to make the adjustments for my next game.

If you know how you can edit your world file (world, not save!). You will just need to find Orion faction and set for example 20 in all Orion faction - colonyXXXXXXX relations.

Or you can communicate with them with Dev mode on and click "good will".

Or when they will attack you use dev mode to make them neutral by selecting tool and clicking on pawn.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 09, 2015, 12:42:08 PM
Quote from: Adamiks on June 09, 2015, 12:03:14 PM
Quote from: BoogieMan on June 09, 2015, 11:59:44 AM
Good to know, thanks. I'll have to make the adjustments for my next game.

If you know how you can edit your world file (world, not save!). You will just need to find Orion faction and set for example 20 in all Orion faction - colonyXXXXXXX relations.

Or you can communicate with them with Dev mode on and click "good will".

Or when they will attack you use dev mode to make them neutral by selecting tool and clicking on pawn.


Good to know how it can be done to an existing save, thank you!
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Theodore Seraphimus on June 11, 2015, 02:31:56 AM
Quote from: Sam_ on May 16, 2015, 06:40:50 PM
Quote from: RedTiger on May 16, 2015, 03:42:31 PM
What do you use the make the alpha and beta poly's? I can't seem to find the crafting table for it. As well as the computer components, magnetic coils, silicon and such, could someone make a list of how to aquire these items for me please?

You need to do a lot of research, and you require a lot of materials, mostly from traders. The intention is to bring the building to a next level. The matter fabricator is designed to be used only once you have Xenon Ion turbines, as 65k usage is just beyond even an array of geothermal generators.
I often found my play-throughs went into a number of years, and after the second one all I was doing was expanding housing. Now you actually have work to do.

While I can understand and appreciate this line of reasoning, the issue, is that Traders are so Random and unpredictable I'm like 10 months in right now and haven't even SEEN one that sells Computer components or Silicon. Like, Which traders are supposed to have them? Getting the right trader, as well as accounting for the fact that Traders don't always carry every possible option for sale, and sometimes when they do they carry only very small amounts, How am I supposed to buy these resources?

I'm not saying that making you have to buy them is a bad idea, But maybe they should be available on Bulk traders instead of wherever they are now.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Bodog999 on June 11, 2015, 06:35:05 AM
What you could try to do is if you can modify the files try cranking up the values of the commonality of the trader and goods they carry.

If you are using mods which also add new traders then its probably due to them that some traders rarely occur.

What you also could do is trying a new storyteller, some have an increased chance for traders to spawn.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 11, 2015, 10:12:36 AM
I'm pretty much stalled out too. Trade ships get annoyingly infrequent mid-late game.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: BoogieMan on June 12, 2015, 02:10:47 PM
I managed to get one of my colonists nearly fully upgraded with cybernetics and advanced bionics and he's now officially superman. He sleeps for seconds, chugs a beer in about 1.2 seconds and move at least 8x faster than everyone else. Then when he's bored he can make clothing items in 10 seconds or less. He looks like he's running around at somewhere between the two max speeds when it's running at normal. He's easily worth 8-10 of anyone else in terms of manpower. I've not been able to combat test him yet, but I'm eager to see how he does. Insanity!

On a more realistic note, while that is expensive and difficult the results are probably a bit OP.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Bodog999 on June 12, 2015, 04:33:47 PM
Got attacked by a squad, THEY ARE SO DAMN HARD! They punched through 3 shields in less than 30 seconds. The shields had a total value of 10255 total, combined.

I will include a pic when I figure out how.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Bodog999 on June 15, 2015, 02:02:57 PM
Sam_ do you know when you'll be ready to upload the A11 version of the mod?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Sam_ on June 16, 2015, 04:03:58 AM
Quote from: Bodog999 on June 12, 2015, 04:33:47 PM
Got attacked by a squad, THEY ARE SO DAMN HARD! They punched through 3 shields in less than 30 seconds. The shields had a total value of 10255 total, combined.


You could always build some advanced turrets, or perhaps change your defense tactics from a brute force wall of colonists and turrets to something better.
Keep in mind raid sizes scale up as your game continues. So, if you add this mod into existing colonies where you have been around for four years you will get decimated by commandos before you can build anything.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: rsof69 on June 16, 2015, 04:14:29 AM
What the eta on alpha 11 update ?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: Bodog999 on June 16, 2015, 02:01:17 PM
Yeah, the defence on that colony needs to be drastically improved. Problem is is that there's just not enough space, farms are in the front and trading pile just above. Currently I'm using 3 fortress shields to protect me. But even if I would upgrade my defence and put even more shields, I will still lose. The commando's will punch through my shields and set my colonists on fire, slowly decreasing the firepower on the commando's.

EDIT: Oh I forgot, the mod has been in scince the start of the colony and I'm playing on a custom stortyteller (Hildegarde Epic) on extreme difficulty. Even on lower difficulties my shields will just vaporize.
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: SupremeSoviet on June 21, 2015, 05:05:57 PM
Update Soon?  This is one of the few mods I cant live without.  It actually gives me reliable power generation once I blow most of my wealth for the parts. I need this mod lol.
Title: Re: [A10] Glitter Tech v1.0
Post by: Goldsmyths on June 22, 2015, 12:15:59 PM
True enough this mod is really good. Been using it since it's first release.
Problem I always have? Burning colonist.
They should make a convention on banning those weapon. Oh wait!
https://en.wikipedia.org/wiki/Convention_on_Certain_Conventional_Weapons#Protocol_III:_Incendiary_Weapons
Title: Re: [A10] Glitter Tech v1.0
Post by: rsof69 on June 27, 2015, 08:01:17 AM
Quote from: bigmap on June 27, 2015, 07:54:04 AM
I modified the A10 GlitterTech to A11,welcomed the trial!
http://pan.baidu.com/s/1o6zKaJS

dont do this mesage the author first
Title: Re: [A10] Glitter Tech v1.0
Post by: bigmap on June 27, 2015, 09:19:32 AM
Quote from: rsof69 on June 27, 2015, 08:01:17 AM

dont do this mesage the author first

ok, I canceled it.
Title: Re: [A10] Glitter Tech v1.0
Post by: Ouan on June 29, 2015, 02:51:25 AM
I was hoping to see the update. I took a vacation to see if it would arrive when I came back into town. <sigh> Actually, I hope that all goes well for this awesome mod maker! Take your time and don't worry about the existential crisis that we have when there is a new update in the Alpha cycle. Despite our fanboy (and girl) status for your awesome mod if you took an even or odd Alpha approach to updates I am sure that we could (possibly) contain ourselves. There are literally hundreds of mods to explore and we can certainly give them a shot or six whilst we eagerly await the return of your awesomeness to allow us to once again lose in a reign of terror inspired by evil commando raiders!
Title: Re: [A10] Glitter Tech v1.0
Post by: johiah on July 09, 2015, 10:36:50 AM
This mod is op when used in conjunction with mechanical defenses' ore mines. infinite silver to buy coils and stuff. now my colony is still only 4 super soldiers 1 and a half years into the game on cassandra classic challenge difficulty.
Title: Re: [A10] Glitter Tech v1.0
Post by: pktongrimworld on July 09, 2015, 05:54:26 PM
hmmm any reply from the op at all?

if abandoned, someone  could pick it up.
Title: Re: [A10] Glitter Tech v1.0
Post by: Slowtapus on July 15, 2015, 06:03:05 PM
Quote from: pktongrimworld on July 09, 2015, 05:54:26 PM
hmmm any reply from the op at all?

if abandoned, someone  could pick it up.

I've updated a stripped down version for personal use. I removed all the added body parts etc. so that it would be compatible with other surgery type mods. I haven't gotten to play with it yet so there might be bugs.

For those who want it: http://www.mediafire.com/download/540yllxnqlws40w/GlitterTech(s4).zip

I'll take it down if Sam_ requests. Sam_ is also welcome to use the files in this update however they want.

Let me know if there are any problems and I'll fix 'em.

Edit: 1. Grammar correction. 2. Bandages no longer bugged. 3. Fixed Xenon-ion.
Title: Re: [A10] Glitter Tech v1.0
Post by: darkrage000 on July 18, 2015, 02:33:38 PM
Quote from: Slowtapus on July 15, 2015, 06:03:05 PM
I've updated a stripped down version for personal use. I removed all the added body parts etc. so that it would be compatible with other surgery type mods. I haven't gotten to play with it yet so there might be bugs.

Let me know if there are any problems and I'll fix 'em.
Edit: 1. Grammar correction. 2. Bandages no longer bugged. 3. Fixed Xenon-Ion.

using S4 version, Xenon-Ion says 'space is occupied'
if i go into God Mode, i can place it as a Green object, but in regular mode, it stays red with the warning

I placed one in  GM and it went down without errors, then deleted it and tried to place again in regular mode.. still no luck, same errors
Title: Re: [A10] Glitter Tech v1.0
Post by: Slowtapus on July 18, 2015, 03:24:03 PM
Quote from: darkrage000 on July 18, 2015, 02:33:38 PM
using S4 version, Xenon-Ion says 'space is occupied'
if i go into God Mode, i can place it as a Green object, but in regular mode, it stays red with the warning

I placed one in  GM and it went down without errors, then deleted it and tried to place again in regular mode.. still no luck, same errors

Odd. You're right. I had thought I fixed it because there was a problem in the XML data for it that was preventing it from being placed on steam vents in all modes and I fixed that. I'll figure it out, let you know what it was, and post an updated version. If it proves relatively simple I'll have it done in the next few hours.

Edit: I have fixed this in the version I use but it requires CCL and I have made some other changes already as well. So I am not going to post it without permission or some sort of ... more conclusive evidence that Sam_ is gone.
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 02, 2015, 05:04:12 AM
Updated to Alpha 11
Title: Re: [A11] Glitter Tech v1.0
Post by: kexici on August 02, 2015, 09:49:35 AM
super, love your mod  :) if you want some help send me pm :) 
Title: Re: [A11] Glitter Tech v1.0
Post by: Iwillbenicetou on August 02, 2015, 05:01:59 PM
UPDATE!
Title: Re: [A11] Glitter Tech v1.0
Post by: Ouan on August 02, 2015, 08:27:48 PM
Bloody Awesome! Time to dust off my Rimworld skillbook and see if I can make this work with all my other mods! New colonial deathmarch here we come!
Title: Re: [A11] Glitter Tech v1.0
Post by: killer117 on August 06, 2015, 07:56:24 AM
Anyone else find beta poly super OP. I mean, i was messing in dev mode and i put down a few beta poly enrg 1 turrets. And then i throw about 1000 corperation, commando a mechanoid units at them. Didnt lose a single turret. No enemies survived. The hell. Even with nano suits and laser rifles, they didnt stand a chance
Title: Re: [A11] Glitter Tech v1.0
Post by: «Temple» on August 06, 2015, 10:33:48 PM
I'm having a problem, it wont let me add a bill to install the Exoskeleton, how do I do it?
Title: Re: [A11] Glitter Tech v1.0
Post by: killer117 on August 07, 2015, 08:55:05 AM
Theres an exoskeleton. Where. All ive found are the laser rifles, nano gear, and new matirials and crafting benches. Oh and the power bit. But i didnt see any new medical gear.
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 07, 2015, 09:49:01 AM
Quote from: Hunter00064 on August 06, 2015, 10:33:48 PM
I'm having a problem, it wont let me add a bill to install the Exoskeleton, how do I do it?
Quote from: killer117 on August 07, 2015, 08:55:05 AM
Theres an exoskeleton. Where. All ive found are the laser rifles, nano gear, and new matirials and crafting benches. Oh and the power bit. But i didnt see any new medical gear.

I have recently updated how the recipes are implemented for medical operations, so the exoskeleton may not be working correctly. The exoskeleton comes from Orion Corp Soldiers, just look at their bodies. There are also many advanced bionic upgrades you should find in traders.

Quote from: killer117 on August 06, 2015, 07:56:24 AM
Anyone else find beta poly super OP. I mean, i was messing in dev mode and i put down a few beta poly enrg 1 turrets. And then i throw about 1000 corperation, commando a mechanoid units at them. Didnt lose a single turret. No enemies survived. The hell. Even with nano suits and laser rifles, they didnt stand a chance

Beta Poly is intended to be basically indestructible. Doors and turrets are the best use for it. Using dev mode it is difficult to see how high tier this material is, and how difficult it is to produce normally. Having a near indestructible turret is a good reward for finally managing to make enough.
Title: Re: [A11] Glitter Tech v1.0
Post by: Ouan on August 08, 2015, 12:55:32 PM
Oddly, I seem to remember being able to craft the cyber parts with this mod before. Is it because I am used to having this mod complimented with Cybernetic Storm?  I remember playing this in previous Alphas quite well, as eventually my colonies were subdued and savagely murdered by the cybernetic warriors-of-doom, but along the way I built up my own cybernetic soldiers to fight them, one ridiculously expensive upgrade at a time. I currently can not figure out how to build the cybernetic parts, instead I have to rely upon downed enemies to harvest from and the market. Was this always the way?
Title: Re: [A11] Glitter Tech v1.0
Post by: «Temple» on August 08, 2015, 06:45:55 PM
Yeah I bought I from the trader for about 4000 but wont let me install it should I update the mod?
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 09, 2015, 03:42:23 AM
(https://farm1.staticflickr.com/446/20232883198_e7b10ea43d.jpg)

I have updated the download. The only operation that wasn't linked to its recipe was the Exoskeleton. Everything else had an operation.

Quote from: Ouan on August 08, 2015, 12:55:32 PM
Oddly, I seem to remember being able to craft the cyber parts with this mod before. Is it because I am used to having this mod complimented with Cybernetic Storm?  I remember playing this in previous Alphas quite well, as eventually my colonies were subdued and savagely murdered by the cybernetic warriors-of-doom, but along the way I built up my own cybernetic soldiers to fight them, one ridiculously expensive upgrade at a time. I currently can not figure out how to build the cybernetic parts, instead I have to rely upon downed enemies to harvest from and the market. Was this always the way?

Cybernetic storm in the past has had to make a compatibility patch with my mod, so perhaps he sneaked in the recipes to make my bionics. Otherwise I have never made recipes to build them in my own mod, they are gained the same way as vanilla parts, and are very common on the bodies of Commandos.
Title: Re: [A11] Glitter Tech v1.0
Post by: killer117 on August 09, 2015, 06:03:28 AM
I dunno if im just crazy or something, but ive played a fair amount with this mod, and have not seem a single new bionic or operation that whole time. Do i need something specific besides this mod or have i just broken the mod
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 09, 2015, 06:23:16 AM
I have double checked the files and all of the body parts are in order and available. Perhaps they are too rare when purchasing from the trader or something, and you are just unlucky. Aside from that you may have to be more specific, such as what version of the mod you have, what other mods you have active and also if your current colony is old or freshly created when the current version of my mod was installed. Failing all of that information I recommend a fresh download of the mod and a fresh colony if you're dedicated.
Title: Re: [A11] Glitter Tech v1.0
Post by: killer117 on August 09, 2015, 08:08:28 AM
Im running the newest version, dowloaded two days ago, fresh map and colony, and also running ishs medievil mods, EPOE, zombie apocalypse, wave survival, synthread and hyperweave crafting, and EDB's prepare carefully and UI mids. Ive looked in dev mode and the prepare carefully screen and found nothing. Ill keep looking though
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 09, 2015, 06:21:36 PM
If you are using the debug menu you can replicate the picture I posted previously, just place some bionics, medicine and have a medical bed, then try the operations there. You have a number of mods installed, so it must be a compatibility issue seeing as it works fine on my client.
Title: Re: [A11] Glitter Tech v1.0
Post by: «Temple» on August 09, 2015, 07:14:40 PM
Thanks or updating the mod so I can install the skeleton, this should work with current saves right? I have almost my entire base Beta poly and I really don't wanna restart. :-\
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 10, 2015, 04:14:15 AM
It works fine with older versions.
Title: Re: [A11] Glitter Tech v1.0
Post by: Demonlord091 on August 11, 2015, 07:58:07 PM
Got an Error saying there are two things bound to the same key. Image should be attached.

[attachment deleted due to age]
Title: Re: [A11] Glitter Tech v1.0
Post by: RiftandRend on August 12, 2015, 12:00:15 AM
Holy crap, the cluster mortars are insane. I wiped out a 100+ tribesman raid with only 5. Only things that I would add are more direct fire turrets.
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 12, 2015, 06:38:31 AM
Quote from: RiftandRend on August 12, 2015, 12:00:15 AM
Holy crap, the cluster mortars are insane. I wiped out a 100+ tribesman raid with only 5. Only things that I would add are more direct fire turrets.

Yeah, the intention is to make vanilla content easy to manage. Tribals should be wiped out without effort.
Title: Re: [A11] Glitter Tech v1.0
Post by: Snownova on August 12, 2015, 08:17:04 AM
Quote from: Demonlord091 on August 11, 2015, 07:58:07 PM
Got an Error saying there are two things bound to the same key. Image should be attached.

I had the same problem, I fixed it by going into the mod code and deleting the reference that set that hotkey.
Title: Re: [A11] Glitter Tech v1.0
Post by: Entropy147 on August 12, 2015, 01:27:35 PM
without the robotic assembler you can't create computer components or magnetic coils, the issue is that the robotic assembler requires computer components, along with many things, am I just missing something or is this something else?
Title: Re: [A11] Glitter Tech v1.0
Post by: stranger080 on August 12, 2015, 02:09:57 PM
Quote from: Sentry on August 12, 2015, 01:27:35 PM
without the robotic assembler you can't create computer components or magnetic coils, the issue is that the robotic assembler requires computer components, along with many things, am I just missing something or is this something else?
You need to find traders with them
Title: Re: [A11] Glitter Tech v1.0
Post by: Entropy147 on August 12, 2015, 04:07:25 PM
 :D
Quote from: stranger080 on August 12, 2015, 02:09:57 PM
Quote from: Sentry on August 12, 2015, 01:27:35 PM
without the robotic assembler you can't create computer components or magnetic coils, the issue is that the robotic assembler requires computer components, along with many things, am I just missing something or is this something else?
You need to find traders with them
oh, thank you  :D
Title: Re: [A11] Glitter Tech v1.0
Post by: Demonlord091 on August 12, 2015, 11:53:34 PM
Quote from: Snownova on August 12, 2015, 08:17:04 AM
Quote from: Demonlord091 on August 11, 2015, 07:58:07 PM
Got an Error saying there are two things bound to the same key. Image should be attached.

I had the same problem, I fixed it by going into the mod code and deleting the reference that set that hotkey.

I'll have to work on that one, I've never done much tinkering with bigger mods.

On to the next stupid question: Does this mod add in the Android trait that I've been seeing in the EdB Prepare Carefully list? Or is that actually part of the base game.

Edit: Nevermind, answered my own question. Yes, it is part of this mod.  In which case I found another bug, seeing as it doesn't work. (Also has some spelling mistakes but that's nothing special)

You can select the Android perk which I believe is supposed to give the pawn a +100 mood boost, essentially making them feel nothing.
The problem is that the pawns...Mood bar? Still goes down despite the perk being active.
Any ideas?

I'll stuff the screenshots in a post below this one since I don't seem to be able to fit both in this one.

[attachment deleted due to age]
Title: Re: [A11] Glitter Tech v1.0
Post by: Demonlord091 on August 13, 2015, 12:14:35 AM
The second screenshot, as promised.

[attachment deleted due to age]
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 13, 2015, 04:17:32 AM
Quote from: Demonlord091 on August 12, 2015, 11:53:34 PM
Quote from: Snownova on August 12, 2015, 08:17:04 AM
Quote from: Demonlord091 on August 11, 2015, 07:58:07 PM
Got an Error saying there are two things bound to the same key. Image should be attached.

I had the same problem, I fixed it by going into the mod code and deleting the reference that set that hotkey.

I'll have to work on that one, I've never done much tinkering with bigger mods.

On to the next stupid question: Does this mod add in the Android trait that I've been seeing in the EdB Prepare Carefully list? Or is that actually part of the base game.

Edit: Nevermind, answered my own question. Yes, it is part of this mod.  In which case I found another bug, seeing as it doesn't work. (Also has some spelling mistakes but that's nothing special)

You can select the Android perk which I believe is supposed to give the pawn a +100 mood boost, essentially making them feel nothing.
The problem is that the pawns...Mood bar? Still goes down despite the perk being active.
Any ideas?

I'll stuff the screenshots in a post below this one since I don't seem to be able to fit both in this one.

After doing a search for several keywords that would be required to produce your screen shot, the main examples being "android" and "andoroid" I have found no search results both in my mod and in the core mod. I would like to know how you determined that came from my mod, rather then a few other mods that are present in your screenshot, specifically the one that adds your "Baker" colonist.
Title: Re: [A11] Glitter Tech v1.0
Post by: Hayhorse on August 13, 2015, 04:09:28 PM
It would appear your mod conflicts with itself, all of the walls are bound to B, might not be a problem since I don't use key binds for walls. but still.
Title: Re: [A11] Glitter Tech v1.0
Post by: ptran on August 14, 2015, 11:43:47 AM
Hey is anyone else have a problem with the trade ships? I seem to almost never get a trader anymore. Not sure if thats a bug or just me but I literally can put this on speed 3 for an hour before seeing any trade ships
Title: Re: [A11] Glitter Tech v1.0
Post by: stranger080 on August 14, 2015, 01:19:13 PM
Quote from: Sam_ on August 13, 2015, 04:17:32 AM
Quote from: Demonlord091 on August 12, 2015, 11:53:34 PM
Quote from: Snownova on August 12, 2015, 08:17:04 AM
Quote from: Demonlord091 on August 11, 2015, 07:58:07 PM
Got an Error saying there are two things bound to the same key. Image should be attached.

I had the same problem, I fixed it by going into the mod code and deleting the reference that set that hotkey.

I'll have to work on that one, I've never done much tinkering with bigger mods.

On to the next stupid question: Does this mod add in the Android trait that I've been seeing in the EdB Prepare Carefully list? Or is that actually part of the base game.

Edit: Nevermind, answered my own question. Yes, it is part of this mod.  In which case I found another bug, seeing as it doesn't work. (Also has some spelling mistakes but that's nothing special)

You can select the Android perk which I believe is supposed to give the pawn a +100 mood boost, essentially making them feel nothing.
The problem is that the pawns...Mood bar? Still goes down despite the perk being active.
Any ideas?

I'll stuff the screenshots in a post below this one since I don't seem to be able to fit both in this one.

After doing a search for several keywords that would be required to produce your screen shot, the main examples being "android" and "andoroid" I have found no search results both in my mod and in the core mod. I would like to know how you determined that came from my mod, rather then a few other mods that are present in your screenshot, specifically the one that adds your "Baker" colonist.
Pretty sure that's the miscellaneous with MAI mod if I remember correctly
Title: Re: [A11] Glitter Tech v1.0
Post by: RiftandRend on August 14, 2015, 01:27:41 PM
The "Inferno Cannons" used by the Orion Corp tanks can be bought from traders. When bought, they are destroyed when hauled. Another thing, some enemies, such as tribesmen or pirates, have been armed with weapons made of Beta or Alpha poly when those groups would not be able to produce such materials. Final thing, making Titanium makes way too much silicon. I have 50000 sitting around taking up space.
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 15, 2015, 12:11:23 AM
Quote from: RiftandRend on August 14, 2015, 01:27:41 PM
The "Inferno Cannons" used by the Orion Corp tanks can be bought from traders. When bought, they are destroyed when hauled. Another thing, some enemies, such as tribesmen or pirates, have been armed with weapons made of Beta or Alpha poly when those groups would not be able to produce such materials. Final thing, making Titanium makes way too much silicon. I have 50000 sitting around taking up space.

Thanks for the information. I don't often get to test my mod outside of dev mode, so I never see balance issues like this. I'll tweak a few things for the next version.
Title: Re: [A11] Glitter Tech v1.0
Post by: RiftandRend on August 15, 2015, 11:10:07 AM
The Matter Fabricator cannot be used to make plasteel. It will not accept silicon for some reason.
Title: Re: [A11] Glitter Tech v1.0
Post by: Mechanoid Hivemind on August 15, 2015, 12:51:39 PM
I need this now......nom nom nom :D!!!!
Title: Re: [A11] Glitter Tech v1.0
Post by: Hayhorse on August 16, 2015, 10:28:35 PM
I think I have found a bug. I cant seem to install the exos onto anyone. Same with AI cores. Did you add a tech that is required to perform these surgeries? Side note: No, they arnt forbidden, yes I have a Doctor, yes I have medicine, and I can still perform normal surgeries such as peg legs dentures and adv bionics. Anyone know why?
Title: Re: [A11] Glitter Tech v1.0
Post by: pktongrimworld on August 17, 2015, 01:00:11 AM
Quote from: ptran on August 14, 2015, 11:43:47 AM
Hey is anyone else have a problem with the trade ships? I seem to almost never get a trader anymore. Not sure if thats a bug or just me but I literally can put this on speed 3 for an hour before seeing any trade ships

same here. and I unloaded glitter but no prevail.


trying to see where in the files that breaks tradeships though.
Title: Re: [A11] Glitter Tech v1.0
Post by: Demonlord091 on August 17, 2015, 10:01:17 PM
After doing a search for several keywords that would be required to produce your screen shot, the main examples being "android" and "andoroid" I have found no search results both in my mod and in the core mod. I would like to know how you determined that came from my mod, rather then a few other mods that are present in your screenshot, specifically the one that adds your "Baker" colonist.
[/quote]

At the time I had removed your mod from my files completely in order to check, the trait didn't show up after that so I assumed it was from your mod.  I could certainly have been mistaken, I tend to be a bit out of it at 4:30am. I'll check again tomorrow evening.

The one that added Baker, or at least made his parts available so early on, was EdB's Prepare Carefully. I made that one colonist to be a quick starter that would get sacrificed to the raiders later on. Figured it couldn't hurt much to get everything sorted quickly and get used to Alpha 11.

Your mod is amazing regardless, we're all glad you've returned.
Title: Re: [A11] Glitter Tech v1.0
Post by: Dead Videos on August 22, 2015, 12:44:53 AM
i seem to to be having an issue with my xenon- ion turbines, When i try to place it on a steam geyser it says that the space is already occupied, when there is nothing there. I did notice that in your changelog you mention making it so you can place them anywhere temporarily and since nowhere in the changelog does it say you reverted it, i tried that, and it tells me i need to put it on a steam geyser. I also tried removing the roof over the area, but that didn't solve it either.
Title: Re: [A11] Glitter Tech v1.0
Post by: Sam_ on August 22, 2015, 10:18:54 AM
Updated to Alpha 12
Title: Re: [A12] Glitter Tech v1.0
Post by: Patrykbono20 on August 22, 2015, 11:32:07 AM
Thanks for Your job :)
Title: Re: [A12] Glitter Tech v1.0
Post by: Deepfield on August 22, 2015, 09:55:35 PM
Is there a place I can download the A11 version? I'm using the Ultimate Overhaul Modpack and until all the mods have updated I'm kinda stuck with A11
Title: Re: [A12] Glitter Tech v1.0
Post by: whoishigh on August 22, 2015, 10:15:35 PM
Quote from: Deepfield on August 22, 2015, 09:55:35 PM
Is there a place I can download the A11 version? I'm using the Ultimate Overhaul Modpack and until all the mods have updated I'm kinda stuck with A11

Ninefinger modified Glitter Tech A11 and included it as a separate patch, it's in the second post (https://ludeon.com/forums/index.php?topic=14229.msg147078#msg147078) of that thread.
Title: Re: [A12] Glitter Tech v1.0
Post by: Deepfield on August 22, 2015, 10:25:30 PM
Quote from: whoishigh on August 22, 2015, 10:15:35 PM
Quote from: Deepfield on August 22, 2015, 09:55:35 PM
Is there a place I can download the A11 version? I'm using the Ultimate Overhaul Modpack and until all the mods have updated I'm kinda stuck with A11

Ninefinger modified Glitter Tech A11 and included it as a separate patch, it's in the second post (https://ludeon.com/forums/index.php?topic=14229.msg147078#msg147078) of that thread.

Ahh. That makes sense! I though the downloads on that post were just patches you had to apply to the optional mods.  No wonder my game was a bit funky with some of that stuff! Thanks for that tidbit!
Title: Re: [A12] Glitter Tech v1.0
Post by: thardy01 on August 22, 2015, 11:31:50 PM
Im getting errors on a fresh install of A12 (http://i.imgur.com/Z5dKPtP.png) Its the only mod other than core.
The about.xml shows Version 0.91 So maybe wrong link on post?

Guess i should mention the initial loading of the mod works fine dosn't throw up any errors till exiting and reloading game.
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 23, 2015, 02:59:23 AM
All current versions are correct and it works fine on my client, there are no wrong links, I just forget to update the about.xml, because it's just one line of text...

Quote from: Deepfield on August 22, 2015, 09:55:35 PM
Is there a place I can download the A11 version? I'm using the Ultimate Overhaul Modpack and until all the mods have updated I'm kinda stuck with A11

I'll upload a legacy version from now on.
Title: Re: [A12] Glitter Tech v1.0
Post by: thardy01 on August 23, 2015, 06:32:37 AM
Ok first off maybe i should have mentioned i'm using linux. Not sure why that makes a difference but it definitely dose. I'm able to load rim-world through wine "windows emulator in-case you didn't know" and it loads fine but still not on my linux game. Not sure what the difference would be to the game except maybe paths or permissions. Ok fyi I just tried it with a bunch or random mods and it some other mods " Skullywags Power mods" and "Brunayla's Security Co" . It worked fine with them. Although I know next to nothing about modding im gonna try to compare them and see what the difference is.

And the fix was proper capitalization in the folder and file names
changed the directory  HeDiffDefs to HediffDefs
and the files
HeDiffs_AddedParts.xml to Hediffs_AddedParts.xml
HeDiffs_OCAddedParts.xml to Hediffs_OCAddedParts.xml

To be honest not sure whether it was changing the directory, or the files that fixed it Ive been up way to long......
Title: Re: [A12] Glitter Tech v1.0
Post by: Ouan on August 24, 2015, 03:28:47 AM
Thanks for the timely update! I will put this mod through its paces in the next couple of days and see if I can not break it for you!
Title: Re: [A12] Glitter Tech v1.0
Post by: «Temple» on August 24, 2015, 05:25:34 AM
With the new animal update you should do something with it. 8)
Title: Re: [A12] Glitter Tech v1.0
Post by: Megfir on August 24, 2015, 02:07:10 PM
Is it intentional that the commandos can raid you even before you've built any glitter tech or researched any of it?
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 25, 2015, 03:50:37 AM
Quote from: Hunter00064 on August 24, 2015, 05:25:34 AM
With the new animal update you should do something with it. 8)

This has opened a lot of doors for my mod for sure. I've been trying to make droids that can haul things like a colonist without writing any c# and just using XML, which hasn't worked. Now it can, amoung other great things. Getting ready to build droid armies.

Quote from: Megfir on August 24, 2015, 02:07:10 PM
Is it intentional that the commandos can raid you even before you've built any glitter tech or researched any of it?

This mod is certainly not for the light hearted, which is to say I like things realistic. As a result I don't see why commandos would wait for you to mount an effective defense. The XML does have raids from Commandos set to wait for a number of days like mechanoids, so I just call that the span of time that it takes for them to notice your colony.

That said, the next major content update is going to change basically the whole mod, adding multiple tiers, so starting off with the mod should be easier, but the good stuff this version has now might be harder to reach.
Title: Re: [A12] Glitter Tech v1.0
Post by: stranger080 on August 25, 2015, 10:36:12 AM
Quote from: Sam_ on August 25, 2015, 03:50:37 AM
That said, the next major content update is going to change basically the whole mod, adding multiple tiers, so starting off with the mod should be easier, but the good stuff this version has now might be harder to reach.
That sounds awesome, can't wait until that update!
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: ThePhoenix007 on August 25, 2015, 08:05:16 PM
Quote from: zodium on June 08, 2015, 03:31:30 AM
Quote from: SirLeonardo on June 07, 2015, 03:35:24 PM
How do I make titanium?

You can make it from plasteel in the electrolyzer.
You mean the one that requires titanium to make?
Title: Re: [A12] Glitter Tech v1.0
Post by: Tormound on August 25, 2015, 08:53:08 PM
Is there a way to make cybernetic organs or do i have to buy them?
Title: Re: [MOD] (Alpha 10) Glitter Tech v1.0
Post by: ThePhoenix007 on August 25, 2015, 09:20:56 PM
Quote from: ThePhoenix007 on August 25, 2015, 08:05:16 PM
Quote from: zodium on June 08, 2015, 03:31:30 AM
Quote from: SirLeonardo on June 07, 2015, 03:35:24 PM
How do I make titanium?

You can make it from plasteel in the electrolyzer.
You mean the one that requires titanium to make?

Like seriously, I can't make anything because I have no way to make titanium and no traders have it...  I understand this is an endgame mod, but....  Its pointless when you can't even begin to start to build anything you can build with this mod...  so far, its a very code bloated gun mod (the guns are really cool, lol).  Any suggestions?  Am i doing something wrong?
Title: Re: [A12] Glitter Tech v1.0
Post by: falloute on August 25, 2015, 11:42:43 PM
Sorry for stupid question, but where do I get titanium. Only places I found it was in traders, but it's quite expensive? I am mining out this mountain and haven't found a single deposit.
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 26, 2015, 12:00:46 AM
Titanium ore does exist, but it is slightly rarer then plasteel, and obviously needs a fresh map. The main source until you can make your own is from traders, and is as expensive as it should be. Traders arriving is a random occurrence, which does not mean the frequency that traders arrive is set in stone. It's not my mods fault if the trader doesn't arrive for hours of play time. From a technical stand-point, if I made my custom trader frequent enough that you don't have to wait, then they would arrive far too frequently, and the resources would become undervalued.

Saying this mod is high tier doesn't necessarily mean it's just a powerful mod, it means everything is very hard to get. The content in this mod is intended as long term goals that will take your colonists years to develope. If you just want to see all features of my mod in one sitting use debug mode instead.
Title: Re: [A12] Glitter Tech v1.0
Post by: ThePhoenix007 on August 26, 2015, 12:54:06 AM
Quote from: Sam_ on August 26, 2015, 12:00:46 AM
Titanium ore does exist, but it is slightly rarer then plasteel, and obviously needs a fresh map. The main source until you can make your own is from traders, and is as expensive as it should be. Traders arriving is a random occurrence, which does not mean the frequency that traders arrive is set in stone. It's not my mods fault if the trader doesn't arrive for hours of play time. From a technical stand-point, if I made my custom trader frequent enough that you don't have to wait, then they would arrive far too frequently, and the resources would become undervalued.

Saying this mod is high tier doesn't necessarily mean it's just a powerful mod, it means everything is very hard to get. The content in this mod is intended as long term goals that will take your colonists years to develope. If you just want to see all features of my mod in one sitting use debug mode instead.

I can understand that, but maybe make the electrolyzer cost a crapton of plassteel, uranium, and steel? most traders have plassteel, fewer have uranium, its expensive.  I'm 12 hours into the game and have seen 1 trader have titanium, i sold every animal i have just to get 74, it was expensive, fortunately, i had the foresight to buy a couple of high end rifles, or the raiders at 12 hours in would have ended me.  I know it's not your mod's fault how frequent the trader is.  But if you look at 99.9% of games that have a tech tier,  they never require you to have the material that you're teching up to, just to make the material, they have some other money sink, or rarity sink.    I know it's supposed to be hard to get and very rare, but, I feel it takes just a little bit too long.   Maybe we disagree on that, maybe others haven't played for 12 hours to still not have any tech and I'm being cursed by the RNG.  Regardless, I could play another week before a trader comes that has the rest of the amount needed to make the electolyzer, AND I have the silver to buy it.  Especially when being constantly mutilated by high end raiders.    Yeah, I could simply go into debug mode and give myself some, but that kinda defeats the purpose.  I like working towards it,  I don't like relying on the RNG to get it.. that's not fun.  IMO, you should make it accessable materials, just high cost. (like 1k plassteel and like 300 uranium to build). 

Its your mod, do what you will with it,  but considering that there isn't anything in game saying "Hey, you gotta wait for this to happen before you can use any of the buildings" and you don't have it posted here(on your main post),  maybe look at the amount of people asking about it and consider this constructive feedback and adjust.  You don't have to do exactly what I said above, but it needs tweaking.  Your response clearly states that entry into your mod is entirely based on RNG, and in order for some people to experience the content of your mod, they need to use debug mode.  That should tell you right there it needs tweaking...  Using RNG as a gateway is Pretty bad design, as I'm not working towards it,  Its all luck of the draw. 

Anyway, hope you take this into consideration, and thanks for your response.
Title: Re: [A12] Glitter Tech v1.0
Post by: Kalshion on August 26, 2015, 01:22:49 AM
Any idea whether this mod is compatible with other mods that have turrets in them?
Title: Re: [A12] Glitter Tech v1.0
Post by: Ouan on August 26, 2015, 01:31:55 AM
Quote from: Kalshion on August 26, 2015, 01:22:49 AM
Any idea whether this mod is compatible with other mods that have turrets in them?

This mod has worked fine for other turret mods. I currently use three turret introducing mods (A11b) including this one. The trick is to make sure that you use a fresh colony when you introduce them as the techtrees are usually locked after the start of a colony. I have not had an issues with needing a new world for turret mods that do not add resources, but ones that do such as Glittertech usually do.
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 26, 2015, 01:56:32 AM
Quote from: ThePhoenix007 on August 26, 2015, 12:54:06 AM
Quote from: Sam_ on August 26, 2015, 12:00:46 AM


I can understand that, but maybe make the electrolyzer cost a crapton of plassteel, uranium, and steel? most traders have plassteel, fewer have uranium, its expensive.  I'm 12 hours into the game and have seen 1 trader have titanium, i sold every animal i have just to get 74, it was expensive, fortunately, i had the foresight to buy a couple of high end rifles, or the raiders at 12 hours in would have ended me.  I know it's not your mod's fault how frequent the trader is.  But if you look at 99.9% of games that have a tech tier,  they never require you to have the material that you're teching up to, just to make the material, they have some other money sink, or rarity sink.    I know it's supposed to be hard to get and very rare, but, I feel it takes just a little bit too long.   Maybe we disagree on that, maybe others haven't played for 12 hours to still not have any tech and I'm being cursed by the RNG.  Regardless, I could play another week before a trader comes that has the rest of the amount needed to make the electolyzer, AND I have the silver to buy it.  Especially when being constantly mutilated by high end raiders.    Yeah, I could simply go into debug mode and give myself some, but that kinda defeats the purpose.  I like working towards it,  I don't like relying on the RNG to get it.. that's not fun.  IMO, you should make it accessable materials, just high cost. (like 1k plassteel and like 300 uranium to build). 

Its your mod, do what you will with it,  but considering that there isn't anything in game saying "Hey, you gotta wait for this to happen before you can use any of the buildings" and you don't have it posted here(on your main post),  maybe look at the amount of people asking about it and consider this constructive feedback and adjust.  You don't have to do exactly what I said above, but it needs tweaking.  Your response clearly states that entry into your mod is entirely based on RNG, and in order for some people to experience the content of your mod, they need to use debug mode.  That should tell you right there it needs tweaking...  Using RNG as a gateway is Pretty bad design, as I'm not working towards it,  Its all luck of the draw. 

Anyway, hope you take this into consideration, and thanks for your response.

I have had considerable experience with other games that have long expansive tech trees, and infact most of those experiences were mods of said games. An example I can give you is a mod for Minecraft, called GregTech. If you have heard of it you know it requires at least eighty hours of game-play to advance the tech tree, with a long wait on randomly produced resources. In those games they have exactly what you are stating, expensive machines that develop high tier materials like titanium, which is used to build the next tier. The thing you are forgetting is that those games more often then not involve you inventing them or constructing every thing from scratch. Rimworld and my mod do not follow that theme.
Your game represents three people landing on a planet with nothing, but they have access to traders and outside goods. With that in mind, and infact the actual theme of Rimworld itself, which I try to capture in order to extend the game rather then add to it, I don't see how it makes sense to build advanced machinery on your own, without external infrastructure like trade ships.

The abstract reasoning aside, my mod is instead (as I very clearly stated) very hard for some people, and not fun for everyone. In previous statements in this huge thread, in response to similar complaints about difficulty, I have said that this mod is intended to extend game-play for a long time, more then 12 hours. My average game on vanilla Rimworld lasted at least eight to ten in-game years, and probably took more then twenty hours playtime. But, after five hours I had completed the tech tree and had most of the buildings in the game involved in the workings of my colony. So, this mod requires you to always research and always build resources. It also takes advantage of every gameplay element, such as Tradeships.

In response to the RNG I would highlight the entire rest of the game, the story teller, the world, the map, the raids, the other materials you require, even the colonists themselves. All of these features use and depend on RNG, so behold, so does my mod.
Lastly, if you read the other posts just prior to your original post you would note that my mod is getting a major content update, involving the reconstruction of the tech tree and resources. Perhaps that may appeal to you more then, however there will be the dreadful RNG.
Title: Re: [A12] Glitter Tech v1.0
Post by: darkrage000 on August 26, 2015, 09:34:07 AM
Quote from: Sam_ on August 26, 2015, 01:56:32 AM
Quote from: ThePhoenix007 on August 26, 2015, 12:54:06 AM
Quote from: Sam_ on August 26, 2015, 12:00:46 AM

Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft.
Personally, i LOVE you mode, and honestly think youve done a GREAT job with it.

lets be honest. The Mod adds ADVANCED Power Supply, Power Storage and bionics to the game.
its SUPPOSED to be hard! Its what many consider an ENDGAME Tech era.
Dont expect to just make a cobblestone furnace, throw some iron around it in a crafting table and its 10x times more powerful.

Its not like theres nothing to do while you wait for the right trader. What would you have done if there was no Mod installed?

GREAT Mod _Sam! Thanks for your hard effort to make my game more fun!
It 'IS' appreciated.
Title: Re: [A12] Glitter Tech v1.0
Post by: falloute on August 26, 2015, 01:54:00 PM
How do I get computer components? Can't build any of the factories without them, do I buy them?
Title: Re: [A12] Glitter Tech v1.0
Post by: stranger080 on August 26, 2015, 02:07:09 PM
Quote from: falloute on August 26, 2015, 01:54:00 PM
How do I get computer components? Can't build any of the factories without them, do I buy them?
Yes you do buy them
Title: Re: [A12] Glitter Tech v1.0
Post by: Dragoon on August 26, 2015, 02:28:48 PM
Quote from: darkrage000 on August 26, 2015, 09:34:07 AM
-Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft.-

Hey! He gave some constructive criticism and pointed out some things.  I like the mod but it can be a waste of time in Some games and there is a difference between hard and insane. I agree you don't just sit there waiting for a trader but it's far from just pawns working it's also waiting for another attack. And to say "Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft." is not only impolite but unnecessary not to mention if you can build a spaceship to leave before you get access to most of the tech it the mod would seem very hard and frustrating for you to play with.
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 26, 2015, 06:32:09 PM
Quote from: Dragoon on August 26, 2015, 02:28:48 PM
Quote from: darkrage000 on August 26, 2015, 09:34:07 AM
-Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft.-

Hey! He gave some constructive criticism and pointed out some things.  I like the mod but it can be a waste of time in Some games and there is a difference between hard and insane. I agree you don't just sit there waiting for a trader but it's far from just pawns working it's also waiting for another attack. And to say "Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft." is not only impolite but unnecessary not to mention if you can build a spaceship to leave before you get access to most of the tech it the mod would seem very hard and frustrating for you to play with.

You beat me to exactly what I was going to say in response, thank you. Any criticism that anybody has towards my mod is appreciated, and certainly anybody willing to write such a large response that highlights the points clearly doesn't intended offence or impoliteness. I do concede the point that Titanium has been an issue for many people in the past, where some even see it as a bug. The next content update that I keep ranting about is going to add quite a few new metals, so perhaps I'll take a more traditional approach, or find a better way to either deliver traders or deliver titanium in the form of a sorry mechanoid.
I never considered people actually ending the game by building a ship. Aside from the week the Ship parts were released I never launch them. You mention waiting for attacks, out of curiosity would you prefer the frequency of raids were increased? Some people have trouble fending off Commandos as is.
Title: Re: [A12] Glitter Tech v1.0
Post by: Tormound on August 26, 2015, 06:52:08 PM
More metals sounds more like clutter than something to actually look forward too... Also are cybernetic parts buildable or are we supposed to buy them?
Title: Re: [A12] Glitter Tech v1.0
Post by: pktongrimworld on August 26, 2015, 07:13:15 PM
*just goes into the code and edit the values :D

also, anyway to make something that repairs all items durability by just having it in the room?

^have been using mendthings but tried of fixing each piece individually
Title: Re: [A12] Glitter Tech v1.0
Post by: ThePhoenix007 on August 26, 2015, 08:13:32 PM
Quote from: Sam_ on August 26, 2015, 06:32:09 PM
Quote from: Dragoon on August 26, 2015, 02:28:48 PM
Quote from: darkrage000 on August 26, 2015, 09:34:07 AM
-Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft.-

Hey! He gave some constructive criticism and pointed out some things.  I like the mod but it can be a waste of time in Some games and there is a difference between hard and insane. I agree you don't just sit there waiting for a trader but it's far from just pawns working it's also waiting for another attack. And to say "Sam, dont listen to him. if he doesnt like a harder game, then he can go play minecraft." is not only impolite but unnecessary not to mention if you can build a spaceship to leave before you get access to most of the tech it the mod would seem very hard and frustrating for you to play with.

You beat me to exactly what I was going to say in response, thank you. Any criticism that anybody has towards my mod is appreciated, and certainly anybody willing to write such a large response that highlights the points clearly doesn't intended offence or impoliteness. I do concede the point that Titanium has been an issue for many people in the past, where some even see it as a bug. The next content update that I keep ranting about is going to add quite a few new metals, so perhaps I'll take a more traditional approach, or find a better way to either deliver traders or deliver titanium in the form of a sorry mechanoid.
I never considered people actually ending the game by building a ship. Aside from the week the Ship parts were released I never launch them. You mention waiting for attacks, out of curiosity would you prefer the frequency of raids were increased? Some people have trouble fending off Commandos as is.

Thank you both for stepping up and saying exactly what my intent was,  From what I've experienced from the mod, I thoroughly enjoy it and Not only appreciate your hard work, but enjoy working hard to achieve something in game(I'm not looking for "Freebies") as the other person put it in not so many words.  I appreciate you listening to constructive feedback. As I said, I was probably just boned by the RNG and understand its a vital part of the game.  I look forward to the content update and the inclusion of more materials, and will continue to play it regardless of whether or not you change the method of accessing the tech.  Thanks again!
Title: Re: [A12] Glitter Tech v1.0
Post by: Wendigo on August 26, 2015, 09:22:31 PM
Enjoying the Alpha 12 update greatly, though I'm having a bit of trouble fighting off the commandos.  Even if I fight dirty and use heavily shielded colonists as bait to soak up gunfire, they tend to tear me a new one, and I only ever 'win' those engagements by doing enough damage to convince them to just kidnap people and run off.

Regardless, I'm glad to see this mod updating again. 
Title: Re: [A12] Glitter Tech v1.0
Post by: Dragoon on August 27, 2015, 06:52:04 PM
Quote from: Sam_ on August 26, 2015, 06:32:09 PM
You mention waiting for attacks, out of curiosity would you prefer the frequency of raids were increased? Some people have trouble fending off Commandos as is.

No the frequency is fine. haha It's really hard they catch you off guard but that is just part of the fun.  ;D
Title: Re: [A12] Glitter Tech v1.0
Post by: BinaryBlackhole on August 29, 2015, 05:02:33 AM
Is the electrolyser supposed to produce one silicon from 45 stone if so i'll just sell the bricks then buy the computer chips industry should be cheaper than buying it on the market.
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 29, 2015, 10:29:56 AM
Quote from: BinaryBlackhole on August 29, 2015, 05:02:33 AM
Is the electrolyser supposed to produce one silicon from 45 stone if so i'll just sell the bricks then buy the computer chips industry should be cheaper than buying it on the market.

Well, those giant conglomerates have huge automatic factories processing tons of silicon a day. That would drop the price of commercial computer chips, whereas one electrolyzer used by a colonist would be expensive by comparison.

That's the excuse anyway.
Title: Re: [A12] Glitter Tech v1.0
Post by: RIPCadbury on August 29, 2015, 01:38:02 PM
Everything about the mod is great, but I honestly thing the APB rifles that the commandos get are a little excessive. A few shots and your colonists get set on fire, even when they're behind quite a bit of cover. Then to make matters worse, they start running around like headless chickens to get rid of the flames only to get absolutely slaughtered by more and more gun fire.

The armor is fine, but the weapons are a little over the top.
Title: Re: [A12] Glitter Tech v1.0
Post by: Playnot on August 29, 2015, 01:53:31 PM
Guys, has anyone tested this on the 12b/c version?
Title: Re: [A12] Glitter Tech v1.0
Post by: Iwillbenicetou on August 29, 2015, 01:57:11 PM
That's why you need TURRETS :D Otherwise just get them into a corridor with a but ton of melee stuff and personal shields. You can kill them pretty quickly. Also use the strat with embrasures and stuff
O=colonist
-=wall
+=embrasure

O  O  O
-+--+--+-
ENEMIES

So the colonists are behind walls, and are shooting through the embrasures by leaning into a firing lane
Title: Re: [A12] Glitter Tech v1.0
Post by: harpo99999 on August 29, 2015, 05:38:32 PM
Quote from: Playnot on August 29, 2015, 01:53:31 PM
Guys, has anyone tested this on the 12b/c version?
I am using itin my current 12c game
Title: Re: [A12] Glitter Tech v1.0
Post by: Sam_ on August 30, 2015, 04:32:51 AM
Quote from: RIPCadbury on August 29, 2015, 01:38:02 PM
Everything about the mod is great, but I honestly thing the APB rifles that the commandos get are a little excessive. A few shots and your colonists get set on fire, even when they're behind quite a bit of cover. Then to make matters worse, they start running around like headless chickens to get rid of the flames only to get absolutely slaughtered by more and more gun fire.

The armor is fine, but the weapons are a little over the top.

That is as intended. I found that raids from enemies was getting rather stale once you have enough colonists, and you just place them in the same location around the entry to your colony. The purpose of those weapons is to make you re-consider tactics. If you hit them head on with guns your colonists will burn. Melee is an effective countermeasure, I believe the melee weapon of the Orion Corp peacekeepers would be most effective. Or you can hide colonists in separate sealed rooms and attempt to ambush commandos one at a time.
Title: Re: [A12] Glitter Tech v1.0
Post by: Lady Wolf on August 30, 2015, 12:53:09 PM
Quote from: harpo99999 on August 29, 2015, 05:38:32 PM
I am using itin my current 12c game

Just to confirm, it works fine with 12D as well  8)
Title: Re: [A12] Glitter Tech v1.0
Post by: boozdeuvash on August 30, 2015, 10:03:05 PM
I'm getting attacked very early on by Orion Tech scumbags with high tech weapons and shields and all... Doesnt seem right, especially compared to what i was getting in the previous version, or the other raids from raiders or tribals showing up around the same time.

Right now my only option is to reload, the guy with an OC rifle typically one-shots anyone. This weapons is ridiculously overpowered by the way, I could hold the line with just a couple of these against anything except mechanoids.
Title: Re: [A12d] Glitter Tech v1.0
Post by: carpediembr on August 31, 2015, 02:31:38 PM
Hey Sam, just registered to thank you for your hard work. It`s an amazing mod, very hardcore, exactly what I was looking for.

Just one quick feedback: Robotic Assembler: for creating the computer components, under Bills, it describe as items needed: 1 gold and 20 silicons, where in fact it is used 20 gold and 20 silicons.
Title: Re: [A12d] Glitter Tech v1.0
Post by: «Temple» on August 31, 2015, 04:44:46 PM
I think its meant to do that...
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 01, 2015, 04:21:18 AM
Quote from: carpediembr on August 31, 2015, 02:31:38 PM
Hey Sam, just registered to thank you for your hard work. It`s an amazing mod, very hardcore, exactly what I was looking for.

Just one quick feedback: Robotic Assembler: for creating the computer components, under Bills, it describe as items needed: 1 gold and 20 silicons, where in fact it is used 20 gold and 20 silicons.
yeah, no way around that currently. It states on the production screen some materials represent smaller quantities, such as silver and gold. Gold for example has a 1 to 20 ratio, where the size of 1 steel is the same as 20 gold. I actually wanted the amount of gold smaller for that recipe but the quantity using 0.5 (or 10 gold) instead of 1 caused errors.
Title: Re: [A12d] Glitter Tech v1.0
Post by: skullywag on September 01, 2015, 08:35:08 AM
Sam_ you need to fix some of your folder naming, HeDiff is not right Hediff is, Linux users will be having issues galore because of this, windows is case insensitive whereas Linux is case sensitive. Just helped fix an issue for Undreamed who was having the hediff not found errors. :)
Title: Re: [A12d] Glitter Tech v1.0
Post by: Undreamed on September 01, 2015, 08:38:39 AM
Quote from: skullywag on September 01, 2015, 08:35:08 AM
Sam_ you need to fix some of your folder naming, HeDiff is not right Hediff is, Linux users will be having issues galore because of this, windows is case insensitive whereas Linux is case sensitive. Just helped fix an issue for Undreamed who was having the hediff not found errors. :)

:D

and Thx for your mod ;)
Title: Re: [A12d] Glitter Tech v1.0
Post by: nikits96 on September 01, 2015, 09:17:31 AM
Excellent idea for the mod.
But no balance. Not at all.
Weapons. Resources. Fractions.
5 naked pirates = 5 armed soldiers Orion
10 tribal warriors = 10 heavily armed commando

1 magnetic coils need 10 computer components...
1 computer components need 20 silicone...
1 silicone need 35 Stone blocks...
1*10*20*35=7000
7000 Stone blocks? Really???
7000\20=350 rubble stones

processing takes and carrying stone ~30+~30=~60 sec at normal speed...
350*60=21000 seconds(350 minutes)

1 computer component costs ~350$...
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 02, 2015, 03:00:04 AM
Quote from: nikits96 on September 01, 2015, 09:17:31 AM
Excellent idea for the mod.
But no balance. Not at all.
Weapons. Resources. Fractions.
5 naked pirates = 5 armed soldiers Orion
10 tribal warriors = 10 heavily armed commando

1 magnetic coils need 10 computer components...
1 computer components need 20 silicone...
1 silicone need 35 Stone blocks...
1*10*20*35=7000
7000 Stone blocks? Really???
7000\20=350 rubble stones

processing takes and carrying stone ~30+~30=~60 sec at normal speed...
350*60=21000 seconds(350 minutes)

1 computer component costs ~350$...


I forgot I added Fractions. I have already outlined this in a previous thread; Trading for it will always be cheaper then processing advanced technology yourself. It's long and difficult to process the materials, because the trace amount of silicon in stone is small. With the intention of a very difficult mod I would say it is balanced just fine.

With regards to the comparisons between the factions I would be intrigued to see video proof of five naked pirates killing armed Orion soldiers. And considering a large number of complaints about the overall strength of commandos I'd also like to see ten tribals win against ten commandos. Unless of course I've mistaken your intent but the poorly worded comparison.
Title: Re: [A12d] Glitter Tech v1.0
Post by: BinaryBlackhole on September 02, 2015, 05:07:03 AM
Is the Xeon turbine supposed to go any where but on a steam vent
When will you add crafting of these weapons and armour and bionics currently its more of an awesome things to buy and people you will hate mod also silicon cannot be brought so the polys and heavy cables are way two expensive .
Title: Re: [A12d] Glitter Tech v1.0
Post by: boozdeuvash on September 02, 2015, 10:17:05 AM
Quote from: Sam_ on September 02, 2015, 03:00:04 AM
With regards to the comparisons between the factions I would be intrigued to see video proof of five naked pirates killing armed Orion soldiers. And considering a large number of complaints about the overall strength of commandos I'd also like to see ten tribals win against ten commandos. Unless of course I've mistaken your intent but the poorly worded comparison.

I'm pretty sure he meant, around the time you get attacked by five naked pirates, you also get attacked by five well-equiped soldiers.

Since the strength of an attacked is based on the supposed strength of your defenses, there's a little disconnect here.

Personally i've taken steps to modify the defs to increase the minimum time before OC/commando attacks, and reduce the number of rocks necessary for Silicon production. Still toying with what would be a challenging yet fun setting.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Lady Wolf on September 02, 2015, 10:53:37 AM
Quote from: boozdeuvash on September 02, 2015, 10:17:05 AM

Personally i've taken steps to modify the defs to increase the minimum time before OC/commando attacks

Which value/file did you modify to change this? I've been wanting to toy around with making them a touch less frequent myself.
Title: Re: [A12d] Glitter Tech v1.0
Post by: boozdeuvash on September 02, 2015, 11:12:47 AM
Im at work here and I dont know by memory, but in the Defs folder inside the mod folder, there's a factiondef file or something like that. And in this file there is a tag that contains the minimum amount of time before this faction's raids show up.

Same thing for the silicon.

I can give a more accurate answer when I get home, but i'n pretty sure you can figure it out, it's all XML and very readable.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Lady Wolf on September 02, 2015, 11:24:19 AM
Quote from: boozdeuvash on September 02, 2015, 11:12:47 AMI can give a more accurate answer when I get home, but i'n pretty sure you can figure it out, it's all XML and very readable.

Thanks, I was able to find it easily enough from your rough location description. (<earliestRaidDays>30</earliestRaidDays> )

Out of curiosity what values have you experimented with so far? I'm thinking something closer to 45-60 would be a touch better, but will need to play around with it to find out.
Title: Re: [A12d] Glitter Tech v1.0
Post by: boozdeuvash on September 02, 2015, 01:16:24 PM
I just doubled it, and it turned out I had managed to buy a couple of LMGs and sniper rifles by the time I reached the first raid, but I got lucky because I had a lot of gold on the map and the right trader showed up.

If i'm to customize the thing, I'll probably look into having a more dynamic setting where they first show up with pistols and no shields, and gradually get stronger, like the other invaders
Title: Re: [A12d] Glitter Tech v1.0
Post by: nikits96 on September 03, 2015, 06:05:20 AM
Quote from: Sam_ on September 02, 2015, 03:00:04 AM
Quote from: nikits96 on September 01, 2015, 09:17:31 AM
Excellent idea for the mod.
But no balance. Not at all.
Weapons. Resources. Fractions.
5 naked pirates = 5 armed soldiers Orion
10 tribal warriors = 10 heavily armed commando

1 magnetic coils need 10 computer components...
1 computer components need 20 silicone...
1 silicone need 35 Stone blocks...
1*10*20*35=7000
7000 Stone blocks? Really???
7000\20=350 rubble stones

processing takes and carrying stone ~30+~30=~60 sec at normal speed...
350*60=21000 seconds(350 minutes)

1 computer component costs ~350$...


I forgot I added Fractions. I have already outlined this in a previous thread; Trading for it will always be cheaper then processing advanced technology yourself. It's long and difficult to process the materials, because the trace amount of silicon in stone is small. With the intention of a very difficult mod I would say it is balanced just fine.

With regards to the comparisons between the factions I would be intrigued to see video proof of five naked pirates killing armed Orion soldiers. And considering a large number of complaints about the overall strength of commandos I'd also like to see ten tribals win against ten commandos. Unless of course I've mistaken your intent but the poorly worded comparison.

I meant that creates Cassandra when loading the same saves , before the attack . She believes that the 5 naked pirates = 5 armed soldiers Orion.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 04, 2015, 07:42:05 AM
Quote from: nikits96 on September 03, 2015, 06:05:20 AM
Quote from: Sam_ on September 02, 2015, 03:00:04 AM
Quote from: nikits96 on September 01, 2015, 09:17:31 AM



I meant that creates Cassandra when loading the same saves , before the attack . She believes that the 5 naked pirates = 5 armed soldiers Orion.

Ok, thank you for clearing that up.

It seems I need to reduce the difficulty of my mod somewhat. Most feedback tends towards informing me of how broken the mod is due to absurd values that obviously weren't originally "balanced". Or perhaps I could release a "casual" version for the players looking for a more Cow Clicker style mod.

Sarcasm aside, this mod is not just cool technology, but it is intended to throw scary recipe numbers like 7000 stone blocks at you, and intended to destroy your colony. Keep in mind Rimworld is a game where failing is still fun and part of the story. If you truly want a more "balanced" game that is more to your taste then you could always play on Basebuilder diffculty and/or on an easier storyteller. That's what they are for after-all.
Title: Re: [A12d] Glitter Tech v1.0
Post by: sinogard on September 04, 2015, 07:00:23 PM
Hi I really like a lot about the mod but I really do not like the weapons added in. I have tried to straight up remove them from the game but i guess the mod calls for them in other less obvious places and it crashes the game when i activate the mod without them. Since i am not a really modder I cant figure out what else i have to delete to get rid of them. If you could point me out in the right direction i would be very appreciative.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Lady Wolf on September 04, 2015, 09:26:05 PM
Quote from: sinogard on September 04, 2015, 07:00:23 PM
Hi I really like a lot about the mod but I really do not like the weapons added in. I have tried to straight up remove them from the game but i guess the mod calls for them in other less obvious places and it crashes the game when i activate the mod without them. Since i am not a really modder I cant figure out what else i have to delete to get rid of them. If you could point me out in the right direction i would be very appreciative.

I'm not sure where else they are used, but an easy work around is to copy other weapons stats over the Glitter weapons, (I.E use the assault or sniper rifle stats from vanilla or a different mod and paste them in place of the weapon stats int eh GW files.)

This way the guns will no longer be over powered and won't crash the game like they do if you remove them.  ;)
Title: Re: [A12d] Glitter Tech v1.0
Post by: sinogard on September 04, 2015, 10:27:05 PM
I hadn't considered that. I'll try that out. Thanks.
Title: Re: [A12d] Glitter Tech v1.0
Post by: boozdeuvash on September 08, 2015, 10:01:03 AM
Quote from: Sam_ on September 04, 2015, 07:42:05 AM
If you truly want a more "balanced" game that is more to your taste then you could always play on Basebuilder diffculty and/or on an easier storyteller. That's what they are for after-all.

Unfortunately that completely removes any difficulty from the vanilla parts of the game, which isnt what most people here are looking for.

So i've taken steps to adjust things a little more seriously. Here's what i've done so far:
- Brought the OC Rifle more in line with the rest: 6 rounds burst, 9dmg, Slightly reduced medium range Acc. Basically twice as powerful as the Assault rifle.
- Adjusted difficulty of Orion raiders by reducing the minimum value on weapons and apparel, and bringing a couple of the more powerful weapons in Vanilla and one other pack under the OC tag, meaning the lower point raids show up with charge rifles, high tech snipers, etc...
- Commandos show up after 5 months.
- Reduced the amount of rocks needed  for silicon from 35 to 6.

Good difficulty and very engaging, and no more unbeatable raids!
Title: Re: [A12d] Glitter Tech v1.0
Post by: Dragoon on September 08, 2015, 01:23:41 PM
Quote from: boozdeuvash on September 08, 2015, 10:01:03 AM
-snip-

Yo include the file so they can download it lol ( I won't use it cause i like the challenge and focus on beating the game XD).
Title: Re: [A12d] Glitter Tech v1.0
Post by: boozdeuvash on September 08, 2015, 06:01:49 PM
Not sure if that's proper with regard to the Author.
Title: Re: [A12d] Glitter Tech v1.0
Post by: sinogard on September 09, 2015, 06:53:31 AM
Hi i would like to leave some additional feedback. I am currently playing on Casandra Rough, the default difficulty, and I have gotten this an event to help someone run from the commandos. I have tried several times in many different ways to try and take care of them but each time they crush me. Killing everyone, or kidnapping them all. In one instance they had a rail gun and one shotted the guy that joined me while he tried to get into cover.

The best weapon i have is a survival rifle and 2 dogs, who i just got and havent had a chance to train yet. I have a pump shotgun but they don't ever get close enough for that. In addition I have already nerfed them by making their weapons not do flame damage as i found that infuriating, but regular bullet damage instead. It also doesn't help that if I switch to a melee approach and wait for them to get close, Ie pillage, that they can outrun me and shoot me to death for days. I can only imagine that i would never get them if they still did flame damage.

They can out range my turrets and blow them up with their railguns, which are ungodly in terms of accuracy. While It would be easy to just go back a few auto saves and not accept to help the guy, I feel in a way, cheated. I feel that a significant nerf would be preferred to their numbers early game would be good, since they are considerably faster and better equipped than anyone i would have at this point. 

I love the stuff your mod allows for me to do and it gives end game a lot of value other than just see how long you can survive. The added crafting tree's lends itself well toward that. But the faction is grossly unbalanced for someone who wants a bit of challenge but also wants to build a functioning colony even with the nerfs i have already applied. I know balancing is a tough thing to figure out which is why i am posting as much extensive feedback as i can with any relevant information with my play through. I have attached a screen shot of my colony. They approached from the left.

(http://i.imgur.com/sJJpFXn.png)
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 10, 2015, 04:07:19 AM
Quote from: boozdeuvash on September 08, 2015, 06:01:49 PM
Not sure if that's proper with regard to the Author.

No It certainly wouldn't. Perhaps I should update the license to avoid people making a mod of my mod within my own thread.

Quote from: sinogard on September 09, 2015, 06:53:31 AM
Hi i would like to leave some additional feedback. I am currently playing on Casandra Rough, the default difficulty, and I have gotten this an event to help someone run from the commandos. I have tried several times in many different ways to try and take care of them but each time they crush me. Killing everyone, or kidnapping them all. In one instance they had a rail gun and one shotted the guy that joined me while he tried to get into cover.

.....

Firstly, you mention you have made modification to my mod. I have no problem with this, however I believe a previous list of modifications you may be using, posted by another disgruntled user, included an extension of the period where commandos don't raid you. Please clarify every modification you have or just confirm the modification above.
If you are using this I would note that the balance of my mod doesn't mean anything if you accept an optional event including the commandos. The very sight of the word Commando should be warning enough, given the context. You are correct about the end game features. This is a difficult mod intended for Rimworld players that have considerable experience on even the hardest difficulty, and need a extreme challenge. All weapons have been balanced and even nerfed once already. The railgun in my opinion is not nearly as powerful as it should be.

Lastly with regards to this specific feed back. After looking at the image I have to note that I would have trouble defending that even in vanilla on extreme difficulty. You must consider defence and battle tactics when you decide where to build. The best solution for commandos is to make it impossible for them to have range, build in the mountains and find a patch of land surrounded by rock, with one entry. Or dig into an area with a tunnel, the choke that entry with turrets and traps leaving your colonists in the best cover where the enemy must be two blocks away to attack.
Your colony in the picture is not in any way defensible, and involves an upfront fight to fend off attackers. High tech commandos are attackers designed to overcome just such defenses.
Title: Re: [A12d] Glitter Tech v1.0
Post by: sinogard on September 10, 2015, 07:48:43 AM
I'll type up a changelog of things I changed in the mod itself if you like and send it to you in a PM if you prefer.

The image doesnt really show the massive lake i built next to, the left side, that effectively give enemies no cover and slows their approach in a large crescent shape. I can't build into a mountain as im not playing on a mountainous map but large hills.

I took several approaches with dealing with the 5 to 7 people, depending on how lucky i was, and died each time :D.

Anyway I'm not trying to attack you but simply leave my feedback for you. If you believe the mod is fine then fine. Its your prerogative as it is not my mod and im not the one putting all the work into it. I really do enjoy the endgame the mod brings. It keeps things fresh.

Anyway after reverting to an even earlier autosave and avoiding the event all together My colony turned into this. Everyones melee and while i havent for some unknown reason been able to purchase shields from any vendors I have yet to lose anyone. Plenty of downs and replacing limbs but no deaths yet. Heres another screen shot, I'll try to put it in a spoiler so it takes less room. :D

Title: Re: [A12d] Glitter Tech v1.0
Post by: forsaken1111 on September 11, 2015, 07:14:03 AM
Loving the mod myself, I just removed the commandos. Thanks for your work, really appreciate it.
Title: Re: [A12d] Glitter Tech v1.0
Post by: BinaryBlackhole on September 11, 2015, 06:26:41 PM
I tried to make a plastasteel orion corp pacifier it said it was making a steel one crafting could not be finished is this related to the list of ingredients not specifying which ingredient can I make it or do I have to buy it

Also you can make plastasteel into titanium with a byproduct of 15 silicon and 5 chips are made when you craft not just one
Title: Re: [A12] Glitter Tech v1.0
Post by: Gotisch on September 12, 2015, 11:43:51 AM
Quote from: thardy01 on August 22, 2015, 11:31:50 PM
Im getting errors on a fresh install of A12 [ ... ] Its the only mod other than core.
The about.xml shows Version 0.91 So maybe wrong link on post?

Guess i should mention the initial loading of the mod works fine dosn't throw up any errors till exiting and reloading game.

I can confirm that correcting capitalization in "Hediffs_AddedParts.xml" and "Hediffs_OCAddedParts.xml" fixes the error messages under linux.
Title: Re: [A12d] Glitter Tech v1.0
Post by: johiah on September 16, 2015, 10:54:03 AM
The stupid flame guns are so op. I have an entirely advanced bionic and cybernetic organ dude (using epoe as well) and he is wearing full nano suit with a reactive suit. One shot and he's on fire and running into the "fire" zone. change how fire works or change that gun please.
*edit* I realized that having two ppl standing next to each other means they instantly put the fire out on each other, and I installed mending mod so that my legendary nano suit didnt die after two commando fights =P
*second edit* it doesnt work if they are both firing, and after getting drop pod commandos, all of my weapons and gear were damaged, and then literally ONE DAY LATER it is 5 colonists (one had two apb-1 rifle shots to the brain and was incapacitated) versus 35 commandos. The commandos with advanced bionic legs are crazy.
Title: Re: [A12d] Glitter Tech v1.0
Post by: gpower on September 18, 2015, 03:17:18 AM
Hi Sam. Enjoying your mod so far, though the difficulty suprised me. On vanilla I play on Randy Random Extreme. Trying this mod for the first time on Casandra Classic, I played it like a normal game ignoring most of the new features. I'm lucky to survived my first encounter with the commandos.

However, I do find the specifics of the mod to be confusing. What materials do building the Orion pacifier require specifically? Is the covers as good as a solid wall for cover against incoming fire? And so on. It'll be great if you can compile an FAQ to address these issues.

Title: Re: [A12d] Glitter Tech v1.0
Post by: NihilRex on September 18, 2015, 04:51:53 AM
Loving this mod - so many nice things!  The Advanced Bionics are killers :D
Title: Re: [A12d] Glitter Tech v1.0
Post by: NihilRex on September 18, 2015, 07:16:23 PM
New complaint, not your fault -

I wish I could pull the GT implants off of these corpses... I only got 3 prisoners from a large raid, and almost everyone had at least one GT part...
Title: Re: [A12d] Glitter Tech v1.0
Post by: forsaken1111 on September 19, 2015, 07:35:13 AM
Quote from: NihilRex on September 18, 2015, 07:16:23 PM
New complaint, not your fault -

I wish I could pull the GT implants off of these corpses... I only got 3 prisoners from a large raid, and almost everyone had at least one GT part...
Pulling implants out of corpses has been a popular feature request for a while now, and one which Tynan has generally said no to officially because of "game balance"
Title: Re: [A12d] Glitter Tech v1.0
Post by: johiah on September 19, 2015, 09:15:58 PM
Quote from: forsaken1111 on September 19, 2015, 07:35:13 AM
Quote from: NihilRex on September 18, 2015, 07:16:23 PM
New complaint, not your fault -

I wish I could pull the GT implants off of these corpses... I only got 3 prisoners from a large raid, and almost everyone had at least one GT part...
Pulling implants out of corpses has been a popular feature request for a while now, and one which Tynan has generally said no to officially because of "game balance"
So someone will make a community balance patch which everyone will use that fixes that.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Halicia on September 20, 2015, 12:06:11 AM
Hey, late to the party here, but when I think of 'advanced future space tech', one thing that comes to mind is Holograms.

With the appropriate research, I can think of three quick things to build to modernize any new settlement.

1. A stationary hologram thats treated like an enemy that cant die, and doesnt fight back. Namely, training dummy.

2. The same stationary hologram upgraded with an AI core. Can take the place of an ordinary human for social benefits at tables. Placed next to a gaming table (chess/pool/etc) upgrades the game's tech to allow for AI operation.

3. Joy-inducing holodecks. (i'd make it pricy and the joy value in relation to the square root of the size of the room. even small suites shouldn't be constructed with ease, or on a whim. it might be interesting if a discovered ancient zone contained one though. or maybe a crashed luxury liner.)

I'm sure a lot more applications of holographic tech can be dreamed up, but these 3 seemed the easiest to apply. Love it or leave it, your choice. =)
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 20, 2015, 03:07:44 AM
Quote from: Halicia on September 20, 2015, 12:06:11 AM
Hey, late to the party here, but when I think of 'advanced future space tech', one thing that comes to mind is Holograms.

With the appropriate research, I can think of three quick things to build to modernize any new settlement.

1. A stationary hologram thats treated like an enemy that cant die, and doesnt fight back. Namely, training dummy.

2. The same stationary hologram upgraded with an AI core. Can take the place of an ordinary human for social benefits at tables. Placed next to a gaming table (chess/pool/etc) upgrades the game's tech to allow for AI operation.

3. Joy-inducing holodecks. (i'd make it pricy and the joy value in relation to the square root of the size of the room. even small suites shouldn't be constructed with ease, or on a whim. it might be interesting if a discovered ancient zone contained one though. or maybe a crashed luxury liner.)

I'm sure a lot more applications of holographic tech can be dreamed up, but these 3 seemed the easiest to apply. Love it or leave it, your choice. =)

Those ideas sound good. I've just started playing this game again, I have long breaks between colonys and updates. And the new animal features and joy systems really expand the possibilities. The ideas you've mentioned all sound good and I can certainly make some kind of holographic research and components, but at the end of the day it's just a shiny coloured sprite, so true holographic looks would be hard to add (with my poor art skills). The new content update is going to have a lot of shiny lights and bells with many whistles, so the bases will now look the part of futuristic base.

The new brain implants obviously make for some crazy bionic abilities, and the pets finally allow me to add robotic servants. Just imagine a 100x1000 field of corn monitored 24/7 by your new expensive robots. This mod is all about taking it to the next level, that means no longer worrying about the old levels, like farming. I have also started working on balance issues, mainly the way around not changing commandos but balancing them, is giving you LOTS of pawns to fight with.
Title: Re: [A12d] Glitter Tech v1.0
Post by: NihilRex on September 20, 2015, 07:40:24 PM
Quote from: Sam_ on September 20, 2015, 03:07:44 AM
This mod is all about taking it to the next level, that means no longer worrying about the old levels, like farming.

My fully GT-bioed test pawn had a cooking of 4, and butchered a muffalo.  I overflowed my storage zone SO badly it was not funny...  several thousand meat from one muffalo.  It was AWESOME!

I had to hand edit MD2's deep storage units to accept raw food as a result.
Title: Re: [A12d] Glitter Tech v1.0
Post by: forsaken1111 on September 20, 2015, 07:55:43 PM
Quote from: Sam_ on September 20, 2015, 03:07:44 AMI have also started working on balance issues, mainly the way around not changing commandos but balancing them, is giving you LOTS of pawns to fight with.
Do I sense combat drones in the near future?

Honestly with some good (but expensive) turrets and combat drones I wouldn't mind the commandos at all.

If those drones have a fullly repairable nature (aka you can do 'surgery' to repair damaged bits) and upgradable parts, even better!
Title: Re: [A12d] Glitter Tech v1.0
Post by: Iridescens on September 28, 2015, 04:20:32 PM
FIXED a typos in BodyParts.xml and BodyPartGroups.xml (some 'Front Leg' copy-pasta magic gone wrong).
If anyone's interested in proper (unlike multiple shattered front legs) hediffs on critters please apply.
Put BodyParts.xml in BodyPartDefs folder and BodyPartGroups.xml to BodyPartGroupDefs.

[attachment deleted due to age]
Title: Re: [A12d] Glitter Tech v1.0
Post by: rexx1888 on September 30, 2015, 02:29:03 AM
the issue with commandos isnt the amount of pawns you have to kill them :\ they come equipped with all of your goodies, so nerfing them aint a good idea either. just increase the cost of spawning them, so instead of giving the player more troops to attack them with, you give the commandoes less commandoes.. it also happens to make them actual commandos, solo operators an such.

even then though, the apb weapons are really rad, but the game isnt balanced around them at all. has anyone tested whether low flammability stuff actually helps keep pawns from running around like loons? couse if they it does, you just need to add a bunch of insulated items to your mod to balance out all the flaming death weapons :D
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 30, 2015, 04:57:09 AM
The number of pawns you have certainly balance the scales, unless of course you aren't using any tactics and just brute forcing a raid with a wall of turrets like everyone else seems to. Also, I said pawns, not colonists, so picture an army of robots or a massive wave of friendlies coming to support you.
Title: Re: [A12d] Glitter Tech v1.0
Post by: forsaken1111 on September 30, 2015, 07:16:01 AM
After losing a few commando raids I eventually just made a long corridor full of traps and made an avoid zone around it for my colonists. My 2 sharpshooters sit at the end with sniper rifles. Now I get regular deliveries of weapons and armor*, and the occasional prisoner full of augmentations and organs.
Title: Re: [A12d] Glitter Tech v1.0
Post by: rexx1888 on September 30, 2015, 08:31:29 AM
drones are cool, i wont say no to drones. Good balance though, doesnt come by adding more an more mechanics to your system. you have to identify why your mechanic isnt working and then solve the problem. if the problem for commando power is that there arent enough bodies for them to shoot at... well, thats a strange problem to have tbh
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on September 30, 2015, 07:03:47 PM
Quote from: rexx1888 on September 30, 2015, 08:31:29 AM
drones are cool, i wont say no to drones. Good balance though, doesnt come by adding more an more mechanics to your system. you have to identify why your mechanic isnt working and then solve the problem. if the problem for commando power is that there arent enough bodies for them to shoot at... well, thats a strange problem to have tbh

Good balance doesn't come when you have more pawns that you can direct around like...pawns? How are you fighting in Rimworld? do you just leave them in doorways and watch them get hit by gunfire? Also I don't see why friendlies coming to help would not help balance it out, seeing as they aren't your work force. Thanks for stating to obvious about mechanics by the way, I'll be sure to remember that because a clearly don't have I firm grasp on the game...
Title: Re: [A12d] Glitter Tech v1.0
Post by: ShellShock220 on October 07, 2015, 02:45:01 PM
Hi, I was wondering if you could help me with a problem with the xenon-ion generator not being able to be placed over a geezer.
If I have simply misunderstood the fact it has to be placed over the geezer and it has to be placed near the geezer, I have tried placing it near the geezer in a ceiled metal room with a couple vents and a few coolers. The temperature is between 30 and 140 degrees and it has a power conduit leading to an array of batteries.

please help
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on October 08, 2015, 05:17:26 AM
Quote from: ShellShock220 on October 07, 2015, 02:45:01 PM
Hi, I was wondering if you could help me with a problem with the xenon-ion generator not being able to be placed over a geezer.
If I have simply misunderstood the fact it has to be placed over the geezer and it has to be placed near the geezer, I have tried placing it near the geezer in a ceiled metal room with a couple vents and a few coolers. The temperature is between 30 and 140 degrees and it has a power conduit leading to an array of batteries.

please help

Yes, the Xenon Ion Turbine started conflicting with its Placeworker a few updates ago. The next version will have some fancy DLLs which will fix that among other things.

For now however, simply extract the attachment of this comment anywhere and copy the file into the mods folder and click Yes for all prompts to overwrite. Note: this is NOT to the full mod, just a patch for this issue.

The Xenon Ion Turbine can now be placed anywhere.

[attachment deleted due to age]
Title: Re: [A12d] Glitter Tech v1.0
Post by: Deltaforceops on October 12, 2015, 10:51:04 AM
actually commandos are pretty weak against rapid-fire weapons(modded vulcan minigunXD)
and against CQB i had 15 commandos raiding me with nearly full nano+some railguns and I survived with only 2 vulcans and 4 colonists with rifles, but can u pls make cheaper power generators for midgame because i only spam MD2 fissure generators and then build geothermals
would like something else to spam.
BTW KEEP IT UP.UR DOIN GR8.

Title: Re: [A12d] Glitter Tech v1.0
Post by: Zeta Omega on October 18, 2015, 06:11:35 PM
Could you make a separate power related mod? People like me always want a good surplus :)
Title: Re: [A12d] Glitter Tech v1.0
Post by: doujinftw on October 21, 2015, 04:37:29 PM
Anyone have the problem with matter fabrication bill for produce plasteel it ask for 1 titanium and 15 silicon which i have both but it still saying cannot do it need materials
Title: Re: [A12d] Glitter Tech v1.0
Post by: TheGentlmen on October 24, 2015, 02:31:18 PM
Hello Sam,

I've found a bug :)

The description of the Xenon-Ion Turbine is and I quote:
"Produces electricity by collecting trace Xenon from water and Ionizing it into plasma. Must be placed on a geyser."

Sadly that is far from the truth, as it can be placed anywhere but on geysers...

Soloution:
Add dis to the XenonIonTurbine def which is under the ThingDefs/BuildingAdvancedPower file:
[ code]       <placeWorkers>
         <li>PlaceWorker_OnSteamGeyser</li>
      </placeWorkers>[ /code]


Only makes it buildable in Godmode, Nvm.
Title: Re: [A12d] Glitter Tech v1.0
Post by: TheGentlmen on October 25, 2015, 01:33:24 AM
Now I got a fix, which needs CCL:
Add:

            <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties">
                <compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass>
                <RestrictedThing>
                    <li>SteamGeyser</li>
                </RestrictedThing>
            </li>

To your comps.

Also add:
        <placeWorkers>
            <li>CommunityCoreLibrary.PlaceWorker_OnlyOnThing</li>
        </placeWorkers>


HUZZA! Problem solved. Now you just need users to install CCL.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on October 26, 2015, 08:25:33 AM
Quote from: TheGentlmen (GENT) on October 25, 2015, 01:33:24 AM
Now I got a fix, which needs CCL:
Add:

            <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties">
                <compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass>
                <RestrictedThing>
                    <li>SteamGeyser</li>
                </RestrictedThing>
            </li>

To your comps.

Also add:
        <placeWorkers>
            <li>CommunityCoreLibrary.PlaceWorker_OnlyOnThing</li>
        </placeWorkers>


HUZZA! Problem solved. Now you just need users to install CCL.

The next update for my mod will have many custom DLLs, so placeworkers like this has a five line fix. But, thanks for the tip, perhaps there's some other useful content in there.
Title: Re: [A12d] Glitter Tech v1.0
Post by: top_hat_tomato on November 16, 2015, 06:28:50 PM
I'm so sorry for missing something , but how do you get items such as titanium, silicon, and magnetic coils ( other than trading ) ?
Title: Re: [A12d] Glitter Tech v1.0
Post by: harpo99999 on November 17, 2015, 03:34:09 AM
titanium can be mined, I think the silicon is from the crushed rock on the stone cutting bench, but mag coils are only available as trades
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on November 17, 2015, 11:49:27 AM
The magnetic coils are build-able at the Robotic assembler.

There have been some big recipe changes in the upcoming version, so I couldn't tell you what it requires.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sisaroth on November 25, 2015, 05:18:28 AM
I have a problem with the black market trader, when I try to trade the colonist goes to the terminal, stands there for a few seconds and then goes away without any trade screen popping up. Other traders work completely fine.

Any idea how I can fix this?

Other mods I have are EdB interface, Prepare carefully, Combat realism and Combat Realism Defence (and CCL).
Title: Re: [A12d] Glitter Tech v1.0
Post by: top_hat_tomato on November 25, 2015, 08:04:41 PM
Quote from: Sisaroth on November 25, 2015, 05:18:28 AM
I have a problem with the black market trader, when I try to trade the colonist goes to the terminal, stands there for a few seconds and then goes away without any trade screen popping up. Other traders work completely fine.

Any idea how I can fix this?

Other mods I have are EdB interface, Prepare carefully, Combat realism and Combat Realism Defence (and CCL).
I'm running with prepare carefully and I'm fine ... My guess is EdB interface
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sisaroth on November 27, 2015, 02:42:06 PM
Tried without Edb interface, makes no difference. Also tried on a newly generated world but also doesn't work, this is the error i'm getting:



[attachment deleted due to age]
Title: Re: [A12d] Glitter Tech v1.0
Post by: SKleen75 on November 29, 2015, 01:12:28 PM
What to do with all this silicone?
I have like 80k and rising from my titanium production at the electrolyzer and i dont know where to put it. Is there any kind of use I have overlooked?

Oh. And great mod by the way.  ;)
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on November 30, 2015, 04:02:30 AM
If you can collect enough gold you can produce computer components and perhaps sell it to a trader. I haven't looked at the statistics for this version in a while so I can't tell you how enterprising that would be.
Title: Re: [A12d] Glitter Tech v1.0
Post by: SKleen75 on November 30, 2015, 02:04:34 PM
Ok. I do that now.
Also I found out, that the matter fabricator should use silicon and titanium to create plasteel. But it seems not to work. I have over 2000 titanium and silicon till under the roof, but it says cannot fabricate, need materials. I do it all wrong!  :-\
Title: Re: [A12d] Glitter Tech v1.0
Post by: Hayhorse on December 03, 2015, 12:11:13 AM
Missing energy rifle (Havent tested Orion) textures and beta poly/alpha/titanium and a bunch of the other 2d textures. Also, whats with the SI series of weapons? Might just be the download so will download again and see if it fixes it..


Edit: Checked the .zip file and the projectiles folder was there, along with pawn and the item folder has the textures, guess it ignored it in the extract.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on December 03, 2015, 06:28:00 AM
Quote from: Hayhorse on December 03, 2015, 12:11:13 AM
Missing energy rifle (Havent tested Orion) textures and beta poly/alpha/titanium and a bunch of the other 2d textures. Also, whats with the SI series of weapons? Might just be the download so will download again and see if it fixes it..


Edit: Checked the .zip file and the projectiles folder was there, along with pawn and the item folder has the textures, guess it ignored it in the extract.

Oops, how did those SI weapons get there. They are not implemented in this version.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Hayhorse on December 06, 2015, 10:00:18 AM
What faction are they for?
Title: Re: [A12d] Glitter Tech v1.0
Post by: radioactive science on December 07, 2015, 08:39:02 AM
cool mod;But everything are a bit complicated :P
Title: Re: [A12d] Glitter Tech v1.0
Post by: tigg on December 08, 2015, 07:11:13 AM
Quote from: SKleen75 on November 30, 2015, 02:04:34 PM
Ok. I do that now.
Also I found out, that the matter fabricator should use silicon and titanium to create plasteel. But it seems not to work. I have over 2000 titanium and silicon till under the roof, but it says cannot fabricate, need materials. I do it all wrong!  :-\

It seems there are two types of silicon, raw and "produced" - my problem was that I couldn't get more of the raw silicon that I needed.
Title: Re: [A12d] Glitter Tech v1.0
Post by: RickyMartini on December 28, 2015, 04:10:36 PM
The xenon turbine can be placed everywhere and not just over a geyser. Major exploit!
Title: Re: [A12d] Glitter Tech v1.0
Post by: Florius on December 28, 2015, 07:40:56 PM
Quote from: Skissor on December 28, 2015, 04:10:36 PM
The xenon turbine can be placed everywhere and not just over a geyser. Major exploit!

Even better, it isn't possible to build it over a geyser hehe.
Title: Re: [A12d] Glitter Tech v1.0
Post by: Jevon on December 31, 2015, 06:39:20 AM
Nice, awesome, and..... ITS yeah  :( still need more improvement baby :)
you need :
-glitter experimental species (yep its an animal)
this animal can do anything that human do except recruiting because there's language problem
-glitter shield
i know this thing is already invented for rimwold... but i want the one that can shoot to
-glitter flash (some kinda flash grenade one use)
can make people stunned/paralyzed without damaging anything
-glitter advance suit
need a full suit to work... helmet, the shirt, and the pantsu.. i mean pants. ability to regenerate every
1/2 hour
-glitter vaccine
can cure infection, plague and other disease (zombie included)
-glitter morphine (not a goddamn drug)
stop bleeding and pain
(for bruise and etc that doesn't have bleed affect will still need to get treatment)
-glitter adrenaline
(give the user a perfect accuracy, strength, movement, and if you want to it can be used for speed up global working stuff)
-glitter analyzer (google)
able to custom aim, wherever it is, even groin :D
-glitter analyzer (building)
can scan for area like ancient place that buried in a middle of a badass big
rest will coming in a13
Title: Re: [A12d] Glitter Tech v1.0
Post by: Sam_ on January 02, 2016, 01:43:36 PM
Quote from: Florius on December 28, 2015, 07:40:56 PM
Quote from: Skissor on December 28, 2015, 04:10:36 PM
The xenon turbine can be placed everywhere and not just over a geyser. Major exploit!

Even better, it isn't possible to build it over a geyser hehe.

It was a temporary compromise because the placement worker wasn't working (just ignore the description). The next update should fix this.

In regards to the next update of Glittertech it may be extended much longer due to that annoying real life business. Hopefully one day you should all see Glittertech 2.0 in a future alpha build. However I shall be updating this version as needed with Rimworld.
Title: Re: [A12d] Glitter Tech v1.0
Post by: palandus on January 24, 2016, 11:38:17 PM
I might suggest for future versions (as I made the modifications myself in my own version), to add recipes for:
- Cybernetic Parts:
1) Cybernetic Brain (Brain injuries encourage the player to Euthanize the one affected and thus are heavily needed)
2) Cybernetic Nose (Getting the Nose blown off is currently unrepairable and I do believe it affects Social interactions)
3) Cybernetic Scar Removal (Getting a Scar on the Torso really sucks, and unfortunately if you create a Torso replacement part it replaces EVERYTHING and prevents further cybernetics)
4) Cybernetic Bone Replacements (If something gets blown off for arms or legs, just replace them, but if you lose a rib, or get a skull damaged, these cannot be replaced)

- Crafting Advanced Weapons: (Maybe give them as recipes at the Robotic Assembler)
1) EMRG; Its needed for the turrets, so why can't you craft them?
2) OC Rifle and OC Pistol

- Crafting Advanced Armors: (Maybe give them as recipes at the Matter Fabricator)
1) Speed Suits / Fiber Skin Suit (which btw have the same description but yet have wildly different benefits)
2) Nano Suits
3) Nano Helms
4) Reactive Suits

- Recipes for Creating Metals
1) Recipe to Create Gold = Needed for Computer Circuits
2) Recipe to Create Uranium = Needed for Alpha/Beta Poly and other things
3) Recipe to Create Silver = Needed to be able to purchase all that Titanium and other items off Black Market Traders

- New Items
1) Speed / Fiber Pants = Suits cover the shirt area, so why not create something to cover the leg area... or were suits supposed to cover legs as well?
2) Craftable Cybernetic Body Parts
3) Cannister Cannon = The weapon used by the Cannister Turret
4) Other Turrets = Improvised Mechanoid Turrets (Minigun, Flame Cannon, Lancer, and Charge Cannon); If you can reprogram the mechanoids, why can't you use their weapons to make improvised turrets?
5) Glitter World Joy Items = Omni-Consoles (ie a Console to rule them all and plays all games), 8K 3D HDTVs, Virtual Reality Booths, and other futuristic joy-related things that you could buy from a Black Market Trader and install them (similar to how you buy a CRT TV from an Exotic Trader)
6) Blast Walls = Blast Doors are great, but as many know, even if the Door is super strong, if the walls aren't equally strong, they'll just blow a hole through your weaker walls and ignore the door. So having some Blast Walls to go with a Blast Door would be a good idea.
7) Embrasures; Your Shield idea is good, but if you could make it so that it acted more like a Wall (ie held up ceilings and prevented movement) while still being able to fire through them, that would make them much better defenses.
8) Blast Furnace Walls = When I have a large supply of corpses, I generally fill them in a room with non-flammable walls, and a forbiddable door (which btw, your Blast Doors are not Forbiddable so fix that :)). Then I get a Molotov Cocktail and throw it inside. Since the bodies are all flammable, and the walls aren't, and its closed in, it gets REALLY hot inside VERY fast. Once the interior temperature reaches 300+, it has reached critical mass and everything starts burning. It keeps burning until all the corpses are gone and the temperature reaches maximum of 2000. However, I can't build this into my base as anything on the other side of the walls also gets quite hot. Now, what I'd like is to have some Glitterworld-type walls that are Non-Flammable and Prevent Heat from leaving the Room.
9) Salvage OC Tanks = I'd love to be able to salvage an OC Tank and either man a person inside it to attack enemies or in the very least rip the main gun off it and use it to build a Turret.
10) Grenade Launcher = Fires either Incendiaries or Explosive Grenades at decent distances. Effectively a Molotov or Frag Grenade that is shot, rather than thrown. Also make it so that you can shoot the ground with it, so that I could use it to light my large furnace rather than use a Molotov.
11) Create some more stuff that require Alpha Poly or Beta Poly Exclusively

Black Market Trader Suggestions:
- Stock Alpha Poly and Beta Poly; If average colony settlers can make it, why don't these Traders stock supplies of it?
- Always stock at least 1 Nano Helm, 1 Nano Suit, 1 Reactive Suit and 1 Either Speed Skin or Fibre Skin Suit
- Always stock at least 1 EMRG; It is a pain to get a Black Market Trader and for it to not have any EMRGs.
- Always stock some packaged Lavish Meals from Glitter Worlds
- Always stock some Glitterworld Medicine from Glitter Worlds
- Always stock some AI Persona Cores

General Suggestions:
- Make your added lights non-flammable.
- Make your advanced crafting stations Stuff-able, so that they could benefit from Alpha Poly or Beta Poly construction.

Fixes:
- Blast Doors need to be Forbiddable like normal doors or colonists might use them in the heat of battle when you don't want them to.
- Even if this is the only faction mod active, I only ever see Orion Corps/Tanks or those guys wearing Nano Suits. I never see the other faction, and have played games that have lasted for an entire ingame year, in case they only spawn after 90+ days or something. Well, they don't spawn.
Title: Re: [A12d] Glitter Tech v1.0
Post by: ButteryButters on February 26, 2016, 03:54:50 PM
One thing I will say is I wish there was a wiki for this mod xD I can't figure out for the life of me how to get ethanol to make a pharmaceutical bench. Also I still don't hae anything new in production tab besides that, I am up to (as in currently researching) Advanced Factorization so I can't even make magnetic coils or computer components yet xD

I do wish I could craft the railgun though as well as the MRG Rifle and Pistol, those are da best! Back when I used ulitmate overhaul I would deck out all my colonists with them and a Flak Cannon :P
Title: Re: [A12d] Glitter Tech v1.0
Post by: w00d on February 27, 2016, 01:00:55 AM
i do have a slight issue , the Orion pants and vest is too high the "natural" preferences for the pawns, a hypoerweave, devilstrand pants for example give better stats etc but the pawns will dump a masterwork Hyperweave pants for a normal orion pants etc
Title: Re: [A12d] Glitter Tech v1.0
Post by: ButteryButters on February 29, 2016, 07:50:40 AM
There are a couple Alpha 12 mods that can help with what you suggested Palandus.

Quote from: palandus on January 24, 2016, 11:38:17 PM
I might suggest for future versions (as I made the modifications myself in my own version), to add recipes for:
- Cybernetic Parts:

1) Cybernetic Brain (Brain injuries encourage the player to Euthanize the one affected and thus are heavily needed)
3) Cybernetic Scar Removal (Getting a Scar on the Torso really sucks, and unfortunately if you create a Torso replacement part it replaces EVERYTHING and prevents further cybernetics)

Dermal Regeneration fixes Scars from cuts and burns. Its built using 200 steel and 10 gold. Once it has power select your colonist, right click to use. It takes almost 12 hours but it fixes all the scars on the colonists body. I'd like to see a Glitter Tech way to get rid of them, possible a second research branch from Pharmaceuticals? EPOE adds some extra brain implants and any brain implant removes brain scars.

Quote from: palandus on January 24, 2016, 11:38:17 PM
- Recipes for Creating Metals
1) Recipe to Create Gold = Needed for Computer Circuits
2) Recipe to Create Uranium = Needed for Alpha/Beta Poly and other things
3) Recipe to Create Silver = Needed to be able to purchase all that Titanium and other items off Black Market Traders

Mechanical Defense 2 has something useful in the Utilities tab called a fissure generator which creates a small, medium, or larging mining fissure or a steam geyser, player's choice. Once the fissure is done you can place an Ore Extractor (researched seperately) to get a steady if not massive amount of Steel, Plasteel, Gold, Silver, Uranium, or coal. I found its best used on Uranium and Gold since they spawn so infrequently and then on Plasteel. Two of these allowed me to make my entire colony into advanced bionics (EPOE version not glitter tech sadly. EPOE Advanced Bionics only give a moderate increase as opposed to glittertechs insane one)

As for silver, I usually try to grab either advanced bionic arms or hands and a speed suit for my cook, I recently found having manipulation at 500% and butchering the remains of a small band of tribals gives me over 10k human meat and like 4 k human leather, which basically gives me infinite silver. The supply of beer and chocolate I typically need to balance the transaction help keeps my cook sane since he isn't a psychopath :/

Pretty much every other suggestion sounds awesome, especially the glitter world joy items. I like the idea of building a glitter tech arcade room with large tvs and holodecks and all that :P 
Title: Re: [A12d] Glitter Tech v1.0
Post by: w00d on March 01, 2016, 07:11:16 AM
Dermal Regen do not work on old Gun wounds on Torsos. Only on scars.
Title: Re: [A12d] Glitter Tech v1.0
Post by: ButteryButters on March 01, 2016, 08:13:46 AM
Quote from: w00d on March 01, 2016, 07:11:16 AM
Dermal Regen do not work on old Gun wounds on Torsos. Only on scars.

Really? I thought it did o.O I haven't had anyone with an old gunshot to the torso using Dermal Regen yet. I've had gunshot to the legs but I usually have an advanced bionic leg from either EPOE or GlitterTech laying around to install on them :P
Title: Re: [A12d] Glitter Tech v1.0
Post by: Kadrush on March 02, 2016, 03:32:19 PM
Is glitter tech compatible with combat realism?
Title: Re: [A12d] Glitter Tech v1.0
Post by: lolshane on March 10, 2016, 11:32:22 PM
Please help, Every time a black market merchant appears i cannot but anything from them, my colonist will go to the console open the menu but then the ship will have no silver or any items to buy, the only thing i can do is sell things to them (At a 100% profit loss)
Thank's
-Lolshane
Title: Re: [A12d] Glitter Tech v1.0
Post by: akmodo on March 22, 2016, 06:10:07 PM
Hi, I have this mod on two computers but it gives me an error and eventually freezes the game on one: Here is the log

[attachment deleted by admin - too old]
Title: Re: [A12d] Glitter Tech v1.0
Post by: itzlittleleo on March 23, 2016, 01:54:39 PM
I LOVE THIS MOD. I actually extended off of it to make my own mini-mod with Obsidian. I wish you could add some more stuff!
Title: Re: [A12d] Glitter Tech v1.0
Post by: falconbunker on April 02, 2016, 06:03:53 PM
Is the re-ambulation pod actually only calibrated for males, or is that not true?
Title: Re: [A12d] Glitter Tech v1.0
Post by: Entropy147 on April 08, 2016, 03:08:16 PM
Quote from: falconbunker on April 02, 2016, 06:03:53 PM
Is the re-ambulation pod actually only calibrated for males, or is that not true?
I'm not sure if the re-ambulation pod is a part of glittertech, but it's not true, it works for both genders
Title: Re: [A12d] Glitter Tech v1.0
Post by: silentwolf123 on April 08, 2016, 08:03:15 PM
hope this mod can be up for A13
Title: Re: [A12d] Glitter Tech v1.0
Post by: ShellShock220 on April 09, 2016, 11:02:09 AM
When is this mod gonna be ready for alpha 13?
Title: Re: [A12d] Glitter Tech v1.0
Post by: KillerOrc on April 10, 2016, 04:07:51 AM
Quote from: ShellShock220 on April 09, 2016, 11:02:09 AM
When is this mod gonna be ready for alpha 13?

:)

Not played since before winter, got burned out form rimworld trap with its excellent moding community. I can´t wait to play again! But I need this mod!
Title: Re: [A12d] Glitter Tech v1.0
Post by: silentwolf123 on April 14, 2016, 08:45:54 AM
Soon I hope
Title: Re: [A13] Glitter Tech v1.0
Post by: Sam_ on April 14, 2016, 10:01:36 AM
Updated to Alpha 13

This new update is not fully tested, and a few features such as research and recipes has not been changed to take advantage of the new vanilla research or items. This is because this mod will be overhauled some time in the future.
Title: Re: [A13] Glitter Tech v1.0
Post by: Dspendragon on April 14, 2016, 10:05:45 AM
Yes!! one of my top 10 favorite mods is now in A13  ;D ;D ;D ;D
Title: Re: [A13] Glitter Tech v1.0
Post by: falconbunker on April 14, 2016, 08:38:14 PM
Very nice, thanks for the update!
Title: Re: [A13] Glitter Tech v1.0
Post by: Syntria on April 16, 2016, 10:13:46 AM
I created an account on here just to tell you how much me and several members of my community love this mod! For your first mod, I think you did absolutely fantastic. Thank you for keeping it up to date with the latest version of Rimworld as well. I'll be live streaming your mod in a few hours and showing it off on my twitch channel :) I'm not sure if it is appropriate to link to such things, but just shout at me if it is and I'll remove the link. http://www.twitch.tv/syntria <3

I did have a question! I've not played around with growth rates much, but these walls do provide enough light to grow with at 60% brightness right? Would it be possible (or is it already) to have some kind of 'plant growth' walls? Maybe that cost extra, require additional resources or components to construct to make them more balanced, but something that outputs 100% brightness? That would be amazing. It might already be a feature and I just missed it, haha.
Title: Re: [A13] Glitter Tech v1.0
Post by: Skullever on April 16, 2016, 11:41:40 AM
It looks like in the BodyPartDefs and BodyPartGroupDefs some of the animal parts are mislabeled resulting in issues like four left legs which causes more issues when playing with A Dog Said and doing surgery on animals. Changing them to the proper labels fixed the issue.
Title: Re: [A13] Glitter Tech v1.0
Post by: Mavhaa on April 16, 2016, 05:46:55 PM
Quote from: Skullever on April 16, 2016, 11:41:40 AM
It looks like in the BodyPartDefs and BodyPartGroupDefs some of the animal parts are mislabeled resulting in issues like four left legs which causes more issues when playing with A Dog Said and doing surgery on animals. Changing them to the proper labels fixed the issue.

Thanks you ! i can now play with glitter AND A Dog said  ;D
Title: Re: [A13] Glitter Tech v1.0
Post by: Syntria on April 17, 2016, 09:24:24 PM
Is there anyway to fix a spine with this modpack?
Title: Re: [A13] Glitter Tech v1.0
Post by: hector212121 on April 17, 2016, 09:34:46 PM
Quote from: Syntria on April 17, 2016, 09:24:24 PM
Is there anyway to fix a spine with this modpack?

Orion Exoskeletons.

More importantly, what about the Frail status?
Title: Re: [A13] Glitter Tech v1.0
Post by: Aarkreinsil on April 18, 2016, 04:55:25 AM
Oh here we go, another thing that might end up in my "Mandatory Mod" list xD
Title: Re: [A13] Glitter Tech v1.0
Post by: Deathking9132 on April 18, 2016, 03:37:46 PM
great mode but i think there is lot of balancing issues,everything is highly powerful especially in the body parts for price of it,i mean like its totaly not fair that a merchent comes by and sells advanced bionic legs at around 4k which doubles our walk speed
Title: Re: [A13] Glitter Tech v1.0
Post by: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?
Title: Re: [A13] Glitter Tech v1.0
Post by: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?

Black market traders.
Title: Re: [A13] Glitter Tech v1.0
Post by: Sam_ on April 19, 2016, 08:38:36 AM
Quote from: Deathking9132 on April 18, 2016, 03:37:46 PM
great mode but i think there is lot of balancing issues,everything is highly powerful especially in the body parts for price of it,i mean like its totaly not fair that a merchent comes by and sells advanced bionic legs at around 4k which doubles our walk speed

From memory I think the standard legs are sold for ~1600 silver, and they enhance the user to around 150%. So, Doubling, ( or increasing to 400% with two legs and cyberntic organs) for over twice the price seems balanced enough to me. Unless you think it is too expensive? Your comment didn't really specify what you intended, except that it wasn't fair, yet not who it wasn't fair on; you or the pirate attackers?

This is designed to be a difficult mod, extending game play for (in game) years by adding long term goals. It's also a strain on colony resources meaning you will have to spend silver. Of course it's entirely up to you if you think it's totally unacceptable; possible solutions are spawning the parts in devmode if it's too expensive or changing the values in the xml files if it's too little.
Title: Re: [A13] Glitter Tech v1.0
Post by: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?

Black market traders.



Haven't seen any of those.
Title: Re: [A13] Glitter Tech v1.0
Post by: hector212121 on April 19, 2016, 09:33:53 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?

Black market traders.



Haven't seen any of those.

That's because traders are so rare. :P
Title: Re: [A13] Glitter Tech v1.0
Post by: macbuk on April 19, 2016, 10:17:23 AM
Quote from: hector212121 on April 19, 2016, 09:33:53 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?


Black market traders.



Haven't seen any of those.

That's because traders are so rare. :P

Are these only on caravan traders? I've been using the "replace all trade ships" option constantly and no black market trader appeared for a while.
Title: Re: [A13] Glitter Tech v1.0
Post by: hector212121 on April 19, 2016, 10:20:43 AM
Quote from: macbuk on April 19, 2016, 10:17:23 AM
Quote from: hector212121 on April 19, 2016, 09:33:53 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?


Black market traders.



Haven't seen any of those.

That's because traders are so rare. :P

Are these only on caravan traders? I've been using the "replace all trade ships" option constantly and no black market trader appeared for a while.

Nnnnnot that i know of. :P
Title: Re: [A13] Glitter Tech v1.0
Post by: Cabraca on April 19, 2016, 06:37:46 PM
how i get magnetic coil?
Title: Re: [A13] Glitter Tech v1.0
Post by: MythicalEwok on April 19, 2016, 06:58:30 PM
Awesome mod, I do think the hitpoints and building time for some of the items could be tweaked, especially when you are building with the beta/alpha materials.
Title: Re: [A13] Glitter Tech v1.0
Post by: Dryparn on April 20, 2016, 09:16:52 AM
Sam_
Fixed compability with "A dog said" surgery mod. No more 4 front legged dogs.
It's just some small edits. I did them for myself really but i hate redundant work so use as you please.


[attachment deleted by admin - too old]
Title: Re: [A13] Glitter Tech v1.0
Post by: Grynnreaper on April 20, 2016, 02:07:38 PM
Thank you kindly my good man. where do i put this? i mean in the defs folder of the ads mod there isn't a folder for bodypartgroupdefs so.... just dump this into the defs folder of the A dog Said mod?
Title: Re: [A13] Glitter Tech v1.0
Post by: Skullever on April 20, 2016, 03:34:11 PM
Quote from: Grynnreaper on April 20, 2016, 02:07:38 PM
Thank you kindly my good man. where do i put this? i mean in the defs folder of the ads mod there isn't a folder for bodypartgroupdefs so.... just dump this into the defs folder of the A dog Said mod?
That should go in the defs of Glittertech itself.
Title: Re: [A13] Glitter Tech v1.0
Post by: Ordessa on April 21, 2016, 12:55:48 PM
So if I want to get started in Glittertech, I just have to wait on RNG for a trader with the right stuff? That seems a bit silly, as I have been waiting for easily two ingame years without getting any. Not to mention I haven't even found titanium to mine yet.

Are you considering making it possible to get started without hoping on trader RNG?
Title: Re: [A13] Glitter Tech v1.0
Post by: Ordessa on April 21, 2016, 01:06:45 PM
Are you sure you are supposed to get black market traders? I just tried using debug mode to spawn in loads of traders, and out of 250, I have yet to see a black market trader. I seriously think something is bugged.
Title: Re: [A13] Glitter Tech v1.0
Post by: GorillaCZ on April 21, 2016, 03:40:19 PM
Sam? you need to add <orbital>true</orbital> to you BM def.
<defName>BlackMarket</defName>
      <label>Black Market trader</label>
      <orbital>true</orbital>

Also.. placeworker work again. so you may de-op ion turbine.
Title: Re: [A13] Glitter Tech v1.0
Post by: Astasia on April 22, 2016, 03:51:02 AM
Quote from: Sam_ on April 19, 2016, 08:38:36 AM
From memory I think the standard legs are sold for ~1600 silver, and they enhance the user to around 150%. So, Doubling, ( or increasing to 400% with two legs and cyberntic organs) for over twice the price seems balanced enough to me.

Normal bionic legs are 1500 base value and increase move speed by only 20%. I think to "balance" it you'd want bionic legs to still be worth buying early on, and the advanced bionics to be later game, and to that end the advanced ones would need to have a higher cost per bonus ratio. IE the advanced parts are 5 times better, so they would need to be over 7500 (1500x5) base market value to be "balanced" with the base game, something like 8000-9000. IMO.
Title: Re: [A13] Glitter Tech v1.0
Post by: Deathking9132 on April 22, 2016, 04:30:57 AM
Quote from: Astasia on April 22, 2016, 03:51:02 AM
Quote from: Sam_ on April 19, 2016, 08:38:36 AM
From memory I think the standard legs are sold for ~1600 silver, and they enhance the user to around 150%. So, Doubling, ( or increasing to 400% with two legs and cyberntic organs) for over twice the price seems balanced enough to me.

Normal bionic legs are 1500 base value and increase move speed by only 20%. I think to "balance" it you'd want bionic legs to still be worth buying early on, and the advanced bionics to be later game, and to that end the advanced ones would need to have a higher cost per bonus ratio. IE the advanced parts are 5 times better, so they would need to be over 7500 (1500x5) base market value to be "balanced" with the base game, something like 8000-9000. IMO.

I think it should be even greater then that, around 14-20k silver as it literaly cracks the combat system ingame. As better things should cost way more then simple substitution for a more better one
Title: Re: [A13] Glitter Tech v1.4
Post by: Sam_ on April 22, 2016, 02:25:41 PM
Updated to version 1.4

A few minor bug fixes, Xenon-Ion turbines now need to be placed on geysers again (use impaction charges). Black market traders were missing the Orbital field in the xml. I'm not sure about the default initialisation in the assemblies so they may be orbital by default, otherwise the lack of this field stopped them from spawning (if that makes you feel ripped off then spawn one in devmode). Mortars can now ground attack again.
Title: Re: [A13] Glitter Tech v1.4
Post by: silentwolf123 on April 22, 2016, 02:46:19 PM
fantastic news! do we need to start a new save for the update?
Title: Re: [A13] Glitter Tech v1.4
Post by: creeperciaran on April 22, 2016, 03:03:42 PM
I have a question, This is off the current topic people are discussing.. but i'd like to ask.. has anyone had problems where randomly, when an orion installation visitor leaves.. it spams "Visitors from orion installation were amazed by your hospitality! 20" and every time that happens i have to delete ludeon studios and start all over again.. is this a known bug or am i on the wrong mod page? sorry if there's somewhere i should put this, but i'm new here.
Title: Re: [A13] Glitter Tech v1.4
Post by: ORCACommander on April 22, 2016, 04:12:34 PM
do you have hospitality mod installed? sounds like the two masy be in conflict.

damn it sam 1 hour after i install you update :P
Title: Re: [A13] Glitter Tech v1.4
Post by: silentwolf123 on April 22, 2016, 04:29:55 PM
yeah thats a bug with hospitality.... with any other mod which makes new factions
Title: Re: [A13] Glitter Tech v1.4
Post by: GorillaCZ on April 22, 2016, 05:42:02 PM
Quote from: silentwolf123 on April 22, 2016, 02:46:19 PM
fantastic news! do we need to start a new save for the update?

nope. There is no major changes.
Title: Re: [A13] Glitter Tech v1.4
Post by: Bakit on April 22, 2016, 08:24:07 PM
Quote from: creeperciaran on April 22, 2016, 03:03:42 PM
I have a question, This is off the current topic people are discussing.. but i'd like to ask.. has anyone had problems where randomly, when an orion installation visitor leaves.. it spams "Visitors from orion installation were amazed by your hospitality! 20" and every time that happens i have to delete ludeon studios and start all over again.. is this a known bug or am i on the wrong mod page? sorry if there's somewhere i should put this, but i'm new here.
Try to move the mod order between Glitter Tech and Hospitality
Title: Re: [A13] Glitter Tech v1.4
Post by: creeperciaran on April 23, 2016, 06:32:14 AM
Yes, i do have hospitality installed. Thanks for the help. Oh and has anyone tested if glittertech is compatible with saves? Nevermind.
Title: Re: [A13] Glitter Tech v1.4
Post by: Joshnie on April 25, 2016, 07:26:13 AM
I´m unable to build a xenon ion turbine on a geothermal spot for some reason. It says Space is Occupied when i try. Oh and it does work in god mode.
Title: Re: [A13] Glitter Tech v1.4
Post by: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS
Title: Re: [A13] Glitter Tech v1.4
Post by: GorillaCZ on April 25, 2016, 01:24:56 PM
Quote from: Joshnie on April 25, 2016, 07:26:13 AM
I´m unable to build a xenon ion turbine on a geothermal spot for some reason. It says Space is Occupied when i try. Oh and it does work in god mode.

My apologise. I tried it in god mode - working, but in normal mode its not working. I feel so awkward. I may create placeworker assembly, if Sam want to. But not now - im in work far away from my home.
Title: Re: [A13] Glitter Tech v1.4
Post by: Jakub k. on April 25, 2016, 04:19:09 PM
where exactly do i get computer compnents from? as far as i know theres a machine that creates them,but also requres them.the aswer is probably in plain sight,im not very bright
Title: Re: [A13] Glitter Tech v1.4
Post by: Valor on April 26, 2016, 03:46:21 AM
Quote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS

Also I noticed some animals have several front legs etc.
Title: Re: [A13] Glitter Tech v1.4
Post by: Joshnie on April 26, 2016, 04:52:35 AM
Is that why I have seen several animals with damaged legs but they have no problem walking or anything? Oh I also got EPOE too.
Title: Re: [A13] Glitter Tech v1.44
Post by: Sam_ on April 26, 2016, 06:29:09 AM
Update 1.44

The Xenon Ion turbine PlaceWorker is removed again. Located in Verse.GenSpawn.CanPlaceBlueprintOver there is core logic associated with blueprint placement and geothermal generator placement that is hard coded and inaccessible(without breaking things and compatibility), so for now having a placeworker for steam geysers is not feasible. I have possible solutions, such as a custom steam geyser that would limit Xenon-Ion generators to the geysers placed by Impaction charges, as well as work a around for core logic or reluctantly using CCL. For now however, you will be able to place Xenon-Ion turbines anywhere.
Title: Re: [A13] Glitter Tech v1.4
Post by: Jakub k. on April 26, 2016, 10:45:45 AM
Quote from: creeperciaran on April 22, 2016, 03:03:42 PM
I have a question, This is off the current topic people are discussing.. but i'd like to ask.. has anyone had problems where randomly, when an orion installation visitor leaves.. it spams "Visitors from orion installation were amazed by your hospitality! 20" and every time that happens i have to delete ludeon studios and start all over again.. is this a known bug or am i on the wrong mod page? sorry if there's somewhere i should put this, but i'm new here.
you delete ludeon studios?????!!!!!! you monster!!!
Title: Re: [A13] Glitter Tech v1.4
Post by: SirDerpface on April 26, 2016, 03:05:44 PM
Quote from: Valor on April 26, 2016, 03:46:21 AM
Quote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS

Also I noticed some animals have several front legs etc.
I downloaded a def that changed that, but animals still have weak legs, correct designation and shattered legs tho
Title: Re: [A13] Glitter Tech v1.44
Post by: HemaL2 on April 26, 2016, 05:53:52 PM
I kept getting the message
"They acknowledge your Hospitality.
The visitors from the Orion Corporation are now leaving."
Repeatedly. I have multiple other mods installed including "Hospitality", "Tilled Soil", "RW Manager", "Expanded Prosthetics and Organ Engineering" and "Edb Colonist Bar".
I couldn't post the screenshot because, despite being a direct screenshot from the game, was to big of a file. This is what I THINK (I can't see the writing very well) it says from the screenshot:
"
System.InvalidOperationException: Sequence contains no elements
atVerse.GenCollection.MaxBy(Thing.Single)(Enumerable`1 source. System.Func`2 selector.|Comparer`1)
"
Title: Re: [A13] Glitter Tech v1.44
Post by: GorillaCZ on April 26, 2016, 06:42:28 PM
Quote from: Sam_ on April 26, 2016, 06:29:09 AM

The Xenon Ion turbine PlaceWorker is removed again. Located in Verse.GenSpawn.CanPlaceBlueprintOver there is core logic associated with blueprint placement and geothermal generator placement that is hard coded and inaccessible(without breaking things and compatibility), so for now having a placeworker for steam geysers is not feasible. I have possible solutions, such as a custom steam geyser that would limit Xenon-Ion generators to the geysers placed by Impaction charges, as well as work a around for core logic or reluctantly using CCL.

God damn Tynan. Now i see, where is a problem. Only Geothermal generator can be placed over steam geyser.  This static class  ;D...
Title: Re: [A13] Glitter Tech v1.44
Post by: darkrage000 on April 27, 2016, 01:17:58 PM
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__IteratorAE.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0



Getting this every game after a couple hours of gameplay since updating to 1.44

ran 3 new games, happens each time.
ran game with only glitter Tech and still get it.
Title: Re: [A13] Glitter Tech v1.44
Post by: tirramissu on April 28, 2016, 08:53:46 AM
Hi!
Where do I get computer parts, etc?
I have no new production buildings to make them!
Title: Re: [A13] Glitter Tech v1.0
Post by: darkrage000 on April 28, 2016, 09:32:32 AM
Quote
Black market traders.
Quote
Haven't seen any of those.
Quote
That's because traders are so rare. :P

Yea. played 14 hours in my latest world and only have villager traders who dont have much.. no ships or caravans yet
Title: Re: [A13] Glitter Tech v1.44
Post by: StorymasterQ on April 29, 2016, 01:47:27 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Black market traders.
Haven't seen any of those.

That's racist! Hold on...
Title: Re: [A13] Glitter Tech v1.44
Post by: Luroshard on April 29, 2016, 02:02:19 AM
Quote from: StorymasterQ on April 29, 2016, 01:47:27 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Black market traders.
Haven't seen any of those.

That's racist! Hold on...

Yeah... what did happen to those black market traders?
we don't see their kind round' here anymo'
Title: Re: [A13] Glitter Tech v1.44
Post by: Sam_ on April 29, 2016, 03:59:04 AM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM
        v1.4
                Xenon-Ion placeworker re-added
                Mortars can now target again
                Blackmarket Traders are now Orbital traders

In my own vanilla play-throughs  I have noticed orbital traders are much rarer now. Which makes sense considering it's a Rimworld, perhaps with that change I can make computer components a research barrier instead of depending on that first trader. Let me know what you think.
Title: Re: [A13] Glitter Tech v1.44
Post by: darkrage000 on April 29, 2016, 08:58:34 AM
Quote from: Sam_ on April 29, 2016, 03:59:04 AM
Quote from: Sam_ on August 16, 2014, 05:41:59 AM
        v1.4
                Xenon-Ion placeworker re-added
                Mortars can now target again
                Blackmarket Traders are now Orbital traders

In my own vanilla play-throughs  I have noticed orbital traders are much rarer now. Which makes sense considering it's a Rimworld, perhaps with that change I can make computer components a research barrier instead of depending on that first trader. Let me know what you think.

you get a +1 from me for that idea
Title: Re: [A13] Glitter Tech v1.44
Post by: GorillaCZ on April 29, 2016, 09:56:50 AM
or make them obtainable from ship parts. like components.
you may also create another BM trader without <orbital> tag. Trader with components, titanium coils - but without another stuff. like weapons sculptures, less silver etc.

BTW.. did someone found some mineable titanium?
Title: Re: [A13] Glitter Tech v1.44
Post by: ORCACommander on April 29, 2016, 07:05:33 PM
or you can up the orbital frequency a tad
Title: Re: [A13] Glitter Tech v1.44
Post by: Diana Winters on April 29, 2016, 08:06:33 PM
You could replace computer parts w/ components
Title: Re: [A13] Glitter Tech v1.4
Post by: Ryusho on April 30, 2016, 07:19:05 AM
Quote from: SirDerpface on April 26, 2016, 03:05:44 PM
Quote from: Valor on April 26, 2016, 03:46:21 AM
Quote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS

Also I noticed some animals have several front legs etc.
I downloaded a def that changed that, but animals still have weak legs, correct designation and shattered legs tho

I need the fix for those stupid leg glitches, I just replaced the wrong leg on my poor warg :( Made me feel bad, removing the good leg and -replacing it- with a crappy peg leg...my poor puppy, (and excess medicine to -fix- the issue of the actual missing legs..)

Err, Well Nevermind, I just did it myself, was a little annoying but I fixed the .def >.<
Title: Re: [A13] Glitter Tech v1.44
Post by: gagaeuh on April 30, 2016, 09:54:00 AM
Hello ! First, great mod !
A question, though : One of my colonist has permanent brain damage (50% conscience). Is there a brain bionic I might put in him in order to restore it ? (like IA chip or something). I've seen a joywire implant (+30 happiness, -20 conscience). If i put it, will it replace his brain and reduce his concience to 80% (100%-20%) or will it just addup to 30% (100%-50% brain damage - 20% joywire) ? Meanwhile he's in a cryptosleep casket and i wonder if i should steal his organs and let him die. This game is so mean^^.
Title: Re: [A13] Glitter Tech v1.44
Post by: Ghizmo on April 30, 2016, 10:02:53 AM
my guess is, if he has 50% and gets a -20 = he will become 30% conscience.
Title: Re: [A13] Glitter Tech v1.44
Post by: hector212121 on April 30, 2016, 11:23:08 AM
Don't implants actually replace the part? :P
Title: Re: [A13] Glitter Tech v1.44
Post by: gagaeuh on April 30, 2016, 11:33:26 AM
I tried painstopper and joywire implant using console. It adds up, it doesn't replace. Seems it's time to harvest organs and get a firing squad^^
Title: Re: [A13] Glitter Tech v1.44
Post by: GorillaCZ on April 30, 2016, 12:19:31 PM
Hodor...  ;D
Title: Re: [A13] Glitter Tech v1.44
Post by: hector212121 on April 30, 2016, 01:47:10 PM
Well, to answer, the AI chip definitely does replace. So there's that at least.

Also, DE surgery has a brain surgery option, so you could install that.
Title: Re: [A13] Glitter Tech v1.0
Post by: Maitri on May 01, 2016, 07:23:30 PM
Quote from: Dryparn on April 20, 2016, 09:16:52 AM
Sam_
Fixed compability with "A dog said" surgery mod. No more 4 front legged dogs.
It's just some small edits. I did them for myself really but i hate redundant work so use as you please.

This fixed my issue too. I hope the creator sees this and posts the solution to the front page to let people know more easily.
Title: Re: [A13] Glitter Tech v1.4
Post by: caekdaemon on May 03, 2016, 01:11:39 AM
Quote from: Ryusho on April 30, 2016, 07:19:05 AM
Quote from: SirDerpface on April 26, 2016, 03:05:44 PM
Quote from: Valor on April 26, 2016, 03:46:21 AM
Quote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS

Also I noticed some animals have several front legs etc.
I downloaded a def that changed that, but animals still have weak legs, correct designation and shattered legs tho

I need the fix for those stupid leg glitches, I just replaced the wrong leg on my poor warg :( Made me feel bad, removing the good leg and -replacing it- with a crappy peg leg...my poor puppy, (and excess medicine to -fix- the issue of the actual missing legs..)

Err, Well Nevermind, I just did it myself, was a little annoying but I fixed the .def >.<
I don't suppose you'd mind telling us how you did it? I'm getting boars and stags with their legs shattered on the first hit, and though it might be convenient for getting tons of food, it's not exactly balanced ;D
Title: Re: [A13] Glitter Tech v1.44
Post by: Percy on May 03, 2016, 06:02:55 AM
Any chance to have a comp patch so this awesome mod can work with Combat Realism? Currently the two mods work together with only one problem, Glitter added weapons won't fire since CR adds the need for ammo to the game. :/
Title: Re: [A13] Glitter Tech v1.44
Post by: Percy on May 03, 2016, 02:10:00 PM
Quote from: Canute on May 03, 2016, 09:34:20 AM
And where is the problem, Glittertech weapons are far superior with integrated warp batteries which draw power from the subspace. They don't need any ammo.

I think Combat Realism mod forces all weapons to use ammo :/
Title: Re: [A13] Glitter Tech v1.44
Post by: RemyDuron on May 03, 2016, 08:11:49 PM
So I'm getting Orion Corp tanks spawning out of Mechanoid crashed ship parts (well, at least the poison ship, psychic ship didn't spawn any). And when they are supposed to charge my base they sort of move halfway and then just stand still. This makes poison ships (at least the couple I've encountered) incredibly difficult to deal with because, even if I can hurt them enough to make the mechanoids charge, the tanks hang back and anyone I send out after them gets annihilated by their super long range cannons. Several Orion Corp groups showed up to help me and all got slaughtered with little issue. Ended up dev moding my way out of it.

Is this supposed to happen? Seems weird that the mechanoid ship has Orion Corp tanks on it. Also, they seemed to stop charging my base as soon as the other mechanoids (who were faster) were killed by my defenses. Sorry if someone else has pointed this out elsewhere in the thread, I tried to look and search but there are 50+ pages and I didn't read through them all.
Title: Re: [A13] Glitter Tech v1.4
Post by: Lennbolt7 on May 03, 2016, 08:40:23 PM
Quote from: SirDerpface on April 26, 2016, 03:05:44 PM
Quote from: Valor on April 26, 2016, 03:46:21 AM
Quote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS
Anyone have a fix for this? I hate to ask, but it's getting annoying having my pets break their legs all the time.
Also I noticed some animals have several front legs etc.
I downloaded a def that changed that, but animals still have weak legs, correct designation and shattered legs tho
Title: Re: [A13] Glitter Tech v1.44
Post by: Sam_ on May 04, 2016, 06:01:09 AM
Quote from: Canute on May 03, 2016, 09:34:20 AM
And where is the problem, Glittertech weapons are far superior with integrated warp batteries which draw power from the subspace. They don't need any ammo.

They actually use miniaturised Zero Point Modules that draw energy from the quantum space between the fifth and fourth dimension...or something.

I'll have a look at the defs for CR and see if I can make every gun have a default ammo count of 999999 or something.

Quote from: RemyDuron on May 03, 2016, 08:11:49 PM
So I'm getting Orion Corp tanks spawning out of Mechanoid crashed ship parts (well, at least the poison ship, psychic ship didn't spawn any). And when they are supposed to charge my base they sort of move halfway and then just stand still. This makes poison ships (at least the couple I've encountered) incredibly difficult to deal with because, even if I can hurt them enough to make the mechanoids charge, the tanks hang back and anyone I send out after them gets annihilated by their super long range cannons. Several Orion Corp groups showed up to help me and all got slaughtered with little issue. Ended up dev moding my way out of it.

Is this supposed to happen? Seems weird that the mechanoid ship has Orion Corp tanks on it. Also, they seemed to stop charging my base as soon as the other mechanoids (who were faster) were killed by my defenses. Sorry if someone else has pointed this out elsewhere in the thread, I tried to look and search but there are 50+ pages and I didn't read through them all.

This has been an issue for a long time. The Tanks use the Thinktree for mechanoids, because they behave mostly the same, however the Crashed ship part seems to choose any pawn with a mechanoid thinktree instead of specifying the exact pawn type (as it probably should). Honestly I thought it was fixed in A11, but it the change was either reverted or I was mistaken. I'll have to make a custom thinktree again, which I have had compatibility issues with in the past. Until then I suppose just destroy them in devmode, it's a bug so that's technically not cheating...

Title: Re: [A13] Glitter Tech v1.44
Post by: SirDerpface on May 04, 2016, 01:28:19 PM
Quote from: Sam_ on May 04, 2016, 06:01:09 AM
Quote from: Canute on May 03, 2016, 09:34:20 AM
And where is the problem, Glittertech weapons are far superior with integrated warp batteries which draw power from the subspace. They don't need any ammo.

They actually use miniaturised Zero Point Modules that draw energy from the quantum space between the fifth and fourth dimension...or something.

I'll have a look at the defs for CR and see if I can make every gun have a default ammo count of 999999 or something.

Quote from: RemyDuron on May 03, 2016, 08:11:49 PM
So I'm getting Orion Corp tanks spawning out of Mechanoid crashed ship parts (well, at least the poison ship, psychic ship didn't spawn any). And when they are supposed to charge my base they sort of move halfway and then just stand still. This makes poison ships (at least the couple I've encountered) incredibly difficult to deal with because, even if I can hurt them enough to make the mechanoids charge, the tanks hang back and anyone I send out after them gets annihilated by their super long range cannons. Several Orion Corp groups showed up to help me and all got slaughtered with little issue. Ended up dev moding my way out of it.

Is this supposed to happen? Seems weird that the mechanoid ship has Orion Corp tanks on it. Also, they seemed to stop charging my base as soon as the other mechanoids (who were faster) were killed by my defenses. Sorry if someone else has pointed this out elsewhere in the thread, I tried to look and search but there are 50+ pages and I didn't read through them all.

This has been an issue for a long time. The Tanks use the Thinktree for mechanoids, because they behave mostly the same, however the Crashed ship part seems to choose any pawn with a mechanoid thinktree instead of specifying the exact pawn type (as it probably should). Honestly I thought it was fixed in A11, but it the change was either reverted or I was mistaken. I'll have to make a custom thinktree again, which I have had compatibility issues with in the past. Until then I suppose just destroy them in devmode, it's a bug so that's technically not cheating...
Or just spawn a friendly tribe raid and watch them butcher the tank
Title: Re: [A13] Glitter Tech v1.44
Post by: daryan on May 06, 2016, 08:05:50 PM
Hey, i get this error message when loading in Glittertech. it only shows up when i add in glittertech to the other mods i have running, so fairly sure it comes from this mod.  http://prnt.sc/b169d3
Title: Re: [A13] Glitter Tech v1.44
Post by: JerryBi on May 08, 2016, 08:20:33 AM
almost 8 hours of playing i don't saw Black market trader what can be wrong?
Also where set its frequency of appearance ?
Title: Re: [A13] Glitter Tech v1.44
Post by: dj84722 on May 11, 2016, 08:47:21 AM
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that
Title: Re: [A13] Glitter Tech v1.44
Post by: hector212121 on May 11, 2016, 11:13:27 AM
I finally noticed something! Alpha poly has 300% rest effectiveness.

You can find alpha poly small statues on the cheap, deconstruct, and make alpha poly beds. Add a good builder and you can get 350% rest effectiveness.
Title: Re: [A13] Glitter Tech v1.44
Post by: Sam_ on May 11, 2016, 06:31:31 PM
Quote from: dj84722 on May 11, 2016, 08:47:21 AM
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that

Are you certain they were standard walls? Glittertech adds window walls and Wall lights. I assume the back end code for lights will add a break down event for them.
Title: Re: [A13] Glitter Tech v1.44
Post by: dj84722 on May 11, 2016, 09:41:02 PM
Quote from: Sam_ on May 11, 2016, 06:31:31 PM
Quote from: dj84722 on May 11, 2016, 08:47:21 AM
I found an interesting compatibility bug, if the glitter tech mod is placed below the A2B: conveyor belts mod, it causes both placed and map generated walls to have a power toggle button on them and make them able to have breakdowns

Because of how close those 2 mods were in close my mod order i was able to swap them without any issues in my current save, i don't know what will happen if they are far apart

I saved while one of my colonists was replacing a component in a wood wall, when i loaded it he was still trying to repair it even though there was no breakdown anymore, drafting and undrafting him fixed that

Are you certain they were standard walls? Glittertech adds window walls and Wall lights. I assume the back end code for lights will add a break down event for them.

yes they were standard walls, this was on a new colony with no research done, map generated stone brick walls also had the same problem but the power button didn't appear till they were claimed

a bit more detail on the A2B thread
https://ludeon.com/forums/index.php?topic=10644.msg219879#msg219879
Title: Re: [A13] Glitter Tech v1.44
Post by: caekdaemon on May 13, 2016, 10:33:06 AM
Completely forgot to post this here, but if you see my post here (https://ludeon.com/forums/index.php?topic=16599.120), I've got a big bunch o' errors and the first on the list seems to come from Glitter Tech's dynamic relaxation chair, and CCL really doesn't seem to like it  :-[ My mod order has grown a little since then, but the rest of the information is the same, so here's the updated list of mods.

<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>
    <li>Apparello</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GlitterTech</li>
    <li>Powerless! v1.52</li>
    <li>RimPharma v2.11</li>
    <li>Soda Brewing v1.50</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>More Furniture</li>
    <li>Mending</li>
    <li>Daylight Sensors v1.00</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.00</li>
    <li>EdBPrepareCarefully</li>
    <li>Turrets Pack</li>
    <li>Hospitality</li>
    <li>AutoEquip</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SkilledBuilder</li>
    <li>Rimfire 2.0</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>Mad Skills</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.3</li>
    <li>SolarsStuffed-SolarsStuffed-1.3</li>
    <li>SmallSolarsStuffed-SmallSolarsStuffed-1.4</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>BatteriesStuffed-BatteriesStuffed-1.3</li>
    <li>FlameWeapons-FlameWeapons1.5</li>
    <li>GaussWeapons-GaussWeapons1.6</li>
    <li>LaserWeapons-LaserWeapons1.6</li>
    <li>LessLethals-LessLethals1.1</li>
    <li>OdysseyWeapons-OdysseyWeapons1.1</li>
  </activeMods>
</ModsConfigData>
Title: Re: [A13] Glitter Tech v1.44
Post by: Techgenius on May 18, 2016, 02:14:29 AM
This mod is currently broken, started a new colony and 6 orion corp tanks and about 30+ orion soldiers appeared, and it turns out, some were... "family" relatives, fathers, sons, sisters.

Tanks are indeed spawning in Mechanoid areas as if they were mechanoids themselves, well.. they will attack you as soon as they target you a enemy.
Title: Re: [A13] Glitter Tech v1.44
Post by: zidey on May 20, 2016, 04:12:49 PM
sorry if i am being stupid and this isn't from your mod. (when i google it your mod comes up)

When my colonists use bandages they do the usual "use cycle" but then just drop the bandage and then keep trying to use it over and over again and I have to forbid it. Thing is i only have them from loot from kills.

https://i.imgur.com/ph6AqLW.png

These are the mods i have incase they conflict.

Title: Re: [A13] Glitter Tech v1.44
Post by: Hayhorse on May 22, 2016, 09:04:17 PM
So, its been a long time. Anyways Im not sure if this is still a thing but if you manage to get a hold of a Orion exo suit and even a single cybernetic limb (lets say 2 arms). The associated stats go from 100 (normal) 200 (exo only) and 860% (Exo+Cybernetic Arms).

Is this intentional or accidental?
Title: Re: [A13] Glitter Tech v1.44
Post by: laser_man6 on May 22, 2016, 10:33:39 PM
Quote from: Hayhorse on May 22, 2016, 09:04:17 PM
So, its been a long time. Anyways Im not sure if this is still a thing but if you manage to get a hold of a Orion exo suit and even a single cybernetic limb (lets say 2 arms). The associated stats go from 100 (normal) 200 (exo only) and 860% (Exo+Cybernetic Arms).

Is this intentional or accidental?

add the advaed spine!
Title: Re: [A13] Glitter Tech v1.44
Post by: deadlydullahan on May 23, 2016, 06:49:15 PM
Quote from: zidey on May 20, 2016, 04:12:49 PM
sorry if i am being stupid and this isn't from your mod. (when i google it your mod comes up)

When my colonists use bandages they do the usual "use cycle" but then just drop the bandage and then keep trying to use it over and over again and I have to forbid it. Thing is i only have them from loot from kills.

https://i.imgur.com/ph6AqLW.png

These are the mods i have incase they conflict.

I'm having the same issue with bandages not working and it keeps throwing an error
Title: Re: [A13] Glitter Tech v1.44
Post by: Ouan on May 23, 2016, 10:11:03 PM
Quote from: deadlydullahan on May 23, 2016, 06:49:15 PM
Quote from: zidey on May 20, 2016, 04:12:49 PM
sorry if i am being stupid and this isn't from your mod. (when i google it your mod comes up)

When my colonists use bandages they do the usual "use cycle" but then just drop the bandage and then keep trying to use it over and over again and I have to forbid it. Thing is i only have them from loot from kills.

https://i.imgur.com/ph6AqLW.png

These are the mods i have incase they conflict.

I'm having the same issue with bandages not working and it keeps throwing an error

I have had that issue off and on for the last few updates. I believe it has been mentioned before in the comments. I just put them in a stockpile and forbid them to be used off in the corner of my base.
Title: Re: [A13] Glitter Tech v1.44
Post by: Reaper on May 24, 2016, 06:37:18 AM
Sam_ I think the current mod version may have one to many kinks in it for comfort. You have multiple conflicts with surgery mods. Looking forward to a patch
Title: Re: [A13] Glitter Tech v1.44
Post by: deadlydullahan on May 24, 2016, 05:31:23 PM
Quote from: Ouan on May 23, 2016, 10:11:03 PM
Quote from: deadlydullahan on May 23, 2016, 06:49:15 PM
Quote from: zidey on May 20, 2016, 04:12:49 PM
sorry if i am being stupid and this isn't from your mod. (when i google it your mod comes up)

When my colonists use bandages they do the usual "use cycle" but then just drop the bandage and then keep trying to use it over and over again and I have to forbid it. Thing is i only have them from loot from kills.

https://i.imgur.com/ph6AqLW.png

These are the mods i have incase they conflict.

I'm having the same issue with bandages not working and it keeps throwing an error

I have had that issue off and on for the last few updates. I believe it has been mentioned before in the comments. I just put them in a stockpile and forbid them to be used off in the corner of my base.

The forbidding and hauling was just too great of a pain, I literally felt it was less painful for me to go into every single xml file and remove every single reference of bandage and completely had it removed from my game. Had to start a new game of course but that's meh  :-\
Title: Re: [A13] Glitter Tech v1.45
Post by: Sam_ on May 25, 2016, 08:35:58 AM
Updated to Version 1.45

Bandages no longer act as medicine, they are just a material for medicine recipes.

Tanks no longer spawn from Crashed Ship parts, but as a result they bleed due to limitations within the core game. The pawns can either work as a biological organism, requiring breathing and blood pumping/filtration or they are mechanoids and spawn from Crashed Ship Parts.

In regards to the surgery conflicts I currently don't have the time to work on a patch for other mods (which are numerous), so for now am leaving that as is. Alternatively I could remove the bionic parts added by this mod for a surgery free GlitterTech, let me know if that is preferable. Lastly, while I hope my mod could be as compatible as possible, always keep in mind this is currently a large singular mod instead of many smaller mods as I have planned in the future, so showing me a compatibility issue with a mod order list of 20+ mods unfortunately wont be addressed for some time.
Title: Re: [A13] Glitter Tech v1.45
Post by: deadlydullahan on May 25, 2016, 12:47:31 PM
Quote from: Sam_ on May 25, 2016, 08:35:58 AM
Updated to Version 1.45

Bandages no longer act as medicine, they are just a material for medicine recipes.

Tanks no longer spawn from Crashed Ship parts, but as a result they bleed due to limitations within the core game. The pawns can either work as a biological organism, requiring breathing and blood pumping/filtration or they are mechanoids and spawn from Crashed Ship Parts.

In regards to the surgery conflicts I currently don't have the time to work on a patch for other mods (which are numerous), so for now am leaving that as is. Alternatively I could remove the bionic parts added by this mod for a surgery free GlitterTech, let me know if that is preferable. Lastly, while I hope my mod could be as compatible as possible, always keep in mind this is currently a large singular mod instead of many smaller mods as I have planned in the future, so showing me a compatibility issue with a mod order list of 20+ mods unfortunately wont be addressed for some time.

Appreciate the update :) as far as the surgery free GlitterTech I have a suggestion (which is totally up to your final decision whether or not you agree with it) You could offer 2 types of GlitterTech, a surgery free download and one as is currently with surgery. Seems like an option that would appease both sides, those who want the surgery mod as a whole conflicts and all and those who want to through together a personal modlist with as little conflicts as possible.   ;D
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on May 27, 2016, 07:07:40 AM
Uploaded a new Surgery free version.

This version currently still includes the OC exoskeleton, to avoid making the faction pawns weak. If there are still major compatiblilty issues with that I will remove the exoskeleton also.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: RagingLoony on May 27, 2016, 05:06:17 PM
Noob question but I dont understand the surgery problems people are having? I'm using glittertech with combat realism, EPAO and ADS, and I'm having no problems in a load order of about 30 mods?
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on May 28, 2016, 03:23:05 AM
Quote from: RagingLoony on May 27, 2016, 05:06:17 PM
Noob question but I dont understand the surgery problems people are having? I'm using glittertech with combat realism, EPAO and ADS, and I'm having no problems in a load order of about 30 mods?

A helpful question actually, which tells me there are people that DON'T have any issues. Unfortunately for sanity's sake there are errors that aren't always displayed in the console on the initial launch. I have seen errors with Glittertech and some other mods where animals spawn with five front legs, or OC tanks spawning with a herd of mechanoids, or just general instability.

If you have yet to see any of those perhaps you could share your mod load order, a simple screenshot would do, in order to help others find the right order and help me determine conflicts.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: RagingLoony on May 28, 2016, 09:39:25 AM
Quote from: Sam_ on May 28, 2016, 03:23:05 AM
Quote from: RagingLoony on May 27, 2016, 05:06:17 PM
Noob question but I dont understand the surgery problems people are having? I'm using glittertech with combat realism, EPAO and ADS, and I'm having no problems in a load order of about 30 mods?

A helpful question actually, which tells me there are people that DON'T have any issues. Unfortunately for sanity's sake there are errors that aren't always displayed in the console on the initial launch. I have seen errors with Glittertech and some other mods where animals spawn with five front legs, or OC tanks spawning with a herd of mechanoids, or just general instability.

If you have yet to see any of those perhaps you could share your mod load order, a simple screenshot would do, in order to help others find the right order and help me determine conflicts.

sure, no problem. don't get me wrong, it took some trial and error, I'm still fairly new to rimworld, I've owned it about 3 weeks now? lol. I did some editing in the misc robots to add a gardener and a cutter bot that worked with enviroseeds/veg-garden, and i edited ADS so snakes have legs (don't ask). and whatever mod edits the biome defs so that most everything except snowhares and polarbears spawn in all regions. was tired of having to buy chickens/cows and other animals. apart from that i dont think I've made any other changes to anything, and the changes I did make aren't anything that would make a mod work/not work with something else. So vanilla mods in this order should work i guess? Maybe? let me know if you spot anything wrong in this order btw, I haven't found any problems but that doesnt mean there arent any. I occasionally get animals that stay still in the "wander" state, and sometimes sounds dont load (IE construction/mining sounds) but a simple restart of the game solves this.

EDIT: I also changed the labels on all your prosthetics to have GT at the start, so GTadvanced bionic X and GTcybernetic X, just so I could tell the difference between yours and the ones in APOE surgery mod or whatever it's called. But, again, nothing that would solve or cause a conflict

[attachment deleted by admin - too old]
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Alluvian_Est-Endrati on May 28, 2016, 05:38:24 PM
Quote from: RagingLoony on May 28, 2016, 09:39:25 AM
EDIT: I also changed the labels on all your prosthetics to have GT at the start, so GTadvanced bionic X and GTcybernetic X, just so I could tell the difference between yours and the ones in APOE surgery mod or whatever it's called. But, again, nothing that would solve or cause a conflict

Clever. I was just trying out this mod to see how it compared with EPOE and was having trouble telling the Advanced components apart from one another in-game. I'll likely do what you did and make a local modification to differentiate them.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: AlwaysBugged on June 01, 2016, 05:13:14 AM
I don't know if anyone else has this problem, but Glittertech seems to break a tiny feature from CCL's Vanilla tweaks.

As soon as glittertech is added to the running mods i lose the ability to synchronize hydroponic growers introduced by Vanilla tweaks.

Is there a fix to this? It's a tiny little incompatibility in the grand scheme of things but it seriously harms the quality of life if you depend on hydroponics to grow stuff.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: hector212121 on June 04, 2016, 10:45:21 PM
Quote from: AlwaysBugged on June 01, 2016, 05:13:14 AM
I don't know if anyone else has this problem, but Glittertech seems to break a tiny feature from CCL's Vanilla tweaks.

As soon as glittertech is added to the running mods i lose the ability to synchronize hydroponic growers introduced by Vanilla tweaks.

Is there a fix to this? It's a tiny little incompatibility in the grand scheme of things but it seriously harms the quality of life if you depend on hydroponics to grow stuff.

Try tweaks after Gtech?
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: GabrielHafliger on June 05, 2016, 10:48:45 AM
how or where do you get items like titanium or magnetic coils etc... ?
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: messiahgov on June 12, 2016, 05:42:34 AM
Can somebody please upload v1.2 for A12D? I need it because other mods I use aren't updated to A13.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: palandus on June 13, 2016, 06:47:31 PM
I know my post got buried, but I noticed on the main page you are looking to do a full remake of the mod, and thought I'd mention it in case you did forget about it. I had made a huge list of suggested improvements back on page 47 (Link = https://ludeon.com/forums/index.php?topic=5509.690).

Other possible suggestions are:
- How about having buyable Cybernetic Animals? These would be "regular" animals without Cybernetic Limbs (as you'd have to figure out how to make Cybernetic Recipes for animals) but would have greatly improved health, extra organs (to make killing them that much harder), and would come with resistance to blunt and sharp (much like insectoids). ie like those Cybernetic Dogs in Wolfenstein the New Order. These animals could have highest level of intelligence and could possibly only be purchaseable via the Black Market trader. Unless of course it would be easier to make a compatibility patch with "A Dog Said..." and allow cybernetic limbs on animals. Not sure which I'd prefer, but if you can do both, that would be awesome.

- How about having an infantry grade Cannister Rifle, and then require the Cannister Turret to require one, much like the EMRG Turret.

- How about having an advanced EMRG Turret that say utilizes two EMRG rifles, has greater health, and overall more advanced looking than the regular EMRG Turret. This turret would not be "jury-rigged" like the EMRG Turret, but require advanced materials to build.

- Make use of more recipes that require Alpha Poly and Beta Poly, rather than just using them for "stuffed" construction. Things like an Advanced Comms Console that has "twice the range" of a regular Comms Console and thus always has access to a Black Market Trader. Or maybe a Holographic Suite for entertainment. Or maybe a Site to Site Teleporter that teleports a person or object from one Teleporter Pad to another. Or maybe an Advanced Assembly Machine that creates large batches of commonly produced items or meals (ie it could make a set of 10 meals instead of 1). Or maybe new traps that require these materials, such as a Crushing Floor Trap that smashes anything caught into the ceiling and needs dense materials to work properly. Skys the limit, but there needs to be more things Alpha/Beta Poly is used for other than Power Plants.

- Be able to capture "dead" tanks, repair them, and then use them for your own base defense.

- Have Commandos spawn with more than one Cybernetic Limb.

- Include new Implants for improving skills, or making life just more pleasant.

If I think of more I'll post it. Cheers!
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on June 16, 2016, 04:49:10 AM
Quote from: palandus on June 13, 2016, 06:47:31 PM
I know my post got buried, but I noticed on the main page you are looking to do a full remake of the mod, and thought I'd mention it in case you did forget about it. I had made a huge list of suggested improvements back on page 47 (Link = https://ludeon.com/forums/index.php?topic=5509.690).

Other possible suggestions are:
- How about having buyable Cybernetic Animals? These would be "regular" animals without Cybernetic Limbs (as you'd have to figure out how to make Cybernetic Recipes for animals) but would have greatly improved health, extra organs (to make killing them that much harder), and would come with resistance to blunt and sharp (much like insectoids). ie like those Cybernetic Dogs in Wolfenstein the New Order. These animals could have highest level of intelligence and could possibly only be purchaseable via the Black Market trader. Unless of course it would be easier to make a compatibility patch with "A Dog Said..." and allow cybernetic limbs on animals. Not sure which I'd prefer, but if you can do both, that would be awesome.

- How about having an infantry grade Cannister Rifle, and then require the Cannister Turret to require one, much like the EMRG Turret.

- How about having an advanced EMRG Turret that say utilizes two EMRG rifles, has greater health, and overall more advanced looking than the regular EMRG Turret. This turret would not be "jury-rigged" like the EMRG Turret, but require advanced materials to build.

- Make use of more recipes that require Alpha Poly and Beta Poly, rather than just using them for "stuffed" construction. Things like an Advanced Comms Console that has "twice the range" of a regular Comms Console and thus always has access to a Black Market Trader. Or maybe a Holographic Suite for entertainment. Or maybe a Site to Site Teleporter that teleports a person or object from one Teleporter Pad to another. Or maybe an Advanced Assembly Machine that creates large batches of commonly produced items or meals (ie it could make a set of 10 meals instead of 1). Or maybe new traps that require these materials, such as a Crushing Floor Trap that smashes anything caught into the ceiling and needs dense materials to work properly. Skys the limit, but there needs to be more things Alpha/Beta Poly is used for other than Power Plants.

- Be able to capture "dead" tanks, repair them, and then use them for your own base defense.

- Have Commandos spawn with more than one Cybernetic Limb.

- Include new Implants for improving skills, or making life just more pleasant.

If I think of more I'll post it. Cheers!

I have read both of your posts, but they were mostly features I already have planned. My mods future plans is to essentially extend everything the game has to offer where I can as well as adding some more cool things. For example new biomes, new weather, new incidents are planned. I have plans to add around ten new stuffable resources as well as tiered components for many types of machinery required to make a lab. You said in your first post why don't traders stock the Polys when a small colony can make it. The future plan is to make it so you aren't just a small colony but you have the ability to become a high tech laboratory through much hardship.

There's going to be around four new factions, new robotic threats, better laser and particle weapons and every turret type you desire. The goal of my mod is to turn a struggling colony into an automated glitter world town with better communications . Robotic drones to harvest and haul, and as you suggested; let you release them on your foes. The idea is to make the old factions something you can ignore, destroyed by automatic mortars, but the new factions even harder and fights more complex. Hopefully if I get the balance right you should advance through research quick enough to defend against those factions.

The tank repairing idea is a good one, but not possible in the way you picture. I would have to make tanks contain a special item that they drop upon scraping that is required to build a new one. Aside from that there are limitations to the games core logic at the moment, stopping me from things like multiple cybernetic limbs on commandos and so on. I have recently added one thing to the mod that your old post inspired which is a blast furnace that is place-able like a heater which heats rooms to 1400c which spontaneously combusts everything in the room (including the door if its not stone). Good for hives.

I do read every post, but I thought this little sneak peak was necessary considering the lack of additions my mod has had for a while.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: palandus on June 18, 2016, 09:28:14 PM
Okay, nice. Appreciate the response. I look forward to the day when one can play as a full-out glitterworld colony, and wish you the best of luck with that! I've always enjoyed your mod and look forward to the future of it.

Some other high-tech ideas:

-> Cloaking Suit = Worn like a nano suit, but makes the pawn invisible until they fire, and they remain visible for a few seconds before recloaking. Ideal for snipers or assassins, allowing them to fire, relocate elsewhere, and wait for their next opportunity. Could also make it that if you attack with melee from cloaked, they deal x2 damage for a sneak attack.

-> Microjet Launcher (ie Devestator from Duke3D) = Fires mini rockets at a high rate of fire causing small explosions on impact. Great for destroying structures or vehicles quickly, but due to their size, are not very damaging to infantry.

-> Deflector Shield = A carried shield (not to be confused with personal shield; ie a physical shield worn on arm) that when energy-based weapons hit it, they are deflected harmlessly in a random direction. However, regular bullets, shells and rockets are unaffected. Helps infantry survive high-tech weaponry by making those weapons basically ineffective against them, but low-grade rifles can still give them a bad day.

-> Nanohive Implant (ie Nanorobots that Borg have) = An implant that causes all damaged limbs to slowly regenerate damage, aiding the natural healing process and can even remove scars or old wounds if given enough time.

-> Shoulder-Mounted Gauss Cannon = A high-powered weapon that deals extremely high damage to vehicles and structures and can kill infantry, but due to its extreme reload time, its better to use on heavily armored targets for best effect. Has extreme range and very accurate at extreme ranges, but its long-reload time (ie 1.5x to 2.0x that of the Sniper Rifle; so 5-8 second reload time) makes it a weapon good for a single shot before realistically having to find a new weapon to fight with.

-> Nano Rifle (ie think Red Faction 3) = A weapon when fired at an object destroys it an a molecular level, but has short range and is inaccurate, and thus is very powerful but only in tight corridors.

-> Neutron Cannon = A weapon that bypasses armor and other defenses to kill biological components. It will often cause massive organ failure, but leave armor, weapons, and even bionic parts fully intact and undamaged.

-> Rust Monster (new animal/genetically engineered) = A creature that will devour anything metallic and can only be fed metals as meals. Will happily devour your foes weapons, armor, and turrets, but leave them unharmed, and often nude. Ineffective against tribals, as most of their gear is non-metallic.

-> Nano Plague (Incident) = A plague on all advanced "component" based objects. Causes all objects that are created with "components" to break down, and cannot be fixed until the Nano Plague ends. Disasterous for a glitterworld colony.

-> Military Crash Site (Incident) = A military freighter crashes nearby containing various caches of supplies of weapons, armor, resources, and medicine ripe for the picking!

-> Regenerative Armor = Armor that repairs itself of damage over time, and thus if kept from complete destruction, will eventually fully repair itself.

-> Repair Mine = Taking the idea of the fire-popper introduced in A13, have a mine that when explodes, repairs all objects, furnishings, turrets, and wall/door of damage. Great for when you need repairs badly but all your colonists are busy fighting off enemies.

-> Kamikaze Droid = A robot that runs into a group of enemies and explodes violently damaging all of them. If "killed" before reaching it's intended target, it also explodes violently, making them a situationally useful unit; great for ambushes or areas where it can easily reach its target but not ideal for wide open areas or areas when it might suffer sustained fire destroying it before it reaches its target.

-> Psychic Tower (think Red Alert 2 Yuri's Revenge) = Projects a constant field of energy around it that affects different people differently. For colonists or friendlies it soothes them, improving their mood which goes away after leaving the area. For enemies it terrifies, maddens, or confuses them, causes a large mood loss which goes away after leaving the area. Ideal for colonists about to break to calm down in the area, and ideal for making some invaders go crazy and have mental breaks.

-> Tank Assembler = Can assemble your own "tanks" and use them to defend your base with. They act like colonists stuck in permanent "combat" mode, and can be ordered to stay in one spot or move forward. Benefits from cover.

-> Wall Turret (think StarCraft 1) = These hide in walls until a target comes within range and starts firing at them. Comes in minigun, flamethrower, and missile turrets.

-> Spider Mines (think StarCraft 1) = These hide in the ground until a target comes within range, unburrows, and kamikazes with that target if they can.

-> BFG 9000 = Nuff said. A powerful charge-up weapon that obliterates targets caught within it's blast radius.

-> Nano Anti-Viral Implant = An implant that makes the pawn immune to all diseases and cures any diseases they currently have.

-> Temporary Organs = An organ that functions at 75% capabilities, but is cheap to produce and keeps the subject alive. Ideal for when an organ is destroyed or you don't have a suitable replacement or when damage is so great to the organ, that a temporary organ is better anyway (ie brain is at 2/10 HP as an example)

-----

-> Weapon Ideas:
1) Belt-Fed Automatic Shotgun (ie the Schwarzer Zwerg from Russian Overkill; huge rate of fire, but very inaccurate)
2) Flak Cannon (fires hot lead like a shotgun but also applies a fire effect)
3) New "charge" weapons (ie Charge Rifle in game) = Pistol, Sniper Rifle, and Shotgun
4) Thermite Thrower = Like a flamethrower but much, much, much worse
5) Sonic Disruptor (ie think Disruptor tank from Tiberium Sun) = Great against everything but causes friendly fire as it hits all targets caught in its line of damage.

Could also include other modders stuff like:
-> Old wound removal
-> Animal Surgeries
-> Organ Growing 

-----

EDIT: More Ideas:

Prison Suppression Turret = A powerful turret designed to inflict maximum pain, stunning, and bruising, but with the minimal amount of actual bodily harm. Effective at close range, such as inside a prison-designated area to suppress unhappy prisoners without blowing limbs/organs off and without killing them. Like being peppered with hundreds of paint balls every second; painful, causes lots of bruising but unlikely to be fatal.

Airlock Containment System = So in many military bases of today or even quarantine hospitals, they have an airlock that kills off bacteria and viruses on the skin/clothing of people walking into them to keep areas sterilized and to prevent airborne contaminants from entering. For a mountain fortress or even a medical hospital room, having an Airlock like this could be used to prevent the transmission of infectious diseases to other pawns and possibly even aid in killing off these diseases faster.

Advanced Cooling System = A powerful glitterworld cooler that can easily push temperatures below -100 (and blow out like 200+ out the other end) with some extra power consumption over a base model. Ideally used during heatwaves to keep a base cool, or during extremely cold winters to keep the base hot.

Blast Vent = A heavily reinforced vent used with the same materials and constructed in the same manner as Blast Doors. This is so that a raiding force doesn't decide to blow up the Vents and get into a mountain fortress by going through your venting system to strike at your base from the rear. Heavily reinforced vents would do this job quite well.

Laser Lattice Defense System (think first Resident Evil movie) = Can only be constructed for 1x1 hallways, where a lattice can optionally form (at high energy consumption so disable when not in use) and deals heavy damage to targets walking through the laser lattice. So to make it you need two Laser Walls built 1x1 square apart and power is toggled to them; when on lasers deal damage. When off, they don't deal damage or take up power. An ideal defense in a fortress where you can easily force funnel foes down the corridor for maximum effect.

Glitterworld Ceiling Blast Doors (think of the blast doors on Missile Silos) = So these can open or close, and thus remove or add a roof to an area. These can be built underground or out in the open and allows the adding or removing off these roofs. This would allow things like underground farms exposed to sunlight when doors open, having underground orbital trade beacons that function when the roof is removed, or even having artillery that can work when the roof is removed.

Planetary Defensive Cannon = A high-powered (huge energy consumption) weapon of massive destruction. Whenever an enemy ship, that normally would send down drop pods of raiders, comes within range, instead of having a raid, it blasts that ship to pieces. This causes metal slag, resources, and raider-faction escape pods to crash all over the map. An endgame weapon for deterring enemy ships from landing droppods in your sector of the planet.

Gas Chamber = Gasses whoever is inside the gas chamber when it is activated. Comes in several varieties of wall dispensers of gas = Nerve Gas (Kills Biological), Hallucigen (Causes huge negative thought penalty), Joy (Causes huge positive thought bonus), Sleep (Incaps targets affected by it) or Pepper Spray (Causes incredible agony and stunning). Great for a defensive measure, or to place in a prison, or to weaken invaders or aid defenders. Each dispenser covers a 3x3 area around the dispenser, so multiple would be needed to fully cover a large room.

Glitterworld Stasis Bed = A high-tech bed that greatly speeds up health recovery and restfulness allowing colonists to quickly regain rest and allowing more things to be done in a day. Stasis fields prevent the passage of time on the user, so they wake up refreshed as if no time went by at all.

Glitterworld Food Fabricator = A high-tech nutrient dispenser that actually produces extremely tasty and varied meals depending on the user's preference when getting a meal. Works similar to a Replicator in Star Trek, but only can produce meals. Provides a greater morale/joy boost than even Fine Meals, but maybe not Lavish Meals.

-----

More Stuff:

Large Scale Smelter = Pile all the metallic objects you want smelted down into their base resources inside a smelting room. Any non-metallic objects are burned to a crisp instead of producing resources. Then activate the smelter and it instantly converts any items inside into the various metals that would normally be used to make the items, to provide a faster way of mass-smelting items.

High Precision Cleaning Laser = Works to obliterate even the tiniest of dirty messes in its area of effect, and thus prevents mess of any kind from appearing within its radius and any existing is eliminated instantly when the cleaning laser is built. Causes no damage, but makes cleaning less of a chore.

Reversed Effect Field (think the Justice Field in Red Dwarf Episode "Justice") = Basically, whatever "bad" thing someone does to you, is harmless reflected back at them. So if a pawn tries to punch another pawn within this field, the pawn they touched feels no pain, but the one doing the punching feels like they just got punched full force. Same applies to breaking of bones; you try and break someone else's bones, you instead break your own bones. This kind of system would be great as a defense system in a Prison, as any attacks an angry prisoner throws damages themselves instead of their intended target.

Healing Gun = Heals damage instead of dealing damage. Much like the Medic's gun in Team Fortress 2.

Pacification Field = Targets under the effects of this field become easier to recruit over time. Very useful on captured Commandos, which are almost impossible to recruit. With this field in place in a prison though, you might after a couple days/weeks, be able to recruit one.

All for now :) 

Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: NavySeal566 on July 02, 2016, 11:50:06 AM
Hey Guys

I just made a little compatibility patch for combat realism for myself and though i might share it with you guys.
Its the first thing i have done with modding ever for me so there might still be bugs.
And i only did it for the weapons   not any turrets or anything else

Here you go:https://drive.google.com/file/d/0Bzw9kMK1gvscSHpQVm1PcXRidk0/view?usp=sharing (https://drive.google.com/file/d/0Bzw9kMK1gvscSHpQVm1PcXRidk0/view?usp=sharing)
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Nuklear on July 02, 2016, 04:11:04 PM
Does anyone know how to make this mod compatible with EdB's Prepare Carefully? I tried with both versions 1.44 and 1.45 and can't get it to work.

The only mods I have are Prepare Carefully, Colonist Bar, and this one.

I searched this post but couldn't find any solutions.

Thanks
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Elixiar on July 08, 2016, 05:57:15 PM
This is an exceptionally good mod but the new weapons feel grossly overpowered.
Extreme accuracy or extreme CD for burst fire but everything high just hurts the balance for me.
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: scoin on July 14, 2016, 02:24:35 AM
not going to lie i would love to be able to add the power building into my game by themselves for now cause drilling so many steam vents takes forever and i dont really have a use for uranium currently in the mods ive added :/
Title: Re: [A13] Glitter Tech v1.45 - New Surgery free version
Post by: Asero on July 16, 2016, 11:13:46 PM
Quote from: Elixiar on July 08, 2016, 05:57:15 PM
This is an exceptionally good mod but the new weapons feel grossly overpowered.
Extreme accuracy or extreme CD for burst fire but everything high just hurts the balance for me.

No offense to the mod creator, but this has always been my main issue as well. Normally I'd just edit the XML files myself, but it gets old hat having to do it for every update.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on July 17, 2016, 02:03:58 AM
Updated to Alpha 14
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: harpo99999 on July 17, 2016, 04:17:34 AM
sam the dropbox links 404ed to me, is this intentional?
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Skyder on July 17, 2016, 04:52:51 AM
Download link dont work
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: tfreak586 on July 17, 2016, 05:01:42 PM
Download link down.
But thanks for the mod ;)
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: darkrage000 on July 17, 2016, 08:38:01 PM
_Sam, like you, i was always intrigued by the idea of an advanced civilization out there... but my ideas of them werent so benevolent. It would be interesting if we started out with a bare minimum of Glitter technology through research.
The use of Glitter tech in varying amounts and time would draw the ire of this Civilization who want to keep their Technology 'secure' and would attack your colony.
The upside ( this is where the minimum tech research comes in) is that you have the chance of capturing someone to  learn a bit more of Glitter tech research from them, or even the chance that they might drop an item that can start a research project. (or an item that might start a project, but is useless until you get a tech thats a pre-requisite (like a Xeon generator project thats useless until you get basic Glitter power gen project completed.)
So you might end up with decent POTENTIAL for research projects, but cant do anything until a certain one is obtained that unlocks some that you have.
Of course, the more you learn and use, the more at risk of even more deadly attacks your colony is.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: 123nick on July 18, 2016, 03:48:07 AM
is there a compatibility patch for the A14 version of this mod too work with the A14 version of EPOE? i thought mods that add organ replacements dont work well together ?
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on July 18, 2016, 06:09:59 AM
The link should be fixed now.

Quote from: 123nick on July 18, 2016, 03:48:07 AM
is there a compatibility patch for the A14 version of this mod too work with the A14 version of EPOE? i thought mods that add organ replacements dont work well together ?

There is a surgery free version of Glittertech that removes the advanced bionic limbs and organs. That should help with compatibility.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: 123nick on July 18, 2016, 06:29:03 AM
Quote from: Sam_ on July 18, 2016, 06:09:59 AM
The link should be fixed now.

Quote from: 123nick on July 18, 2016, 03:48:07 AM
is there a compatibility patch for the A14 version of this mod too work with the A14 version of EPOE? i thought mods that add organ replacements dont work well together ?

There is a surgery free version of Glittertech that removes the advanced bionic limbs and organs. That should help with compatibility.

thanks, and im considering using it, but in a perfect world i would like both. is there anything glittertech bionics has that EPOE doesent?
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Grynnreaper on July 18, 2016, 08:09:16 AM
is it possible your mod could override storyteller? i seem to be getting much larger raids than i should. And your tank was moo/grunting.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on July 18, 2016, 12:08:59 PM
The tanks share the same sound effects as the mechanoid centipede. They also bleed thanks to how mechanoids and other pawns work.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: mathwizi2005 on July 18, 2016, 05:42:25 PM
Have been having issues with the Dynamic Relaxation Chair(s) disappearing on completion, no model, no selection box.
That and debug log keeps bugging me every time a tank interacts with a joy structure (AND THEY KEEP DRINKING MY BEER!)

Using Surgery-free Version
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: hector212121 on July 18, 2016, 07:34:12 PM
Uhhhhh. I have Hospitality and I just had some MBTs "visit" my colony.

Because nothing says "Welcome to this particular Rimworld" like 20 tons of fucking steel barreling down trees to park in your front yard, right?

Edit: Oh my god, it gets better, they set a course STRAIGHT for the table to 'relax socially'.

"I say, Mr. Sherman, would you like a spot of tea?"
"Why, yes, Sir Panzer, thank you very kindly."
(http://i.imgur.com/tAyhTcW.jpg)

Edited edit:Wait a minute, I disabled hospitality!

....


....

Could I possibly...recruit a MBT... using hospitality...  :o
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: 123nick on July 18, 2016, 11:04:19 PM
Quote from: hector212121 on July 18, 2016, 07:34:12 PM
Uhhhhh. I have Hospitality and I just had some MBTs "visit" my colony.

Because nothing says "Welcome to this particular Rimworld" like 20 tons of fucking steel barreling down trees to park in your front yard, right?

Edit: Oh my god, it gets better, they set a course STRAIGHT for the table to 'relax socially'.

"I say, Mr. Sherman, would you like a spot of tea?"
"Why, yes, Sir Panzer, thank you very kindly."
(http://i.imgur.com/tAyhTcW.jpg)

Edited edit:Wait a minute, I disabled hospitality!

....


....

Could I possibly...recruit a MBT... using hospitality...  :o

if you do, please post about it, i would love too know.
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: hector212121 on July 18, 2016, 11:55:00 PM
False alarm, I'm afraid, I think I did in fact have Hospitality on. :P
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: 123nick on July 19, 2016, 03:33:01 AM
Hey, i think i found a bug. when the orion installation landed during a siege, they dont do anything. just wander about. they dont build sandbags or mortars, or charge the base, just sit around. it may be other mods though
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: Sam_ on July 19, 2016, 03:56:26 AM
These damn tanks...

The main issue is having a choice between something biological and a mechanoid. There's not easy way to make robots, as a mechanoid pawn will spawn with crashed ship parts. I thought they just bleed and act like a biological tank, but if they are drinking beer and relaxing socially....
Title: Re: [A14] Glitter Tech v1.45 - New Surgery free version
Post by: 123nick on July 19, 2016, 07:01:46 AM
Quote from: Sam_ on July 19, 2016, 03:56:26 AM
These damn tanks...

The main issue is having a choice between something biological and a mechanoid. There's not easy way to make robots, as a mechanoid pawn will spawn with crashed ship parts. I thought they just bleed and act like a biological tank, but if they are drinking beer and relaxing socially....

cant you give them traits too make them incapable of things like talking and drinking beer?
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: Fallatus on July 19, 2016, 08:01:12 AM
Quote from: 123nick on July 19, 2016, 07:01:46 AM
Quote from: Sam_ on July 19, 2016, 03:56:26 AM
These damn tanks...

The main issue is having a choice between something biological and a mechanoid. There's not easy way to make robots, as a mechanoid pawn will spawn with crashed ship parts. I thought they just bleed and act like a biological tank, but if they are drinking beer and relaxing socially....

cant you give them traits too make them incapable of things like talking and drinking beer?
Or maybe make them fully trained animals? Like trader's muffalos or some such?
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: hector212121 on July 19, 2016, 04:06:41 PM
How about this?

What if you replicate the mechanoid code--all of it--then make a new group?

I assume that the crashed ship part is supposed to pull from a mechanoid pool, so if you make a group that acts exactly like mechanoids but isn't in that pool...?
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: sodyaler on July 19, 2016, 04:59:54 PM
I can't seem to come across titanium or magnetic coils or anything to kickstart being able to produce any of these resources. I haven't even been attacked by soldiers or tanks yet to loot them. It's a tease having everything researched but not being able to build it. Also I haven't had any black market traders stop by either
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: hector212121 on July 19, 2016, 05:09:28 PM
Quote from: sodyaler on July 19, 2016, 04:59:54 PM
I can't seem to come across titanium or magnetic coils or anything to kickstart being able to produce any of these resources. I haven't even been attacked by soldiers or tanks yet to loot them. It's a tease having everything researched but not being able to build it. Also I haven't had any black market traders stop by either

That's probably mostly a issue with tradeship frequency if you ask me.


...

Hey, Sam! What if mechanoids had a chance to give you a coil or a computer component when you disassemble them? Alternately, psychic ships could give 5 of each, or a core could be disassembled into the same number?
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: Ascending696 on July 19, 2016, 09:29:36 PM
How are MBTs chosen for raids? because I'm on day 20 and have 2 of them knocking at my door with 5 colonists.

That's a wipe right....
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: kilakan on July 20, 2016, 08:18:06 AM
Not really, you can always hide from them until they get bored and leave.  Did that when i got a two tank raid with 3 colonists, all that happened was they stole my medicine.

Quote from: hector212121 on July 19, 2016, 05:09:28 PM
Quote from: sodyaler on July 19, 2016, 04:59:54 PM
I can't seem to come across titanium or magnetic coils or anything to kickstart being able to produce any of these resources. I haven't even been attacked by soldiers or tanks yet to loot them. It's a tease having everything researched but not being able to build it. Also I haven't had any black market traders stop by either

That's probably mostly a issue with tradeship frequency if you ask me.


...

Hey, Sam! What if mechanoids had a chance to give you a coil or a computer component when you disassemble them? Alternately, psychic ships could give 5 of each, or a core could be disassembled into the same number?
I don't seem to be getting traders that sell computer parts, titanium, magnetic coils ect at all.  I've also yet to find any titanium ore (and thought it didn't even exist!  Assumed you made it at a workbench i didn't have.)
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: Sam_ on July 21, 2016, 02:43:35 AM
Most of your suggestions are concepts I've tried. I've looked over the source code and it comes down to a few attributes accessed by functions like isMechanoid and isFlesh. Perhaps I can limit the socialisation, but that seems to be an issue with the thinktree, where I can't have something smart enough to raid if they had the thinktree from a tamed animal, plus I bet if they had that thinktree def then the manhunter pack incident could possibly spawn a herd of tanks...

The only way to avoid the current issues is to have the isMechanoid field return true, leading to the previous issue where the crashed ship part would iterate the pawns and select a few mechanoids, including the Orion tanks. Currently there's no easy way to duplicate the pawn behaviour without making my mod incompatible or dependant on other mods.
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: LegendZero88 on July 21, 2016, 08:16:42 AM
on steam there is v1.6.. are you uploading it also here?

thanks!
Title: Re: [A14] Glitter Tech v1.5 - New Surgery free version
Post by: Diana Winters on July 21, 2016, 03:36:00 PM
Did you remove the Re-Ambulation pod? I can't seem to find it anymore (A14)
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Sam_ on July 22, 2016, 02:43:47 AM
Updated to 1.6

Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Sam_ on July 22, 2016, 06:30:19 AM
The re-ambulation pod is fixed.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Probe1 on July 22, 2016, 09:24:56 AM
Dynamic relaxation chair seems borked to me.  Here is the error message when it is placed with god mode.

http://i.imgur.com/yVwX2Rr.png
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Mrshilka on July 23, 2016, 04:57:29 AM
Using the steam no Surgery A14 Glitterworld modpack, It seems all Glitter tech crafting gives no skill increases to crafting.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: noodles56 on July 23, 2016, 11:14:57 PM
Hey, first post on this forum! Just thought I'd mention the turbine at the end of this tech tree says it has to be on a steam vent, I noticed it just... can go anywhere BUT on a steam vent.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: hector212121 on July 23, 2016, 11:36:42 PM
Quote from: noodles56 on July 23, 2016, 11:14:57 PM
Hey, first post on this forum! Just thought I'd mention the turbine at the end of this tech tree says it has to be on a steam vent, I noticed it just... can go anywhere BUT on a steam vent.

It's a temporary fix because it wasn't working with the vent.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: xtjwan on July 24, 2016, 01:27:20 AM
Excuse me,Can you heip me?Because I can't download this mod of A14 by dropbox.Can anyone send this mod of A14 to my email?Thank you very much.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: CrystalNole on July 25, 2016, 01:58:05 AM
I have downloaded the latest Glittertech and verified that it is indeed the latest, but I cannot seem to get any titanium from traders as I get an error about a non stockable item, IE titanium, components, medicine, etc, and I do not know if it's Glittertech or another game, but since it's the only mod with items that cannot be stocked into the trader's inventory I believe it may be, has anyone else encountered this bug and if so, is there a way to fix it? I've moved Glittertech  up and down my load order but that doesn't seem to work, and I can't really progress without being able to buy titanium because of how little spawns. Thank you, Crystal.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: adimus12 on July 25, 2016, 04:07:16 PM
The Xenon ion turbine says in the description that it needs to be placed on a geyser but that is not the case, i checked the "Buildings_advancedPower.xml" and its missing the <placeWorkers>
      <li>PlaceWorker_OnSteamGeyser</li>
    </placeWorkers>
Also when i build the Dynamic Relaxation chair it disappears when it finishes construction.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: justinpatrick1011 on July 26, 2016, 05:24:13 AM
Hey there, owner. Do you have links for an Alpha 13 version of this mod? It could be version 1.45, or version 1.44?
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Lem Wright on July 26, 2016, 07:22:44 AM
Cross-posting from the Prepare Carefully thread.

No idea what the actual issue is, but there suddenly seems to be a conflict between this mod and Prepare Carefully.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: 123nick on July 26, 2016, 10:41:09 AM
ive found a bug, when orion corporation trys to siege, they wont build anything, and my log is getting spammed with a null reference exception:

(http://i.imgur.com/D3tehgT.png)

im using a lot of mods though:

<li>Core</li>
         <li>Community Core Library</li>
         <li>EdB Prepare Carefully</li>
         <li>Toxic Fallout Protection Suit</li>
         <li>Clutter Furniture Module</li>
         <li>Clutter Structures</li>
         <li>ESM - Mine Vein</li>
         <li>ESM - Mountain Temp</li>
         <li>ESM - Smooth Wall</li>
         <li>High Caliber</li>
         <li>Infused</li>
         <li>Izzyssentials Core</li>
         <li>Izzyssentials Furniture</li>
         <li>Izzyssentials Lights</li>
         <li>Izzyssentials Switch</li>
         <li>Area Rugs v1.04</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Misc. MapGenerator</li>
         <li>Misc. Incidents</li>
         <li>Misc. MAI</li>
         <li>Misc. Robots</li>
         <li>PowerSwitch</li>
         <li>Misc. Training</li>
         <li>Misc. Objects</li>
         <li>Misc. Patch - Prepare Carefully</li>
         <li>Hospitality</li>
         <li>Colony Manager</li>
         <li>Stonecutting Tweak v1.02</li>
         <li>Medical Tab</li>
         <li>Right Tool For The Job v1.15</li>
         <li>RTGs v1.15</li>
         <li>Follow Me!</li>
         <li>Work Tab</li>
         <li>Animals Tab</li>
         <li>Blueprints</li>
         <li>Area Unlocker</li>
         <li>Relations Tab</li>
         <li>One Big Family</li>
         <li>Animal Hide Working v2.10</li>
         <li>Capsule Power v1.02</li>
         <li>Medical Training v1.05</li>
         <li>Log Walls v1.26</li>
         <li>Fluffy Breakdowns</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
         <li>P-Music</li>
         <li>Tilled Soil</li>
         <li>More Trade Ships</li>
         <li>Fences v1.01</li>
         <li>Furnace</li>
         <li>Double Population</li>
         <li>Miniaturisation</li>
         <li>[T] ExpandedCloth</li>
         <li>[T] MoreBedsCloth</li>
         <li>[T] MoreFloors</li>
         <li>[T] ExpandedCrops</li>
         <li>Glitter Tech (No Surgery)</li>
         <li>ED-Embrasures</li>
         <li>ED-ReinforcedStuff</li>
         <li>ED-ClosableVent</li>
         <li>ED-PoweredVent</li>
         <li>ED-SubspaceTransponder</li>
         <li>ED-AutoLoader</li>
         <li>ED-Moat</li>
         <li>Auto Seller</li>
         <li>LT-DoorMat</li>
         <li>LT-A Dog Said...</li>
         <li>Roof Support</li>
         <li>RedistHeat</li>
         <li>Foam grenades</li>
         <li>Mind Altering Device</li>
         <li>PowerArmourMKII</li>
         <li>MedievalShields</li>
         <li>ArmourRepair</li>
         <li>Allow Tool</li>
         <li>Recycle</li>
         <li>Remote Explosives</li>
         <li>Rimsenal - Federation TEST a14</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Feral TEST</li>
         <li>Rimsenal - Security</li>
         <li>Talons</li>
         <li>Apparello 2</li>
         <li>Expanded Traits</li>
         <li>Mechanite Augmentation</li>
         <li>More Vanilla Turrets</li>
         <li>Numbers</li>
         <li>CorePanda</li>
         <li>Cupro's Drinks</li>
         <li>Additional Joy Objects</li>
         <li>Dwarven Crafts</li>
         <li>Extra Floors</li>
         <li>Ancient Amulets</li>
         <li>Cupro's Alloys</li>
         <li>Expanded Power</li>
         <li>Zen Garden</li>
         <li>RimPharma</li>
         <li>Powerless!</li>
         <li>Quarry</li>

edit: i also got a error when clicking on ofe of the artillery buildings they had set too be built: its a barrage cannon, from another mod, and clicking on it made a error in the debug log:

(http://i.imgur.com/hAK68gI.png)
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: The Master on July 27, 2016, 03:00:05 PM
Sorry for the stupid question, but how do I make ethanol? I've got over ten thousand corn, but I don't know what production table to use to make ethanol with it.

While I'd still like an answer, I've given up on waiting for it and just spawned a ton of it.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Sam_ on July 29, 2016, 02:59:14 AM
Quote from: adimus12 on July 25, 2016, 04:07:16 PM
The Xenon ion turbine says in the description that it needs to be placed on a geyser but that is not the case, i checked the "Buildings_advancedPower.xml" and its missing the <placeWorkers>
      <li>PlaceWorker_OnSteamGeyser</li>
    </placeWorkers>
Also when i build the Dynamic Relaxation chair it disappears when it finishes construction.

That chair seems to be buggy, especially if you are using a mod with CCL. The steam geyser placeworker is currently hardcoded since about Alpha 12 and the placeworker doesn't work. Just ignore the description.

Quote from: 123nick on July 26, 2016, 10:41:09 AM
ive found a bug, when orion corporation trys to siege, they wont build anything, and my log is getting spammed with a null reference exception:

im using a lot of mods though:


Using such a large number of mods will always be unstable until a large effort for compatibility is made. Such an effort probably wont happen until the game is out of alpha. It seems to me that a mod is adding a new version of artillery, and when the siege incident is instantiated with a mod faction there's no compatibility. There's not much I can do, aside from suggesting you choose one mod or the other.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Bobylein on July 31, 2016, 01:08:29 PM
So far I am the first year into my playthrough with Glitter tech and I really like most things I see.

Some problems though, that already exist within the vanilla game, are things like:

I have researched everything from Glittertech now but haven't been able to build one single item myself, I have found absolutely no titanium or other modresource, only to buy for ridiclious prices.
Which makes the research speed feel waaaaaaay out of bounds.
How can I have researched everything without testing any theory in practice? This just seems wrong to me.


Another "problem" is that it makes the rest of the game obsolete, the first trader from a nother village which came across had two different glitter tech weapons on hands, I grabbed a awful ABP-1 for just 900 silver, it still had better accuracy than any vanilla weapon and the guy who carries it so far single handely stopped every single raid (except one tribe raid, too many guys...) on my colony with his awesome shooting skill of 8.
Nearly every shot hits over half of the map and the bad guys flee before they even come into range of my snipers, it one shots humans and often even mechanoids, which make any vanilla raid simply boring. There is nothing of the hardcore feeling you mentioned in the introduction post.

So far I have seen the orion guys one time in action and I really fear that if they ever attack me, that they'll simply roflstomp me (it was a single guy killing 20+ manhunter muffalos ALONE with just two or three scratches)
But until that time there is not much to do except digging the whole map in the hope of finding some titanium.


Other than that, I really look forward what the mod will bring once the game begins, thanks for all the toys you added (I really adore that mooing tank :P ) and I will write again when I was able to get more experience with it.

PS: I play on  cassandra rough.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: 123nick on July 31, 2016, 01:56:55 PM
Quote from: Bobylein on July 31, 2016, 01:08:29 PM
So far I am the first year into my playthrough with Glitter tech and I really like most things I see.

Some problems though, that already exist within the vanilla game, are things like:

I have researched everything from Glittertech now but haven't been able to build one single item myself, I have found absolutely no titanium or other modresource, only to buy for ridiclious prices.
Which makes the research speed feel waaaaaaay out of bounds.
How can I have researched everything without testing any theory in practice? This just seems wrong to me.


Another "problem" is that it makes the rest of the game obsolete, the first trader from a nother village which came across had two different glitter tech weapons on hands, I grabbed a awful ABP-1 for just 900 silver, it still had better accuracy than any vanilla weapon and the guy who carries it so far single handely stopped every single raid (except one tribe raid, too many guys...) on my colony with his awesome shooting skill of 8.
Nearly every shot hits over half of the map and the bad guys flee before they even come into range of my snipers, it one shots humans and often even mechanoids, which make any vanilla raid simply boring. There is nothing of the hardcore feeling you mentioned in the introduction post.

So far I have seen the orion guys one time in action and I really fear that if they ever attack me, that they'll simply roflstomp me (it was a single guy killing 20+ manhunter muffalos ALONE with just two or three scratches)
But until that time there is not much to do except digging the whole map in the hope of finding some titanium.


Other than that, I really look forward what the mod will bring once the game begins, thanks for all the toys you added (I really adore that mooing tank :P ) and I will write again when I was able to get more experience with it.

PS: I play on  cassandra rough.

the orion guys mightve been able too take you on, even with APB rifles, also, there is a comandos faction added by this mod?  they ALL have APB weaponry, so they could probably outmatch you. about the titanium, im not sure if its just me being lucky, but i found a titanium vein only just south of my base, so maybe it just doesent spawn in your location? i think sometimes, certain resources wont spawn, like you wont get plasteel or uranium spawning, so you can only get it via traders, but i may be wrong. also, there is cargo  pods, maybe they will have titanium?
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Sam_ on August 01, 2016, 07:40:56 AM
Updated to 1.65
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: lemote on August 01, 2016, 10:41:29 PM
Hey! This mod is really cool, but I've run into a problem. I'm fairly new to Rimworld, so this is probably just be my inner noob kicking in. Anyhow, I've been unable to do surgery on my colonists. Whenever I put up the bill for my colonist to have his leg replaced with an advanced bionic leg that I have for use, he simply sleeps in the bed waiting for the colony doctor to do the job, but the doctor never does. I have already made sure I have someone playing doctor, along with the fact that I am using a steel hospital bed. I also have medicine, so I'm not sure what seems to be causing the problem here.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Cainen on August 01, 2016, 10:46:32 PM
Looks like the update broke creating bills to install cybernetics/bionics that were added by GT.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: lemote on August 01, 2016, 10:50:45 PM
Quote from: Cainen on August 01, 2016, 10:46:32 PM
Looks like the update broke creating bills to install cybernetics/bionics that were added by GT.

Oh. Has this happened to you, or are you just inferring based off of my experiences?
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Cainen on August 01, 2016, 11:03:12 PM
Happened to me.  I thought it was a compatibility issue with other mods at first but that wasn't the case - I generated a new world with only GT and Prepare Carefully enabled so I could have the cybernetics off of the bat and it still wouldn't let me add bills for them.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: lemote on August 01, 2016, 11:05:13 PM
Damn, that sucks. Well, hopefully this is being addressed in the next update..
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: kokuto on August 02, 2016, 01:57:54 AM
Are the Glitter Tech cybernetics any different from those from Expanded Prosthetics and Organ Engineering?
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Sam_ on August 02, 2016, 04:51:42 AM
Fixed.

The updated has reverted to an old method that requires linking directly to the human RaceDef. There will be a few incompatibilities with surgery mods until it's fixed or another solution is found.

However my mod should work with other surgery mods henceforth. Let me know if it does not.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: potter3390 on August 03, 2016, 07:24:35 AM
Wonderfull mod, one thing to update, is the use of power, the new benches only consume power when use. Are your benchs are very power hungry.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Sam_ on August 04, 2016, 04:13:45 PM
Quote from: potter3390 on August 03, 2016, 07:24:35 AM
Wonderfull mod, one thing to update, is the use of power, the new benches only consume power when use. Are your benchs are very power hungry.

That is why my mod adds better power generation.
Title: Rebalance stat bonuses
Post by: fuso on August 06, 2016, 09:54:34 AM
Hi,
I think this is a fantastic mod that adds plenty of late-game content. However, it is presently too easy to get too powerful bonuses via this mod.

Most notably, I recently played a highly-nerfed low-tech game where one struggled even with iron and wood; but as soon as I got hands on this mod's equipment and augmentations, one was rolling in resources. The most outstanding of these are the speed-skin suits - which for a measly 3600 silver provides 5x speed. This makes no sense - especially as a 4x speed increase is far better than gaining 4 new pawns; as you'll use the equip on the most crucial, highly skilled, pawns; do not have to accommodate living, food, defense space etc. Frankly, if the bonus had been a mere 50% and not 400%, I would still have gotten it for every pawn. Similarly, if the cost had been ten times as great, it would be one of the highest priorities. I had similar experiences with other items and augmentations, such as the cybernetics and fibre skin suit, but if any one item is far overpowered and game-breaking, it's the nano speed skins. Unfortunately, in that game, because it instantly turned to easy street, I had to nerf the speed skin to a 50% bonus, and I still see it as the most sought-after trading item.

What are others' impressions of the bonuses added by this mod? Perhaps I have missed something.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Lem Wright on August 06, 2016, 07:34:23 PM
Would a version of this that doesn't add weapons be possible, or a compatibility patch for Combat Realism?
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: 123nick on August 07, 2016, 01:50:05 PM
i think the OC rifle is a bit OP, it can deal tons of damage in a single burst with amazing accuracy, and it can fire bursts very quickly. i think if u doubled the time between bursts, it might be more balanced.
Title: Re: [A14] Glitter Tech v1.65
Post by: solidspoon on August 07, 2016, 06:13:01 PM
love the mod, thought i would just give some feedback.

My first few encounters with commandos ripped me a new A**H**E, took me a while to get a grip on proper tactics and the ability to take down without taking mega brain damage from the mirror universe where stormtroopers hit their targets...

once the first encounter has been dealt with. you now wield the power of greyskull destroying any neanderthal that wonders into your neighborhood.

this does make it a slight bit boring until the next encounter with.... them.

which brings me to a thought, i am not very tech savvy with code and that but is there a way to make weapons scale able or make them locked so they can not be used until a certain weapon level is reached or researched, the same for armor?
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: ians1983 on August 08, 2016, 08:02:47 AM
Love the mod, just managed to get all of the mats for my matter fabricator and then it bugs out and wont build even though all of the mats are in place it says needs materials. any advise? thanks
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: akkristor on August 08, 2016, 01:01:13 PM
Quote from: ians1983 on August 08, 2016, 08:02:47 AM
Love the mod, just managed to get all of the mats for my matter fabricator and then it bugs out and wont build even though all of the mats are in place it says needs materials. any advise? thanks

EDIT:  Sorry, i mis-read your post.  I thought you were talking about the bugged recipe, not building the fabricator itself.  Not sure about that.


The filter on the fabricator is wrong  (For the produce plasteel recipe).

It's filtered to only allow Plasteel as a component, when it needs Titanium and Silicon instead.
In the Defs\RecipeDefs folder, edit Recipes_AdvancedProduction.xml
find the group for Produce Plasteel (should be about 127 lines down).

change
<fixedIngredientFilter>
  <thingDefs>
<li>Plasteel</li>
  </thingDefs>
</fixedIngredientFilter>


to
<fixedIngredientFilter>
  <thingDefs>
<li>Titanium</li>
  <li>Silicon</li>
  </thingDefs>
</fixedIngredientFilter>
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: MMAciek on August 10, 2016, 06:51:40 AM
Polish version is here! -> https://ludeon.com/forums/index.php?topic=23250.0
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: mikeytheking06 on August 17, 2016, 09:20:11 PM
would love to see a Combat Realism patch for the guns in the mod.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Ser Kitteh on August 20, 2016, 12:30:53 PM
I must be missing something here because I only have the most basic of things that I'm able to craft. How do I build most of this stuff? Where do I get the more rare metals?
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: GenericUsername on August 21, 2016, 07:43:46 AM
Is it just me or Orion Corp raids are insanely unbalanced?

At a point when the usual pirate raid was 5/6 poorly equipped dudes with molotovs and clubs Orion corp sent 2 tanks and 30+ infantry in heavy armour with autocannons and automatic long range rocket launchers...

EDIT: This is impossible. 
The tanks shrug off everything I have, the infantry has a 180% movement speed bonus, their autocannons one shot my colonists while they can just eat multiple full salvos from survival rifles and a couple charge rifles with minimal damage.
Their guns are so powerful that one or two bursts destroy any cover I hide behind alongside my colonists.

EDIT 2:Screw this.
I've tried so many times, even if I manage to kill most of them, once the tanks reach my troops I just lose because they barely get scratched by my strongest guns.
I'll just cheat and delete them.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Althalen on August 21, 2016, 02:03:05 PM
Hi.
I have problem with the research part.
I want to research a "Research Locker" but it requires a "Research Locker" as prerequisite.
How can I solve this?

Screenshot: http://i.imgur.com/EK1SugB.png
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Sam_ on August 21, 2016, 02:07:23 PM
This has been a point discussed often, so perhaps I should put a notice somewhere, Orion Corp are extremely powerful, yet not over powered because that implies it was not by design.

You tried to fight a late game faction instead of using your silver to make them neutral, or if they raided you before you had a comms console; you fought a well equipped modern army with a bolt action rifle and machine guns from three thousand years ago. This is intentional to encourage different tactics. What could you do to avoid getting annihilated next time?

You can lay traps, use a kill box, use other mods to assist or perhaps just hide in a distant cave while they burn your colony down, even if you have to sacrifice Joe, your cook with dementia and a bad back. This is intended to be a difficult experience. Another option I may suggest is reducing the game difficulty to basebuilder if the above solutions are not acceptable.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Sam_ on August 21, 2016, 02:09:36 PM
That research seems to be part of CCL or a mod using CCL and not a part of Glitter Tech.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: Althalen on August 21, 2016, 03:00:01 PM
Quote from: Sam_ on August 21, 2016, 02:09:36 PM
That research seems to be part of CCL or a mod using CCL and not a part of Glitter Tech.

Ah damn. Thank you. Sorry.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: matty491 on August 22, 2016, 05:23:00 AM
Quote from: Sam_ on August 21, 2016, 02:07:23 PM
This has been a point discussed often, so perhaps I should put a notice somewhere, Orion Corp are extremely powerful, yet not over powered because that implies it was not by design.

You tried to fight a late game faction instead of using your silver to make them neutral, or if they raided you before you had a comms console; you fought a well equipped modern army with a bolt action rifle and machine guns from three thousand years ago. This is intentional to encourage different tactics. What could you do to avoid getting annihilated next time?

You can lay traps, use a kill box, use other mods to assist or perhaps just hide in a distant cave while they burn your colony down, even if you have to sacrifice Joe, your cook with dementia and a bad back. This is intended to be a difficult experience. Another option I may suggest is reducing the game difficulty to basebuilder if the above solutions are not acceptable.

I'm sorry but if this is intended then I'm gonna have to uninstall your mod. With Orion corp being OP along with random people carrying APB-1 pistols and rifles being able to lay waste to a colony with a shooting skill of 2 then it's game over. I love everything else this mod brings but those weapons and that faction just don't add anything. They take away. Being a lone colonist, I ain't letting them burn my entire colony down after I put so much metal and work into it. It's such a shame their isn't an option to just disable or take out certain features of the mod but oh well.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: GenericUsername on August 22, 2016, 06:04:39 AM
Quote from: matty491 on August 22, 2016, 05:23:00 AM
I'm sorry but if this is intended then I'm gonna have to uninstall your mod. With Orion corp being OP along with random people carrying APB-1 pistols and rifles being able to lay waste to a colony with a shooting skill of 2 then it's game over. I love everything else this mod brings but those weapons and that faction just don't add anything. They take away. Being a lone colonist, I ain't letting them burn my entire colony down after I put so much metal and work into it. It's such a shame their isn't an option to just disable or take out certain features of the mod but oh well.

Let me quote the first post:
QuoteBut, on the other hand you have new threats, as using advanced and exclusive technology off the black market attracts the attentions of commando squads sent out by Glitter world corporations, who are only interested in protecting their assets.
Orion Corp are supposed to come after you once you start dabbling in Glitterworld level tech, either by buying it off ships (haven't seen this in A14 but that's due to how incredibly rare trade ships are now, I usually only get 1 or 2 a year, if that) or by research.
If that was how it actually worked, then I would have no complaints.

It would make sense and it could act as a life extender for the late game, with Orion Corp acting as the "boss" of the game and to some extent you'd be able to prepare and choose when to anger them.
But no, instead they decide to send tanks and ultra heavy infantry against a tribe that has barely learned how to build a cooler.

I just keep devmode activated (speed 4 is nice anyways) and delete Orion soldiers when they come.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: sujio on August 22, 2016, 04:19:08 PM
Quote from: The Master on July 27, 2016, 03:00:05 PM
Sorry for the stupid question, but how do I make ethanol? I've got over ten thousand corn, but I don't know what production table to use to make ethanol with it.

While I'd still like an answer, I've given up on waiting for it and just spawned a ton of it.

Hi i have the same question, anyone know where I actually make the ethanol? I'm pretty sure I've checked all the stations unless I am missing something...
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: Elysium on August 22, 2016, 05:49:43 PM
Quote from: sujio on August 22, 2016, 04:19:08 PM
Quote from: The Master on July 27, 2016, 03:00:05 PM
Sorry for the stupid question, but how do I make ethanol? I've got over ten thousand corn, but I don't know what production table to use to make ethanol with it.

While I'd still like an answer, I've given up on waiting for it and just spawned a ton of it.

Hi i have the same question, anyone know where I actually make the ethanol? I'm pretty sure I've checked all the stations unless I am missing something...

I really wish mods of this magnitude had some kind of simplistic guide.  My colony is 3 years old, I've researched everything available and I still have not been able to touch a single thing with glittertech.  The only influence this mod has had on my game is when my tribe got raided for the very first time and I had to sacrifice a pawn otherwise I would of been completely slaughtered by orion corp.  Have not seen them since and honestly I'm starting to get a little bored with everything.  No traders available to sell me titanium to make workbenches, no titanium ore on the map, I'm completely stunted 3 years in with no way to advance.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: plague006 on August 22, 2016, 07:50:02 PM
To those asking about ethanol: I had a look into the mod's files and ProduceEthanol is a bill in Electrolyzer. Also the recipe uses berries not corn. It costs 40 berries to get 5 ethanol.

I only dabbled in this mod and removed it after having multiple runs ended by Orion Corp raids. My shortbows and clubs were no match.
Title: Re: [A14] Glitter Tech v1.65 - New Surgery free version
Post by: drakemasta on August 22, 2016, 09:07:19 PM
first off awesome mod been playing with it for a while now.
but....... it could use some improvements like everything in this world lol.

animal prosthetics.

epoe style advanced organ harvesting and repairs or synthetics. (or maybe a compatability patch so your mods dont fight lol)

boosted bionics - after applying so many bionics to a person the line between man and machine gets faded and gives raise to a new form of life.

bio-mechanics - a even higher version of bionics that truly blurs the difference between organic and machine containing self repair aspects letting a person self-heal almost instantly and increase their production ratios even more. maybe have these people have a visual change on their actual pawn (or with alpha 14's pawn images)
Title: Re: [A15] Glitter Tech v1.65 - New Surgery free version
Post by: Sam_ on August 29, 2016, 05:54:32 AM
Updated to Alpha 15
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Raccoon on August 29, 2016, 08:33:27 AM
Can we get a Patch for CR (A14) and later on (A15) (Maybe even on Steam Workshop?)
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Rihlsul on August 30, 2016, 04:22:16 AM
1 suggestion, 1 request.

Suggestion:  Modify the topic name, since this thread looks like it's only for Glitter Tech, but Tilled Soil is in here.

Request: Is there any possibility you can add a14 versions to the github?   Waiting on CCL to update, and I lost my copy of a14 Tilled Coil due to oh so helpful Steam Workshop.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: alpha_omega on August 30, 2016, 01:26:16 PM
I would love a link to the A14 versions of your mods as well!  Had a lovely colony going when Steam updated to A15, and now I'm trying to collect all the mods I had for A14...

Thanks for your wonderful work!   :D
Title: Re: [A15][MODLIST] Glitter Tech
Post by: SpaceDorf on August 30, 2016, 01:30:07 PM
Post to watch :)
Title: Re: [A15][MODLIST] Glitter Tech
Post by: ghostangel on August 31, 2016, 02:45:33 AM
Hello Friend! Can you add to your gorgeous fashion droids! As a separate faction, and the opportunity to build their own! I think it would be interesting if it was possible to build robots from bionics to a separate table is honor! My English is poorHello Friend! Can you add to your gorgeous fashion droids! As a separate faction, and the opportunity to build their own! I think it would be interesting if it was possible to build robots from bionics to a separate table is honor! My English is poor
Title: Re: [A15][MODLIST] Glitter Tech
Post by: gillsminnow on August 31, 2016, 09:48:44 AM
Hey! Loving the mod so far, are the tanks supposed to relax socially though? :D

(https://i.gyazo.com/19677766aa5a4a420ad6e0e2da1e3e9d.jpg)
Title: Re: [A15][MODLIST] Glitter Tech
Post by: pyrlix on August 31, 2016, 10:57:36 AM
Quote from: Rihlsul on August 30, 2016, 04:22:16 AM

Request: Is there any possibility you can add a14 versions to the github?   Waiting on CCL to update, and I lost my copy of a14 Tilled Coil due to oh so helpful Steam Workshop.

I agree on that request... steam workshop is a PITA if you reverse the games version...
Title: Re: [A15][MODLIST] Glitter Tech
Post by: motionsickness on August 31, 2016, 01:24:50 PM
On the Github page for Tilled soil there's only the A15 release.  Is is possible for you to upload the A14 version? I'm not updating for now and I would like to add this mod to my colony.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: subarctic_guy on August 31, 2016, 05:38:04 PM
Can you make the A14 version of Furnace available please?

Or does anyone still have a copy knocking around?

It's the only thing left  keeping me from loading my A14 save file..... :-\
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Sam_ on September 02, 2016, 04:26:10 AM
Quote from: Rihlsul on August 30, 2016, 04:22:16 AM
1 suggestion, 1 request.

Suggestion:  Modify the topic name, since this thread looks like it's only for Glitter Tech, but Tilled Soil is in here.

Request: Is there any possibility you can add a14 versions to the github?   Waiting on CCL to update, and I lost my copy of a14 Tilled Coil due to oh so helpful Steam Workshop.

My intention is to merge my all of my mods into a modular glitter tech pack, which will give people more options with content and make my job updating and adding content easier.

The current Alpha 15 version is backwards compatible with Alpha 14, all I have changed is the version number, so ignore the red text and it shouldn't cause any issues. Let me know if it does.
Title: Re: [A14] Glitter Tech v1.6 - New Surgery free version
Post by: subarctic_guy on September 05, 2016, 01:09:02 PM
Quote from: Elysium on August 22, 2016, 05:49:43 PM
I really wish mods of this magnitude had some kind of simplistic guide.

It would be cool if the rimworld wiki would allow pages for mod content. Maybe with a banner at the top of the page that makes it clear that the content is not vanilla. It could then become standard practice to post your mod's documentation there.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: StyleDragonLP on September 09, 2016, 01:51:22 AM
is it possible to donwload the A14 version somewhere?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: drakemasta on September 09, 2016, 05:09:33 PM
could you add some epoe stuff to the mod? or a compatability patch.

when i use epoe and glitter i cant do the rib implants or take advantage of epoes limb harvesting (depending on wich i have first in load order)
Title: Re: [A15][MODLIST] Glitter Tech
Post by: AcneZebra on September 11, 2016, 11:00:25 PM
Is there any way to  modify a config file to change the recipes for items at all? I'm in the late game on a flat map trying to source silicon and I'm finding that 25 stone blocks per single silicon is a little slow given the amount you need for computer components. Is there a value I can change somewhere to lower the number of items a recipe needs?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Deimos Rast on September 12, 2016, 03:32:37 AM
Quote from: AcneZebra on September 11, 2016, 11:00:25 PM
Is there any way to  modify a config file to change the recipes for items at all? I'm in the late game on a flat map trying to source silicon and I'm finding that 25 stone blocks per single silicon is a little slow given the amount you need for computer components. Is there a value I can change somewhere to lower the number of items a recipe needs?

Check in this file found here. Open in Notepad.
GlitterTech/Defs/RecipeDefs/Recipes_AdvancedProduction.xml

I highlighted the line below. Mine says 35 for whatever reason, your's will probably say 25. Change to taste. Alternatively, you could change how many Silicon it gives you, further down under <products>. Or both!
Might want to create a copy of the file before you edit it though, in the off chance your cat jumps on the keyboard while you're editing or something.  ;D

 
<!-- ========================= Electrolyzer ==========================-->
  <RecipeDef>
    <defName>ProduceSilicon</defName>
    <label>produce silicon from stone</label>
    <description>Produce silicon from stone</description>
    <jobString>Producing Silicon from stone</jobString>
    <workAmount>1200</workAmount>
    <workSpeedStat>SmeltingSpeed</workSpeedStat>
    <effectWorking>Smelt</effectWorking>
    <soundWorking>Recipe_Smelt</soundWorking>
    <ingredients>
      <li>
        <filter>
          <categories>
            <li>StoneBlocks</li>
          </categories>
        </filter>
        <count>35</count> <------------------------------------------------------------------
      </li>
    </ingredients>
    <products>
      <Silicon>1</Silicon>
    </products>
    <fixedIngredientFilter>
      <categories>
        <li>StoneBlocks</li>
      </categories>
    </fixedIngredientFilter>
    <workSkill>Crafting</workSkill>
  </RecipeDef>
Title: Re: [A15][MODLIST] Glitter Tech
Post by: AcneZebra on September 12, 2016, 12:35:09 PM
Thanks! Is that file path only for non-steam workshop versions? Running into problems finding the file in steamapps, might just need to manage glittertechs install manually.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Deimos Rast on September 12, 2016, 01:37:18 PM
Yeah, that's for manual, but Steam isn't too different, just getting there is a little more convoluted.

Edit: I'm on Linux, so my file path is going to be a bit different:
/home/user/.steam/steam/steamapps/workshop/content/294100/725576127
Your's will probably be (a wild guess)
Users/YourNameHere/Steam/SteamApps/Workshop/Content/294100/725576127

I'll edit this in a second when I'm at the proper computer (at breakfast atm ;D), but get to your Steam folder, go to Workshop > Content > 294100 > 725576127 which is the GlitterTech folder, then the path should be the same from there. If you can't find it, do a search of your computer for an About.xml file that contains the word "Glitter" and you should get you within the mod directory (you'll be in GlitterTech/About/About.xml and you want GlitterTech/Defs/RecipeDefs/whatever I said to go in yesterday.xml)
Savy?
;)

===========================
Also, to people saying this mod should have documentation: CCL Help menu is your friend. Unfortunately of course it's not available for A15 yet, but in A14 it provides all the documentation you could want (recipes, how to build things, etc).
Title: Re: [A15][MODLIST] Glitter Tech
Post by: squirrel gnut on September 12, 2016, 01:48:52 PM
 Day 300....Still no Silicone, Neutroamine, or Ethanol. How do I find/create these.....
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Deimos Rast on September 12, 2016, 03:40:11 PM
Quote from: squirrel gnut on September 12, 2016, 01:48:52 PM
Day 300....Still no Silicone, Neutroamine, or Ethanol. How do I find/create these.....
Silcon (Electrolyzer)
Requires stone blocks (25-35 or so)

Ethanol (Electrolyzer)
Requires raw berries (40)

Neutroamine...bad news friend. That's a stock resource, with no recipe. I was going to suggest an alternative mod that has a precursor for it, but I don't think it's been fully added yet.

The ethanol recipe could/should probably be expanded to include Corn, something at least renewable, although that crop is for many reasons not ideal (slow growing and delicious). I wouldn't be opposed to writing such a recipe, provided someone can come up with a number for a Corn to Ethanol ratio that sounds reasonable (I'm talking from a gameplay perspective, not real world - we future tech now ;D). Don't want to imbalance things.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: QuantumX on September 14, 2016, 12:55:48 PM
For the ethanol recipe, you can just grow "Strawberries" in your grow spots these become berries when harvested...
Title: Re: [A15][MODLIST] Glitter Tech
Post by: QuantumX on September 14, 2016, 01:01:21 PM
One question i have about the Glittertech mod, is can you make the weapons and nano suites etc? or are they only available from traders.

Atm i cannot seem to find a way to make the items?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: whatnow96 on September 14, 2016, 02:58:22 PM
I really think once you reach the upper tier of Glitter Tech research you should be able to craft the nano-suits and the weapons. Have the mod makers thought about including them? I feel this would really add a ton more depth to Glitter Tech
Title: Re: [A15][MODLIST] Glitter Tech
Post by: theubie on September 14, 2016, 06:30:45 PM
Also, if you "Create Titanium from Plasteel", you get a byproduct of silicon...like a LOT of it.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: SovereignX on September 15, 2016, 02:32:18 AM
Hi! Looks good but  alittle bit game braker i think. At least when you crash landed barely 10 days and 3 orion soldiers show up a raid and kill all of your colonist with high tech Oc rifles...
Title: Re: [A15][MODLIST] Glitter Tech
Post by: SovereignX on September 15, 2016, 02:45:41 AM
Uninstalled the mod. My save won't load. Can i fix it somehow?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: QuantumX on September 15, 2016, 02:34:18 PM
I looked into the mod files and saw i could not make weapons, which is fair enough it is as you intended... So thanks to this mod i have now create a personal Glittertech Advanced Weapons Mod with a new bench to make the very cool Glittertech weapons.. So thanks for a great mod and getting me off my ass to do some basic modding of my own :)

Going to look at adding to make the Glittertech apparel now, love this mod great to play and great mod to learn some modding from, I have learned much in one afternoon looking at how you have done things.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: EldVarg on September 21, 2016, 06:38:21 PM
Nice mod but:
As said before, the "speed skin suit" are way too OP! +400% work speed is no fun at all. Even a +25% would be too much.

Edit: Modified it locally to to +20% move and work speed. Also changed the Fibre Skin Suit to +12% move/work speed from +60%. If you want to change yourself:


Defs\ThingDefs\Apparel_NanoSuitArmour.xml:

<defName>Apparel_NanoSpeed</defName>
<equippedStatOffsets>
<MoveSpeed>0.2</MoveSpeed>
<WorkSpeedGlobal>0.2</WorkSpeedGlobal>
</equippedStatOffsets>

<defName>Apparel_NanoSkin</defName>
<equippedStatOffsets>
<MoveSpeed>0.12</MoveSpeed>
<WorkSpeedGlobal>0.12</WorkSpeedGlobal>
</equippedStatOffsets>
Title: Re: [A15][MODLIST] Glitter Tech
Post by: skullywag on October 04, 2016, 08:48:06 AM
Looking at a bug for someone and spotted that this mod has defined that a lot of the buildings have a "buildingBase" where the thingclass would be set usually for any buildings that havent got a specific thingclass, you dont seem to have added the abstract "buildingBase" to this mod, this is incorrect and can cause errors. Im guessing you believe you can simply use the one in Core, this is not the case and needs to be rectified. See:

https://ludeon.com/forums/index.php?topic=19499.0
Title: Re: [A15][MODLIST] Glitter Tech
Post by: cjayr369 | KagoMakoto on October 06, 2016, 02:34:21 AM
does this also work on 1284?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Jdalt40 on October 06, 2016, 03:38:12 AM
Yes, this mod works on all versions of Alpha 15
Title: Re: [A15][MODLIST] Glitter Tech
Post by: nefarian11 on October 09, 2016, 10:04:38 AM
Hello, i have downloaded the mod and played with it for about 60-70hrs now and i'd like to leave some feedback here :)

Everything in the mod feels good and is funny to use (and also worth the prices) but there are some items that are waaaaaaay to overpowered and make the game extremely easy (even in the highest difficulties) the biggest issues are the Orion Corp Rifle, APB-1 rifle, APB-1 Pistol and the Speed Skin Suit.

Orion Corp Rifle: that weapon is the most overpowered thing i have ever seen in the hands of my colonists
it's insane accuracy, low cooldown, long range combined with it's burst shot count (12) make it the strongest weapon in the game by far. A single colonist with a skill of 10+ can annhilate ENTIRE raids by himself with just a little bit of cover, the only ones that can survive more than 2/3 bursts are the Commandos with their Nano Suit.

APB-1 Rifle and Pistol: The pistol itself isn't that OP, but when there are 3/4 of them in the hands of your colonists (or Comnmandos) with low shooting skill with these pistol they become really dangerous. The low cooldown, high range (30) and their ability to ignite targets make Charge Rifles look like trash. The rifle is even more powerful, being basically an upgraded version of the pistol, forcing you to make trap hallways and bait the Commandos into them. That's the only way i've found to win against them. there's absolutely no way to win against them without baiting. Not even with the Orion Corp rifles in the hands of skilled colonists i've been able to even stand against them in open ground with covers. the ignite effect is really too strong.

Speed Skin Suit: 400% work speed, nuff said. these aren't that OP because you can simply chose not to use them and use the weaker version instead. (Fibre Skin Suit).

I understand that these weapons must be really strong and useful (after all they are from Glitterworlds) but these 4 items really have to be nerfed (in my opinion) in order to make the game more balanced and fun. nerfing the shot count of the Orion Rifle and removing the ignite effect from the APB-1 weapons but mantaining the burn dmg (don't even know if it's possible to have burn dmg without the ignite part) would make this mod a lot more fun and interesting.

Overall, i'll keep using this mod in most of my future colonies.

Edit: Forgot to add, i've NEVER been raided by Commandos. ever. (except when i want to cheese the game and i accept to help rescue the fleeing guy, baiting them in trap hallways to get their weapons and become an unstoppable army in day 5/6
Title: Re: [A15][MODLIST] Glitter Tech
Post by: jmababa on October 09, 2016, 05:02:30 PM
Quote from: nefarian11 on October 09, 2016, 10:04:38 AM
Hello, i have downloaded the mod and played with it for about 60-70hrs now and i'd like to leave some feedback here :)

Everything in the mod feels good and is funny to use (and also worth the prices) but there are some items that are waaaaaaay to overpowered and make the game extremely easy (even in the highest difficulties) the biggest issues are the Orion Corp Rifle, APB-1 rifle, APB-1 Pistol and the Speed Skin Suit.

Orion Corp Rifle: that weapon is the most overpowered thing i have ever seen in the hands of my colonists
it's insane accuracy, low cooldown, long range combined with it's burst shot count (12) make it the strongest weapon in the game by far. A single colonist with a skill of 10+ can annhilate ENTIRE raids by himself with just a little bit of cover, the only ones that can survive more than 2/3 bursts are the Commandos with their Nano Suit.

APB-1 Rifle and Pistol: The pistol itself isn't that OP, but when there are 3/4 of them in the hands of your colonists (or Comnmandos) with low shooting skill with these pistol they become really dangerous. The low cooldown, high range (30) and their ability to ignite targets make Charge Rifles look like trash. The rifle is even more powerful, being basically an upgraded version of the pistol, forcing you to make trap hallways and bait the Commandos into them. That's the only way i've found to win against them. there's absolutely no way to win against them without baiting. Not even with the Orion Corp rifles in the hands of skilled colonists i've been able to even stand against them in open ground with covers. the ignite effect is really too strong.

Speed Skin Suit: 400% work speed, nuff said. these aren't that OP because you can simply chose not to use them and use the weaker version instead. (Fibre Skin Suit).

I understand that these weapons must be really strong and useful (after all they are from Glitterworlds) but these 4 items really have to be nerfed (in my opinion) in order to make the game more balanced and fun. nerfing the shot count of the Orion Rifle and removing the ignite effect from the APB-1 weapons but mantaining the burn dmg (don't even know if it's possible to have burn dmg without the ignite part) would make this mod a lot more fun and interesting.

Overall, i'll keep using this mod in most of my future colonies.

Edit: Forgot to add, i've NEVER been raided by Commandos. ever. (except when i want to cheese the game and i accept to help rescue the fleeing guy, baiting them in trap hallways to get their weapons and become an unstoppable army in day 5/6

Install Rt weapons mod orion corp rifle isn't as strong as you think when an orion corp guy comes with a m32 grenade launcher or a barret M82A1 or an RPG. Barret will become your worst nightmare. Also it balances out gliter tech.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: EldVarg on October 09, 2016, 07:03:42 PM
Quote from: nefarian11 on October 09, 2016, 10:04:38 AM
Hello, i have downloaded the mod and played with it for about 60-70hrs now and i'd like to leave some feedback here :)

Everything in the mod feels good and is funny to use (and also worth the prices) but there are some items that are waaaaaaay to overpowered and make the game extremely easy (even in the highest difficulties) the biggest issues are the Orion Corp Rifle, APB-1 rifle, APB-1 Pistol and the Speed Skin Suit.

I concur exactly. Sorry to say - the author is not interested in balancing. I might release a patch myself to balance these things (he even said that I have to edit myself because everything is as it should). You can see my fix for one of these a few posts up.

Note: I also love this mod. Just wish some things where less op.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: canshow on October 09, 2016, 08:58:21 PM
Hi,

Does this mod affect frequency of raids or storyteller difficulty at all? I've only gotten 14 raids in 367 days, playing on RREX, permadeath.  Just made the Orion Corp my enemy so that they (hopefully) attack me as well. I feel extremely unchallenged. Is there any file I can edit or something to increase difficulty without starting a new colony?

Edit; Hello again, I am deeply sorry for underestimating your mod.

(https://puu.sh/rDDHN/ead8bf0709.jpg)

Title: Re: [A15][MODLIST] Glitter Tech
Post by: jmababa on October 09, 2016, 10:03:38 PM
Quote from: canshow on October 09, 2016, 08:58:21 PM
Hi,

Does this mod affect frequency of raids or storyteller difficulty at all? I've only gotten 14 raids in 367 days, playing on RREX, permadeath.  Just made the Orion Corp my enemy so that they (hopefully) attack me as well. I feel extremely unchallenged. Is there any file I can edit or something to increase difficulty without starting a new colony?

Edit; Hello again, I am deeply sorry for underestimating your mod.

(https://puu.sh/rDDHN/ead8bf0709.jpg)

use lovecraft as your storyteller rrex is easy lovecraft will challange you
Title: Re: [A15][MODLIST] Glitter Tech
Post by: jmababa on October 09, 2016, 10:08:50 PM
Quote from: EldVarg on October 09, 2016, 07:03:42 PM
Quote from: nefarian11 on October 09, 2016, 10:04:38 AM
Hello, i have downloaded the mod and played with it for about 60-70hrs now and i'd like to leave some feedback here :)

Everything in the mod feels good and is funny to use (and also worth the prices) but there are some items that are waaaaaaay to overpowered and make the game extremely easy (even in the highest difficulties) the biggest issues are the Orion Corp Rifle, APB-1 rifle, APB-1 Pistol and the Speed Skin Suit.

I concur exactly. Sorry to say - the author is not interested in balancing. I might release a patch myself to balance these things (he even said that I have to edit myself because everything is as it should). You can see my fix for one of these a few posts up.

Note: I also love this mod. Just wish some things where less op.

gonna wait for these. We need this or he should separate the mods all together don't like the weaponry OP
Title: Re: [A15][MODLIST] Glitter Tech
Post by: skullywag on October 10, 2016, 11:40:45 AM
Has OP got plans to address the misuse of core abstracts. Currently causing a few issues in the bug forum as per my post above. Would be very helpful 9f this were fixed. Thanks.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Sam_ on October 10, 2016, 04:13:28 PM
Quote from: skullywag on October 10, 2016, 11:40:45 AM
Has OP got plans to address the misuse of core abstracts. Currently causing a few issues in the bug forum as per my post above. Would be very helpful 9f this were fixed. Thanks.

This is fixed, unless of course I vastly misunderstood the thread. Out I curiosity is there any documentation available where major issues and important mod guidelines such as this are listed? It seems quite a few mods that make no use of assemblies have misunderstood the use of XML class inheritance in this case.

Quote from: EldVarg on October 09, 2016, 07:03:42 PM
Quote from: nefarian11 on October 09, 2016, 10:04:38 AM
Hello, i have downloaded the mod and played with it for about 60-70hrs now and i'd like to leave some feedback here :)

Everything in the mod feels good and is funny to use (and also worth the prices) but there are some items that are waaaaaaay to overpowered and make the game extremely easy (even in the highest difficulties) the biggest issues are the Orion Corp Rifle, APB-1 rifle, APB-1 Pistol and the Speed Skin Suit.

I concur exactly. Sorry to say - the author is not interested in balancing. I might release a patch myself to balance these things (he even said that I have to edit myself because everything is as it should). You can see my fix for one of these a few posts up.

Note: I also love this mod. Just wish some things where less op.

The main reason for the current lack of changes, especially balance, is due to the new version or revamped version I am currently developing. This will change every aspect of the mod, hopefully for the better, and as such I am planning on making the current version the "old classic" for the users who enjoy impossible odds and godlike weapons. This is my reason for suggesting your own modification of my files, rather then out of sheer stubbornness or lack of interest.

Of course this new version is taking a while thanks to real life. Perhaps I can make an alternative patch version if you guys could make a single list of changes you wish.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: skullywag on October 11, 2016, 03:11:29 AM
No Sam. The only documentation is this case is the thread above. We dont get anymore headsup than anyone else and figure out stuff like this ourselves. I will continue to sticky threads with things like this in it though as we find them and im made aware.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Wacoede on October 13, 2016, 06:40:54 PM
Quote from: QuantumX on September 15, 2016, 02:34:18 PM
I looked into the mod files and saw i could not make weapons, which is fair enough it is as you intended... So thanks to this mod i have now create a personal Glittertech Advanced Weapons Mod with a new bench to make the very cool Glittertech weapons.. So thanks for a great mod and getting me off my ass to do some basic modding of my own :)

Going to look at adding to make the Glittertech apparel now, love this mod great to play and great mod to learn some modding from, I have learned much in one afternoon looking at how you have done things.

any chance of you releasing that mod some where?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: RommePawn on October 16, 2016, 07:57:00 AM
I have a bit of a problem with something. So to make both power generators i figure i need to craft titanium 1760 times or so requiring 28160 plasteel which I have. The thing is I never noticed that it made 20 silicon per craft the first time I tested. Anyways so turning bricks into silicon takes forever and requires so much I was starting to just making computer components via searching components instead. I made about 1500 components before noticing silicon was a byproduct of making titanium. After that I started to look into using the silicon to make computer components. I found that the byproduct of the titanium I would need was 35200 and I only needed 3400 silicon for the computer components. Which means making both generators makes 31800 silicon as a byproduct.

Basically wtf do I do with 31k silicon? Making more coils requires titanium, which makes even more silicon.

Its nice titanium crafting gives silicon as a byproduct but in order to make the power generators you only use 1/10th of the silicon you make making them.

Have you ever made the generators in your mods? in a real game? Not throwing any shade but you really need a silicon sink of some kind. Maybe let us craft sculptures with it or make floors with it or something. Also giving it a max stack if 100 is just silly. You go to make a turbine and a reactor and you end up with 318 stacks of the stuff. Do you know how much room 318 stacks takes up? Lol. Silicon becomes garbage if you actually go though the steps

But seriously, I like the mod, hope silicon get a use, thanks for reading.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: tmo97 on October 23, 2016, 11:24:16 AM
good job for changing the "toiled soil icon" hah
Title: Re: [A15][MODLIST] Glitter Tech
Post by: RommePawn on October 29, 2016, 09:58:28 AM
I was wondering why the relaxation chair and re-ambulation pod were not uninstallable, so I thought I would poke around the files.

ThingDefs\Buildings_AdvancedFurniture.xml seems a bit odd, you have FurnitureBase with MinifiedFurniture under it yet the bed and chair (the furniture) have BuildingBase as their parent. Maybe its just me (not a modder) but it looks like all the things in this xml were suppose to have FurnitureBase as their parent, yet non have. Thus nothing in it can be uninstalled/minified. Except the floodlight because it has its own <minifiedDef>MinifiedFurniture</minifiedDef>

I tested changing the bed and chair's parents to FurnitureBase without any problems but I feel a little more comfortable just adding MinifiedFurniture to them instead. At least until this mod is updated.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: nefarian11 on November 08, 2016, 11:49:15 AM
Hey, today i was looking in the mod files and i have found these "ScorpiusInd" Textures. These weapons look really cool. Any idea when are those going to get released in the Mod?  ;D
Title: Re: [A15][MODLIST] Glitter Tech
Post by: FancyMancy on November 10, 2016, 07:11:00 AM
This http://imgur.com/a/al8HF error (http://imgur.com/a/al8HF%20error) showed up in the logs. What could it be?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: moonra on November 25, 2016, 07:05:23 PM
Quote from: FancyMancy on November 10, 2016, 07:11:00 AM
This http://imgur.com/a/al8HF error (http://imgur.com/a/al8HF%20error) showed up in the logs. What could it be?

I came here to post about the exact same problem. I was getting raids/visitors from this mod no problem in my previous colony but in my current one I got one raid at the start and used the console to kill all of them because that raid was stupidly overpowered for my condition at the moment, so I killed everyone and destroyed all of the drops.
After that I didn't see any other GT pawns spawning but only now saw that warning in the bug tracer.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: TAF on November 30, 2016, 12:56:38 AM
This... is an incredibly well structured mod. You can find just about anything intuitively. That said, when are you planning on working out factions such as Scorpius Industries for example. It seems you are just keeping this mod up to date with each alpha instead of expanding on it.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Sam_ on December 01, 2016, 02:32:49 AM
I have not had much time to develop any mods from Rimworld lately, however my future plan for Glittertech is to do a complete overhaul. I'll still be keeping the factions and theme of the mod however the crafting and playstyle of the mod will be extended considerably. I'll maintain this version as an old classic, but the newer version should hopefully fix the balance issues this mod has.

In the meantime I can't say why you wouldn't be getting raided after the first oversized raid, and the link you have is an error for me. However the factions in this mod ramp up in difficulty significantly as you increase difficulty, so try decreasing that.

If you haven't seen what is in store for the next update of Rimworld I'll just say that it would be wise to wait for that to be released before any significant coding is done.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: mraadx on December 01, 2016, 09:31:41 PM
I modify the mod xml a little bit to add more balanced and challenge. it feels more appropriate with these changes.
Tilled soil to be at 1.3 (130%) or 1.2 fertility. Because it will render rich soil (140%) useless.
speed skin suit at 1.0 workspeed and walkspeed. 4 times faster will make the late game too quick to do stuff, and gets dry really quick.
HC shield at 400 or 500 charge. 1k is just overkill, almost nothing can get past that.

I'm thinking of changing the ratio of titanium and plasteel. but when you found the underground compacted titanium it's become irrelevant. you can get 9k for a one spot of vein.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Thundercraft on December 04, 2016, 01:05:02 PM
I'm not sure how much impact this has on functionality or if this is trivial, but I'm getting a red error:

Hash collision between DV_BlackCloth and  MeatCrate: both have short hash 44154

I know that "DV_BlackCloth" belongs to the Dye Vat (https://ludeon.com/forums/index.php?topic=5509.0) mod. (See "Items_Resource_DyeVat_Stuff.xml") And I know that "MeatCrate" belongs to the Storage Crates (https://ludeon.com/forums/index.php?topic=18589.0) mod.

Here's my complete output_log.txt in a zip : http://dropcanvas.com/cy17e

Could this issue be related to the [0.15.1280] Hash collision between X and Y: both have short hash 0 (https://ludeon.com/forums/index.php?topic=25294.0) topic? Is this a bug within the base game?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: carpediembr on December 15, 2016, 07:45:14 PM
Anyone able to help me out?

I was playing just fine and between a load an another, the game wont load a few mods.

Now I'm getting the following errors: http://i.imgur.com/IEFrVVl.jpg

I've tried googling, but couldnt find anything.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Smexy_Vampire on December 20, 2016, 12:41:30 AM
is it posable to make some of your bionics and stuff color coaded like in mmos ? to show that there better then standered bionics and rare's ?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Sam_ on December 21, 2016, 06:33:03 AM
All mods updated to Alpha 16.

Refer to the Github link (All Releases) for previous versions.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: denspb on December 21, 2016, 06:37:38 PM
Thanks for updating to A16.

However, something is wrong. I've managed to reduce problem to minimal repro sequence:
1) Only Core  + Glitter Tech
2) Create world, crashlanding, pick location
3) Research Microelectronics (e.g. via dev menu).
4) Build solar panel, Comm Console
5) Try to use Comm Console.

Following exception appears in the log:

Quote
NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x002d8] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_CommsConsole.cs:126
  at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x018f0] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:751
  at RimWorld.FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x0006c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:74
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\FloatMenuMakerMap.cs:34
  at RimWorld.Selector.HandleMapClicks () [0x000b2] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:155
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainTabs\Inspect\Selector.cs:111
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x00021] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:154
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x001a9] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:119
  at Verse.Root.OnGUI () [0x0003f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:148

It seems that something is wrong with new Factions/Traders.
Title: Re: [A15][MODLIST] Glitter Tech
Post by: orannj on December 22, 2016, 02:26:52 AM
Okay. This is clearly an issue not just with my mods. I had an issue with the comms console as well. Same exception error, trying to figure it out and it's not happening. @Sam_, any luck?
Title: Re: [A15][MODLIST] Glitter Tech
Post by: denspb on December 22, 2016, 04:15:51 AM
If it happens for other mods as well, it might be some in-game bug. Made a topic for that (https://ludeon.com/forums/index.php?topic=28420.0).
Title: Re: [A15][MODLIST] Glitter Tech
Post by: Sam_ on December 22, 2016, 04:44:49 AM
I've looked into the source and evidently by the log the myPawn parameter is passed as null for some reason.

After some time messing with the xml I have found that removing my Orion Corp pawns and using Commando or vanilla pawns for the OC faction results in no error. The FactionDef does not cause an error, but the something about the pawns does. I'm trying to determine if a tag, item, apparel or default value for a field I have missed is causing an issue resulting in the pawn storing as null. I have also noticed when you set the pawnGroupMaker to spawn only a Villager or townCouncilMan the error occurs as well, but goes away when you also list a TownGuard.

Eg:

<pawnGroupMakers>
<li>
<kindDef>Normal</kindDef>
<commonality>100</commonality>
<options>
<Villager>60</Villager>
</options>
</li>
</pawnGroupMakers>


causes an error;


<pawnGroupMakers>
<li>
<kindDef>Normal</kindDef>
<commonality>100</commonality>
<options>
                        <Villager>60</Villager>
<TownGuard>60</TownGuard>
</options>
</li>
</pawnGroupMakers>


does not.

I'm still working on it, and I would guess it's a obvious and basic error in the xml somewhere.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on December 22, 2016, 07:15:27 AM
As predicted the fix was easy and obvious. I had just missed the <factionLeader> field on at least one of the pawns in the pawnGroupMaker. This update obviously depends more heavily on factionLeaders with the ability to go to their base.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: denspb on December 22, 2016, 09:57:59 AM
One more thing: Re-Ambulation Pod and Dynamic Relaxation Chair should probably have minifiedDef tag.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Primal Lord on December 22, 2016, 07:56:01 PM
Hi there, I've been getting this red error while loading A16 Glitter Tech, it occurs when the mods are loaded, even when it's only core and Glitter Tech:

Quote
XML error: <autoFlee>false</autoFlee> doesn't correspond to any field in type FactionDef.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlToObject.cs:256)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.<AllDefsFromAsset>c__Iterator1EC:MoveNext() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\XmlHandling\XmlLoader.cs:140)
Verse.ModContentPack:LoadDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:149)
Verse.ModContentPack:ReloadAllContent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModContent\ModContentPack.cs:122)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:44)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
RimWorld.<PostClose>c__AnonStorey3A5:<>m__52D() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Entry\Page_ModsConfig.cs:391)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:307)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__730() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:231)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: canshow on December 23, 2016, 02:49:29 PM
Quote from: Sam_ on December 22, 2016, 07:15:27 AM
As predicted the fix was easy and obvious. I had just missed the <factionLeader> field on at least one of the pawns in the pawnGroupMaker. This update obviously depends more heavily on factionLeaders with the ability to go to their base.
Orion Corp still shows no leader and still getting the comm console bug.
Hiding orion corp and unhiding commandos still gives same issues of lacking a faction leader & being unable to use comms.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Iwillbenicetou on December 23, 2016, 04:23:42 PM
Yeah, I'm also getting a bug for the comms console. I know it has something to do with faction leaders. Someone told me it has to do with putting faction leader in each pawn group. Even if the weight is 1.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Disenfranchised on December 24, 2016, 12:39:04 AM
Quote from: Iwillbenicetou on December 23, 2016, 04:23:42 PM
Yeah, I'm also getting a bug for the comms console. I know it has something to do with faction leaders. Someone told me it has to do with putting faction leader in each pawn group. Even if the weight is 1.

and

Quote from: canshow on December 23, 2016, 02:49:29 PM
Quote from: Sam_ on December 22, 2016, 07:15:27 AM
As predicted the fix was easy and obvious. I had just missed the <factionLeader> field on at least one of the pawns in the pawnGroupMaker. This update obviously depends more heavily on factionLeaders with the ability to go to their base.
Orion Corp still shows no leader and still getting the comm console bug.
Hiding orion corp and unhiding commandos still gives same issues of lacking a faction leader & being unable to use comms.

You must start a new game. I spent an hour trying to fix it myself until I realized I needed to start a new game. You MAY be able to edit the savegame file to allow it use the new faction leaders, but I'm not sure.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on December 24, 2016, 03:25:41 AM
Navigate to AppData\LocalLow\Ludeon Studios\RimWorld\Saves or "Rimworld by LudeonStudios\Saves" and find the save you wish to keep and open it in notepad or notepad++.

Find the <factionManager> field and replace it with the entire <factionManager> field from a newer save with a working comms console (just generate a new world with factions then delete afterward), if you wish to keep the names of the generated factions you can manually copy and paste <name> fields from the old data to the new data. The same goes with the <goodwill> fields.

Alternatively I think there is a mod that generates new factions in an existing save when you load the world, you could delete the contents of the <factionManager> field, leaving it empty and it should regenerate all factions with that mod.

I'm not entirely sure this will work, because the issue with the console was down to pawns, which is a fix that should have been save game compatible.

Edit: I've just found the <worldPawns> field in the save file and it seems to store all pawnkinds rather then loading them every time. I'm not sure how stable a save will be if you delete or replace them. And you may destroy the colonists, but anyone dedicated enough to an existing save may look there to fix the save folder. If you do manage to fix it, please list the method here.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Tgr on December 24, 2016, 05:12:19 AM
There's no faction description for Orion Corp (which btw, is always hostile to me in A16, for some reason).

Orion Corp. A massive multi-system mega corporation which operates outside all governmental or intergovernmental jurisdiction.  Primarily interested in resource extraction, terraforming and special research projects, particularly the search for extraterrestrial life or xenotechnology. Rimworld expeditions are a mix of well-paid paramiliary contractors and technical and scientific personnel. A willing trading partner, although beware: They only participate in those trades that benefit them directly, and smart colonies would do well to fly below their radar. Orion Corp. has been known to kidnap skilled labor from outlander populations, as new contractors can be years of travel away, and there are rumors of liquidating hostile native populations entirely. What is sure is that Orion Corp. personnel are perfectly willing to resort to extreme measures to fulfill the terms of their warrants of trade. Tread lightly.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Drathmourn on December 24, 2016, 05:51:40 AM
Just my two bits worth. I find all your mods as pretty much indispensable to my continued playing of this game. Thank you for a great Mod Sam. :) and thanks for the fast update.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Lazybun on December 24, 2016, 07:58:06 AM
I really like tiled soil idea, but isnt it a bit too cheating? Soil on rock provides free alternative to hydroponics with ability to grow good stuff - trees, hay, corn etc with nearly the same growthrate when using tilled soil on top.
My suggestion is to force player to use hydroponics/generic soil first and slowly upgrade to your soil tiles with the excess of gathered resources.

Tilled soil:
reduce growth rate to 140-150%
add workload requirement on-par with sterile tiles
make it use some sort of fertilizer (cave flora mod uses potatoes directly for that purpose, for example - or add recipe/workbench to make fertiliser item from corn/hay/potatoes)

Soil on rock surfaces - add big workload requirement on top of smooth rock and double-triple amount of required fertilizer in comparison to tiled soil tiles. Creating a fertile field on a bare rock is a hard work, you know? :P


And, thanks for your mods, Glittertech is the only mod that makes me want to stop using combat realism.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Primal Lord on December 24, 2016, 07:16:30 PM
Quote from: Lazybun on December 24, 2016, 07:58:06 AM
I really like tiled soil idea, but isnt it a bit too cheating? Soil on rock provides free alternative to hydroponics with ability to grow good stuff

You can't put soil on rock objects, at least not in the latest version, i went through a bunch of different biomes and found you can NOT put soil on: any stone including rough and smooth variants, sand, icesheets, water, or mud. while i didn't specifically test for marsh land i believe i couldn't place over that either but i may be wrong.

TLDR: Mod creator already thought your concerns through and adjusted accordingly

Edit: also in real life it actually is possible to put soil on rock, it's called sod.
Edit2: after messing around with soil and xml for a while longer i realized i made a mistake, normal soil can be placed on smoothed stone, just not tilled, but you can place tilled soil over the normal soil afterwards, so i see you have a valid point still.
My suggestion, keeping sod in mind, would be to make dirt a harvest-able resource to lay back down if possible (Skullywags natural floors did something similar with water back in A14), and +1 on your fertilizer idea.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Astral on December 25, 2016, 11:58:05 AM
I really want to try my hand at making a compatibility patch between Glitter Tech and Combat Realism, as they're two of the mods that I find it hard to play without. I do miss the Arbitration mod collection, but some of that is more easily replicated by starting out as a tribe.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: theubie on December 25, 2016, 12:25:51 PM
Quote from: Lazybun on December 24, 2016, 07:58:06 AM
I really like tiled soil idea, but isnt it a bit too cheating?

*snip for length*

Once the tile is turned to normal soil, you have no way of knowing if it is/was ever rock, so adding some special requirement for those isn't possible.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Lazybun on December 25, 2016, 01:07:47 PM
Quote from: theubie on December 25, 2016, 12:25:51 PM
Once the tile is turned to normal soil, you have no way of knowing if it is/was ever rock, so adding some special requirement for those isn't possible.

I suggested making ALL tiled soil construction work/resources cost to be high, since it provides hydroponics-level bonus to growth without any downsides for only 1 work point.

There is an issue of tiled soil  turning 'rich soil' tiles essentially as useful as 'gravel' tiles. I think ideally it should be a multiplier to original terrain quality, but I have a feeling that its too troublesome to script correctly.

The gist of my suggestion is to make whole mod more vanilla-friendly, where you have several choices, but everything has it's price.
And, since its a permanent maintenance-free solution, price should be high enough to make player consider a 'meh i should just put some hydroponics basins here for now, there are more urgent matters to handle first' option.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: LycanBlackpaw on December 25, 2016, 04:12:04 PM
So, I'm not sure if this has already been discovered, but there seems to be a bug with the A16 version of Glitter Tech. Whenever the mod is loaded, all walls build instantly when a pawn interacts with it-the work time is always 1. It doesn't affect any other structure, either.

This reddit post (https://www.reddit.com/r/RimWorld/comments/5k9yf3/walls_building_instantly/) is where I found out the problem was occurring for others-I had thought it was a broken mod on just my end. After doing testing, disabling Glitter Tech fixed the problem instantly.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Iwillbenicetou on December 25, 2016, 04:38:12 PM
Does anyone know where to modify steam save games. can't find it in normal ludeon save games
EDIT: I'm dumb. It's in Rimworld by Ludeon Studios
EDIT2: Hotfix for faction manager from other save didn't work
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Primal Lord on December 25, 2016, 05:21:04 PM
For someone so Lazy you sure want more work to do lol, in all seriousness though,
QuoteI suggested making ALL tiled soil construction work/resources cost to be high, since it provides hydroponics-level bonus to growth without any downsides for only 1 work point.

After my incorrectness in my last post you probably don't want my 2 cents lol, but i also want my voice heard so we can all be happy here. You also wanted to lower the fertility and such on tilled soil on top of raising construction cost, which from a balancing point of view i understand, however even hydroponics are just a more futuristic variant of tilling, which has existed as far back as 600 AD, so it makes sense for tilled soil to provide what bonuses it does.

However, i will agree that high work requirements are a fair balance for it as in reality it would take a whole season to till and plant the food (primarily wheat and rices) that would usually keep a nation fed until the next harvest.

So does roughly 15 days to plant a field large enough to grow 1 full rimworld year of rice for 5 rimpeople sound fair to you? (i realize no matter what we say the mod creator doesn't have to do anything, but if he/she/it/attack helicopter does, it would be optimal to have a consensus, and if i'm overstepping my bounds then by all means mod creator, tell me to stfu :p)

if so, at 0.05 nutrition and a 2.4 day grow period and ~6 crops per fully grown crop, it would take roughly... for a 1 season (15 rimDays) harvest for 1 rimYear (60 rimdays) of food, it would take 6.25 harvests of ~58 tiles  to feed 5 rimPeople(60 rimdays x 5 rimpeople = 300 simple meals a year). Basically equating out to 1 tile of tilled soil equaling 0.26 rimDays,  or ~6 rimHours of work to create.

Edit: Fixed math, i really should devmode before i say things lol
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Lazybun on December 26, 2016, 07:09:55 AM
Quote from: Primal Lord on December 25, 2016, 05:21:04 PM

So does roughly 15 days to plant a field large enough to grow 1 full rimworld year of rice for 5 rimpeople sound fair to you?  Basically equating out to 1 tile of tilled soil equaling 0.26 rimDays,  or ~6 rimHours of work to create.

With those numbers, it looks like the most correct way to handle this (obviously, from my point of view) is to:
-create fetilizer from corn/potatoes/rice/hay, simillar to making kibble. I'm not sure if its possible to make compost using rimworld mechanics (i.e. leaving recycled plants on some area to 'age'/'rot' to create usable fertilizer after a couple of seasons.
-grow sod with long cycle, yeld something like 100 sod(since its mostly haul job to create new soil) per tile per 1,5-2 seasons
-use 20 fertilizer and 100 sod to create 1 tile of soil on smooth rock
-if possible, make it possible to create soil on concrete with increased cost of 200 sod - to build it on sea ice
-use 20-40 fertilizer to make tiled soil
Title: Re: [A16][MODLIST] Glitter Tech
Post by: MoiisAwesome on December 26, 2016, 08:12:37 AM
It would seem that although I can talk with the Orion installation via the comms console, and I can select to request a trade caravan from them, they present no types of trade caravans, so I cannot actually request a caravan, and I can't trade with them even visiting them with a caravan. Is this intended?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Iwillbenicetou on December 26, 2016, 08:30:59 PM
Quote from: MoiisAwesome on December 26, 2016, 08:12:37 AM
It would seem that although I can talk with the Orion installation via the comms console, and I can select to request a trade caravan from them, they present no types of trade caravans, so I cannot actually request a caravan, and I can't trade with them even visiting them with a caravan. Is this intended?
Probably, they are most likely intended as a hostile faction, not one to trade with
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Headshotkill on December 27, 2016, 12:19:12 PM
Will glittertech have a combat realism version soon?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on December 29, 2016, 01:15:10 PM
Thanks man!  Another one of my must have mods updated!! :)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Makko on December 30, 2016, 12:08:03 AM
Quote from: MoiisAwesome on December 26, 2016, 08:12:37 AM
It would seem that although I can talk with the Orion installation via the comms console, and I can select to request a trade caravan from them, they present no types of trade caravans, so I cannot actually request a caravan, and I can't trade with them even visiting them with a caravan. Is this intended?

Also experienced this moments ago, it is bizarre.

Orion Corps also needs a different graphic for their settlements, the generic "House" building does not fit at all.


-------

Titanium is ridiculously hard to procure and it severely detracts from this mod being enjoyable. 16 Plasteel for 1 Titanium is absurdly low. Unless you have literally thousands of plasteel to spare you're never going to waste titanium on things like walls.

The scarcity reduces the player to hoping for RNG with mining deposit spawns or with what trade ships they have fly over head.

I don't have a problem with it being a rare resource, but it's currently just too rare and too desired in various systems and buildings.

There seem to be several typos/uncapitalized names that look un professional, but I can't be sure if they're from this mod or another one.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Jonlissla on December 31, 2016, 06:28:55 AM
Quote from: Makko on December 30, 2016, 12:08:03 AM
Titanium is ridiculously hard to procure and it severely detracts from this mod being enjoyable. 16 Plasteel for 1 Titanium is absurdly low. Unless you have literally thousands of plasteel to spare you're never going to waste titanium on things like walls.

Indeed, there is a awful amount of RNG/grind involved. While I absolutely love the new sprites and equipment, the material costs are huge.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on January 01, 2017, 05:24:33 AM
As it stands there area lot of feature and balance requests; it's usually the only message I get. But, as the new version is in development this current version will not be changing. Once the new version is out these mods listed here will be "classic" for those that don't like change.

Regarding tilled soil; The mod can be overpowered, but it is a simple mod designed as a way for people to easily use rich soil and make under-mountain farms. It is perfectly okay to treat it as a cheat mod, otherwise it will not be changed. If you wish a better, more balanced experience then I recommend the Vegetable Garden mod. A lot of users like to inform me of how much better that mod is at tilling soil, so it must be good. I would like to make the next version more balanced, with a decay rate on the tilled soil requiring it to be replaced, but as of A16 there are no comps for terrain defs, and with CCL not being updated, I'm sticking with my policy of no third party libraries that could enable such a feature.

Regarding Orion Corp and Glittertech; The faction is intended to be a powerful corporation that "extorts" you for not attacking you when they are not outright hostile, which is why they have no meals when visiting and you have to lock your fridge. They have no trade caravans defined in the pawn group field, so they can't spawn caravans. I've already addressed the resource grind of Glittertech enough times already so I'll skip that.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on January 01, 2017, 02:09:02 PM
Quote from: Sam_ on January 01, 2017, 05:24:33 AM
As it stands there area lot of feature and balance requests; it's usually the only message I get. But, as the new version is in development this current version will not be changing. Once the new version is out these mods listed here will be "classic" for those that don't like change.

Regarding tilled soil; The mod can be overpowered, but it is a simple mod designed as a way for people to easily use rich soil and make under-mountain farms. It is perfectly okay to treat it as a cheat mod, otherwise it will not be changed. If you wish a better, more balanced experience then I recommend the Vegetable Garden mod. A lot of users like to inform me of how much better that mod is at tilling soil, so it must be good. I would like to make the next version more balanced, with a decay rate on the tilled soil requiring it to be replaced, but as of A16 there are no comps for terrain defs, and with CCL not being updated, I'm sticking with my policy of no third party libraries that could enable such a feature.

Regarding Orion Corp and Glittertech; The faction is intended to be a powerful corporation that "extorts" you for not attacking you when they are not outright hostile, which is why they have no meals when visiting and you have to lock your fridge. They have no trade caravans defined in the pawn group field, so they can't spawn caravans. I've already addressed the resource grind of Glittertech enough times already so I'll skip that.

Personally, I love the till toil feature with the built-in limited terraforming.  It might be overpowered but if people don't like it then they just don't have to use the tilled soil feature. 

One thing with Glitter tech I had a question about.  My colonists are dying for medicine and glitter world medicine.  Is glitter tech something that I unlock in the research tree that gives you access to the glitter world and regular medicine?  Thanks for the info! :)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: BlackGyver on January 06, 2017, 02:44:23 AM
Hello! Great looking mod you have there! I don't plan on using it in my current playthrough because I'm aiming for another theme, but one feature seemed absolutely essential to have regardless; the Orion Corp stun baton! The base game lacks nonlethal options, and this is a great addition!

Now, I was wondering if it was possible to only include the stun baton in my game, and if so, how?

Any help would be greatly appreciated!

Thanks in advance.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: animagus_kitty on January 06, 2017, 11:57:29 PM
Two questions. One, does Dye Vat work with A16, and does it work with existing saves?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Lennbolt7 on January 07, 2017, 12:57:25 PM
Any chance for a combat realism patch?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on January 11, 2017, 11:40:44 AM
Hey, I bought one of those brainpal modules and my nitwit doctor had a failure during the install.  He ended up damaging the module.  Is there any way I can repair it or should I either just eat the loss and try to sell it or deconstruct it?  Thanks for the info!
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Thundercraft on January 11, 2017, 02:54:27 PM
Q: Was the Steam workshop release of Dye Vat (http://steamcommunity.com/sharedfiles/filedetails/?id=740002420) taken down?
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Title: Re: [A16][MODLIST] Glitter Tech
Post by: lordgrunt on January 14, 2017, 05:54:17 AM
Hi,
For some reason I cannot make some items provided by this mod, their recipes are simply not there when adding new bill.
These missing items are:
-Serum (interestingly, i can put a bill to produce glitterworld Medicine which uses serum)
-Alpha&Beta Poly
I'm also using ExpandedProsthetics&OrganEngineering, another mod with lots of complex recipes, i tried to reorder loading of those two, but with no effect.

Sorry for stupid questions :) appearently i need to build appropriate buildings.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: MMAciek on January 16, 2017, 07:13:17 AM
I updated polish translation GlitterTech :)

http://www.nexusmods.com/rimworld/mods/131/?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: illyazer on January 17, 2017, 03:17:01 PM
For some reason with this mod I can't use the comms console. I press RMB on the console and there is nothing
Title: Re: [A16][MODLIST] Glitter Tech
Post by: hector212121 on January 18, 2017, 10:36:30 AM
Quote from: asquirrel on January 11, 2017, 11:40:44 AM
Hey, I bought one of those brainpal modules and my nitwit doctor had a failure during the install.  He ended up damaging the module.  Is there any way I can repair it or should I either just eat the loss and try to sell it or deconstruct it?  Thanks for the info!

Why not hold onto it in case someone got braindamaged enough that it's a improvement?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on January 18, 2017, 12:57:14 PM
Quote from: hector212121 on January 18, 2017, 10:36:30 AM
Quote from: asquirrel on January 11, 2017, 11:40:44 AM
Hey, I bought one of those brainpal modules and my nitwit doctor had a failure during the install.  He ended up damaging the module.  Is there any way I can repair it or should I either just eat the loss and try to sell it or deconstruct it?  Thanks for the info!

If the module is damaged I think it reduces the effectiveness of it, but I'm not sure.  Maybe someone knows the answer.  It would be great to be able to repair it though just in case. 
Why not hold onto it in case someone got braindamaged enough that it's a improvement?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Canute on January 19, 2017, 03:15:28 PM
Not sure if it a mod conflict or a design mistake.
Pawn with a APB-1 rifle/pistol allways wear shields. I don't own other glitter weapons so far so i don't know if it with other weapons too. But this happen with vanilla weapons.
Ofcouse he can't even shoot with that shields.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: rekasa on January 19, 2017, 06:49:27 PM
How do I acquire some of the orion corp's stuff without killing them? I paid a ton of silver to get their goodwill up, and when I try to request a caravan, I just see this.
(https://cdn.discordapp.com/attachments/271784187139325952/271786244655153152/unknown.png)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: harpo99999 on January 19, 2017, 06:51:21 PM
canute, I have seen thisbehaviour in the base game, but there is a simple workaround using the assign menu for the costume set and cross on each of the types of shields, then all colonists with that costume type will drop the shields that they have
Title: Re: [A16][MODLIST] Glitter Tech
Post by: 123nick on January 20, 2017, 03:07:57 PM
i have a neat suggestion, maybe make a workbench capable of turning beta poly and alpha poly and maybe even stuff like steel, titanium, etc, into textile versions, so one can make ULTRA strong beta poly parkas
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on January 20, 2017, 03:49:54 PM
Quote from: Canute on January 19, 2017, 03:15:28 PM
Not sure if it a mod conflict or a design mistake.
Pawn with a APB-1 rifle/pistol allways wear shields. I don't own other glitter weapons so far so i don't know if it with other weapons too. But this happen with vanilla weapons.
Ofcouse he can't even shoot with that shields.

On a related note, is there a way to stop gun people from grabbing shields.  A soon as on is in inventory they take it.  Then I have to bring them to the stockpile and have them drop it.   Thanks for the info!! :)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: mason_water on January 21, 2017, 03:25:14 PM
Quote from: Sam_ on December 24, 2016, 03:25:41 AM
Navigate to AppData\LocalLow\Ludeon Studios\RimWorld\Saves or "Rimworld by LudeonStudios\Saves" and find the save you wish to keep and open it in notepad or notepad++.

Find the <factionManager> field and replace it with the entire <factionManager> field from a newer save with a working comms console (just generate a new world with factions then delete afterward), if you wish to keep the names of the generated factions you can manually copy and paste <name> fields from the old data to the new data. The same goes with the <goodwill> fields.



just tried this and it does not work! thanks for the try though, your the only person who has even tried to help with it as far as i can tell
Title: Re: [A16][MODLIST] Glitter Tech
Post by: goldsworthy87 on February 06, 2017, 05:59:03 PM
Any chance of adding crafting for the skin suits to the mod?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Smexy_Vampire on February 06, 2017, 06:52:47 PM
it would be cool if you could use hippos misc map gen to make the commando and orin corp bases like some of your screenshot base you used on the various forms . also it would be nice to visit them and trade as thats the new big thing in a16 so we could buy some uniqe items form them and some of the general items
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on February 06, 2017, 07:19:26 PM
Quote from: Smexy_Vampire on February 06, 2017, 06:52:47 PM
it would be cool if you could use hippos misc map gen to make the commando and orin corp bases like some of your screenshot base you used on the various forms . also it would be nice to visit them and trade as thats the new big thing in a16 so we could buy some uniqe items form them and some of the general items

Speaking of Hippos, we need someone to make hippos for Rimworld. :)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Razieal on February 09, 2017, 09:27:15 PM
First of all, love the mod, and after an extensive play in A16 these are my thoughts.

-The strength of Blast doors doesn't make sense, being stronger then a normal door is nice, but the fact that a solid wall of the same material is less then half the strength of the blast door just seemed odd, raider sappers just ignore the door and go through the 3 layer titanium walls because the blast door would take longer...  I wouldn't mind a higher costing reinforced wall that could match it or something like that? possibly a reinforced roof (not even sure if that's possible)

-Wish i could craft nano-suits, or some of the really cool armor (I think it's glitter tech, correct me if I'm wrong here), or some kind of armor using the Alpha/Beta Polly, the speed or fiber suits.

-Not sure if it's the recycle mod I'm using but the Orion gear breaks down into thin air, does it not have defined source materials?  Also could you adjust the Orion exo-skeleton to be torso not spine? so it can be used with a bionic spine?

Keep up the good work!
Title: Re: [A16][MODLIST] Glitter Tech
Post by: GreatAlucard on February 10, 2017, 10:50:09 AM
I agree with everything in the last post plus crafting of the weapons/armor in the mod.

Plus, both alpha and beta poly need a serious rebalance, they currently feel extremely out of place. It is too hard and expensive to produce for the benefits it creates, they pretty much can only be used in structures, furniture and melee weapons (where they are used in VERY high numbers already). Admittedly, they are very strong, with a lot of HP when built with, but the amount of resources/time used to create them make their use doubtful at best. It does look like that atm they're only placeholders, I wouldn't be surprised if that was the case.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Smexy_Vampire on February 13, 2017, 04:13:53 AM
idea to add crafible gliter teck bionics. use the origonal base game ones and add some megnetic pices and microchipts to them with high work load ?

allso posability for nano armo and speed suits can add silicon and some other thing and uses one of the benches
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Stage on February 13, 2017, 09:07:22 AM
I really like the concept of glitter tech, but the mod needs some refinement.

In my opinion the biggest flaw: the weapons. I really like the armor, suits and don't mind the bionics, but the weapons are way too op. If you get raided by pirates/an enemy faction in the middle of the game, you have a good chance to survive. Not with OC with their weapons attacking you. Same is for the lategame and the incredible mercenary raiders.
And If against all odds you manage to survive a raid, nothing threatens you anymore because of all those incredible op weapons

I ended up removing the weapons from the pawn list, so they spawn with vanilla (and Rimfire weapons, I love that mod). After that change, Glitter Tech is much more enjoyable.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: rixie_pakuna on March 08, 2017, 10:46:23 PM
Is there a way to make Dye Vat so we can dye devilstrand and synthread as well as just plain cloth? I'm willing to do the legwork, but lack the technical know-how to mess with real code. (XML files are no problem, but beyond that, I'm fairly lost.)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sinner on March 13, 2017, 02:08:11 PM
Has anyone made a weaponless and armorless version of this mod that I can get?  (glitter tech mod) xD
Title: Re: [A16][MODLIST] Glitter Tech
Post by: smoke_th on March 18, 2017, 08:59:40 AM
I have a suggestion. Late-game nanotech. A bench which consumes about 15 mW of power, and uses a lot of computing power to control nano-assembly line.
From the instruments:

  • Body restoration kit: an advanced drug-like (by use) substance which is used to heal old scars and instantly defeat most of the known infections
  • Alpha poly coating: a process which coats any type of stone brick in alpha poly, giving it 1/6th of pure alpha poly strength
  • Michaelium: extremely powerful ai (full ai core) powered 1 time nano kit which is used to completely rid body of luciferium addiction
  • And rest of the items - speedskin suit production, OC Defense production, abp rifle production etc
Title: Re: [A16][MODLIST] Glitter Tech
Post by: nefarian11 on March 18, 2017, 08:57:39 PM
The author said he was going to rebalance and change some stuff around, but it's been REALLY long since any change was made to the mod. The mod is being updated tho, which probably means this mods is in a "mainteinance" status atm
Title: Re: [A16][MODLIST] Glitter Tech
Post by: esuna114 on March 19, 2017, 04:09:17 AM
Hi guys,
I have trouble finding some titanium with A16. As mods I have Zhentar's fix, caravan spot, EPOE and Prepare carefully.
Found only 8 Titanium so far and don't even remember where, it was at the beginning of the game.
I am around day 190, I digged a lot around, found everything but titanium, I have never seen a black market trader either.
Also titanum weapons are not smeltable or recyclabe? I tried to smelt a titanium knife with no success.

Thanks a lot for your advices :)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: boothnat on March 21, 2017, 01:40:46 PM
May I suggest that the time before commandos be increased to 200-250 days? I was playing on rough, and, perhaps because I installed mid game, even with a few of the added weapons I barely held off the new enemies, and had to use cheats because they do not flee. Please allow the commandos to flee.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Tgr on March 22, 2017, 03:05:04 PM
Is this mod (no surgery version) compatible with RBSE?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Rel on April 08, 2017, 09:37:54 PM
How do I stop cruise missiles firing at a certain area? They fired in my base when I had a infestations and really fucked up a lot of my things.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: becks0815 on April 18, 2017, 04:25:08 AM
just like with every weapon: highlight it, there is an option called "hold fire". I always have this activated on cruise missiles because of the demolition and issues they cause when shot to the wrong target. I wish you could tell them the spot they should fire at.

Side comment: I clearly disklike how much plasteel you need just to get a single Titanium. 16:1 conversion rate isn't worth using it and as soon as you have converted some plasteel you are swimming in silicon. 4:1 would be a better rate in my eyes.

It also would be great if the advanced bionics would have a different name (like GT bionic). You never know what your doctor picks up when you try to attach an advanced bionic arm to a colonist because it might be the GT version or the vanilla(?) (or EPO) one.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Vlyxnol on April 21, 2017, 10:42:05 PM
I want to thank Sam for making these mods, I'm enjoying them very much! However I was sad to find we couldn't craft the various weapons, armor, and shields you put into the game. So I did it myself!

I've added around 800 lines of codes which adds 1 workbench called Robotic Weapons, Armor, and Shields "RoboticWAS" for short. I than added the following Recipes to it:

APB-1Pistol (Tier1)
APB-1Rifle (Tier1)
APB-1Projector (Tier2)
EMRifle (Tier2)
MRGPistol (Tier3)
MRGRifle (Tier3)
NanoSuit (Tier2)
NanoSuitHelmet (Tier2)
ReactiveShellArmor (Tier1)
FibreSkin (Tier2)
NanoSpeed (Tier2)
HC1Shield (Tier3)
OCShield (Tier1)

The workbench is researched under Robotic Assembly. Tier 1 items use materials you can make immediately. Tier 2 items use Alpha Poly with other materials so further research is required. Tier 3 items use Beta Poly with other materials.

I've also rebalanced the weapons a bit and lower some of their damage, I used the Charge Rifle numbers as a starting point and the Tier1 items are now slightly better than those numbers. Also I had to adjust "Produce Titanium" reaction to give more titanium due to the greater need. Lastly I changed "Produce Plasteel" So that it takes Steel and Silicon and gives Plasteel.

I added a "_Vlyx" to the name of each file I've tinkered with to make it easier for you if your interested in using this code. The following files I've created / changed.
Defs/RecipeDefs/Recipes_AdvancedProduction_Vlyx.xml
Defs/RecipeDefs/Recipes_AdvancedWAS_Vlyx.xml (Created)
Defs/ThingsDefs/Apparel_NanoSuitArmour_Vlyx.xml
Defs/ThingsDefs/Buildings_AdvancedProduction_Vlyx.xml
Defs/ThingsDefs/Weapons_APB-1Group_Vlyx.xml
Defs/ThingsDefs/Weapons_MRG-5Group_Vlyx.xml
Defs/WorkGiverDefs/WorkGivers_Vlyx.xml (Created)

I feel I should ask permission before uploading this here on the forums if people are interested, So let me know if you have a problem with this and I won't. If you are interested in this code let me know and I can make a full changelog if you want it.

I was thinking about re-balancing Market Values to reflect the new material costs+labor, but i did not.

Glittertech is a great mod I only hope to add to it,
Vlyxnol.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Vlyxnol on April 27, 2017, 02:31:29 PM
I have yet to hear from Sam unfortunately but I have been having alot of fun with this mod, and I hope he will consider at some point the changes I've made.

I have continued to refine this mod for personal use, below are the overall feature changes;

~~~Overall Features~~~
Updated to Alpha17!
Created a new turret, the APB-1Turret. Burns targets just like the APB-1 Rifle.
Created two new melee weapons, the GlitterTech Blade and GlitterTech Flail, with custom artwork.
Re-worked the entire tech tree, Items unlock logically now, only after you have the materials to build them.
Rebalanced most weapons, turrets, mortars, and apparel in the game.
Added Crafting of most weapons, armor, apparel, shields, and power armor.
Orion Corp is now permanently Hostile but only attacks after 2 years.
Commando's are stronger and give better loot, but only attack after 4 years.
Updated descriptions to most items and techs to let the player know exactly what (and how many)it produces or unlocks.
Rebalanced the materials crafted amount. More Titanium and less Silicon, but you can make more Silicon if you trade or mine for Titanium.
Steel can be made into Plasteel, Plasteel into Titanium, Titanium into AlphaPoly, AlphaPoly into Beta Poly. However, it is still better to mine or trade for Titanium, Plasteel, and Steel, as producing it is a net loss.
Made Gold more heavily focused as the end game resource highly sought after.
Increased Power usage of all GlitterTech turrets.
Fixed alot of other small bugs.


I really am hoping Sam will respond soon with a yes or no to look at these changes. I think I've pretty much done the overhaul he's looking to do.

Thanks, Vlyxnol.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: SeanMungo on April 28, 2017, 04:56:46 AM
Hi there, first post in the forums.

I am seemingly confused about the particulars with the "Advanced Bionics" from glitter tech.
I cannot seem to find any information regarding this topic anywhere. I have looked through multiple pages of this forum thread and of course, google.

Are the Advanced Bionics only available to purchase from Orbital Traders?
Or are they craftable.. :o?

I have EPOE, didnt exactly know there were bionics from this mod.

A crashed survivor had an Advanced Bionic Leg, and I went through the necessary steps to craft them, only to find out they weren't even half as powerful. Found out it was the Glitter Tech Bionics.

Any help would be appreciated, I see there's really only 2 possible answers.
- EPOE Stops Glitter Tech Bionics
- They simply can't be crafted

Other then that, it has been great so far. Thank you very much for the mod. C:
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Dr_Zhivago on April 28, 2017, 05:49:09 AM
Quote from: SeanMungo on April 28, 2017, 04:56:46 AM

- They simply can't be crafted


Correct. They cannot be crafted.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: SeanMungo on April 28, 2017, 05:53:35 PM
Quote from: Dr_Zhivago on April 28, 2017, 05:49:09 AM
Quote from: SeanMungo on April 28, 2017, 04:56:46 AM

- They simply can't be crafted


Correct. They cannot be crafted.

Sir! I thank you ;_;!
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on May 19, 2017, 04:45:54 AM
QuoteHey I've been working again on your GlitterTech mod. I've added alot to it and I'm wondering if you'll consider my changes. I really think I've done alot of work you'll be happy with as I've reworked the tech tree, rebalanced alot of items, added crafting of weapons, armor, shields, and apparel, added a turret, and much more.

QuoteI think I've pretty much done the overhaul he's looking to do.

I think you may have misunderstood the scale of the overhaul I have planned. Of course there has been a considerable delay on the changes, a combination of real life influences and general lack of interest or motivation in Rimworld at this stage. However the changes will happen at some point, and they will be considerably larger then what you have achieved. The tech tree will be vastly different, even from the structure of the vanilla game, and the quantity of new resources, production benches, weapons and factions is over twice what this version currently has. The biggest point to highlight in the overhaul is the modular structure.

There will be a core mod with several large industrial mods, with most additional features added as separate mods to give people the ability to pick and choose, depending on their interest. For example a bionic mod designed to work with my industrial foundation can be removed and replaced with EPOE.

QuoteI know modders are often apprehensive about taking a big edit from someone else, but i'd be happy to give you a very detailed changelog to make your life easier.
The apprehensive attitude by us modders comes from being protective over our mods and creations. It is so easy for somebody to simply cut and paste my mod, change the features to be just different enough to be overlooked.

You have made changes to the mod that don't follow the design philosophy or overall vision for Glittertech, and you did it without permission or discussion with me. So, I'll have to say no. You can do whatever you want with your local version, so long as it remains local, it makes no difference to me, but the public version will stay as is.

Please keep in mind that I have no intention of discouraging an active modder for this community. Of course I'm not giving you permission to upload changes to my mod, but perhaps you could shift your efforts to creating a new mod from scratch, with your own ideas.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Vlyxnol on May 19, 2017, 07:45:32 PM
Quote from: Sam_ on May 19, 2017, 04:45:54 AM
You have made changes to the mod that don't follow the design philosophy or overall vision for Glittertech, and you did it without permission or discussion with me. So, I'll have to say no. You can do whatever you want with your local version, so long as it remains local, it makes no difference to me, but the public version will stay as is.

Please keep in mind that I have no intention of discouraging an active modder for this community. Of course I'm not giving you permission to upload changes to my mod, but perhaps you could shift your efforts to creating a new mod from scratch, with your own ideas.

I understand your decision and respect it, I have not made it public nor will do so in the future as you have requested.

I was only looking to help if you desired it, and I was not intending to receive credit.

Good luck with Glittertech its a good mod and it sounds like your overhaul will make it better.

Vlyxnol

Edit~~~

Here are ONLY the changes I had to make to my personal version to get Glittertech updated to alpha 17. Maybe it will help you.

Replaced PersonalShieldRechargeRate and PersonalShieldEnergyMax with EnergyShieldRechargeRate and EnergyShieldEnergyMax
Added Mass to both shields
Added Description on shields to belts
Changed BodyPartGroups to Waist for both shields
Changed Layers to Belt for both shields
Changed ThingClass to ShieldBelt for both shields
Added careIfWornByCorpse False to both shields
Changed TexPath for both shields to the new ShieldBelt
Removed Commonality under <apparel> as it was produce an error, for all Apparel Items.
Changed <FactionBaseNameMaker> to <baseNameMaker> for both factions
Changed <FactionBaseSelectionWeight> to <baseSelectionWeight> for both factions
Changed Texpath for OCHelmet to Things/Pawn/Humanlike/Apparel/AdvancedHelmet/AdvancedHelmet
Changed BodyPartDef <activities> to <tags>
Changed OTVehicleBodies TurretHull Coverage to 0.85 (TurretActuator's Children Cannot have total coverage of >= 1)
Changed BodyParts both Tracks to <li>MovingLimbCore</li>, trackchain to <li>MovingLimbSegment</li>, and wheelsystem to <li>ManipulationLimbCore</li>

Title: Re: [A16][MODLIST] Glitter Tech
Post by: faltonico on May 22, 2017, 02:11:33 PM
The Speed Skin Suit increases the chances of failing dramatically, if that is intended, is not described in the tooltip of the item (see images).

On another subject, after testing the mod, I am more interested in the factions, are you still planing on releasing those as standalone with their weapons?

[attachment deleted by admin due to age]
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Multistream on May 23, 2017, 08:59:57 AM
Is there separate glitter tech bionics mod?
Title: Re: [A16][MODLIST] Glitter Tech
Post by: matthewgareth on May 28, 2017, 05:49:23 AM
WOHOO!!!!!!! Alpha 17 IS OUT
Title: Re: [A16][MODLIST] Glitter Tech
Post by: asquirrel on May 28, 2017, 01:18:41 PM
I just ran into some of those Orion corp soldiers with their MBT.  I was lucky that I had ED Shields running and my guys were under it or we would have been slaughtered.  The shield stopped like 30+ shots from the soldiers that had had the triple rocket launcher.  I was hoping I had the ultimate weapon only to discover that the Orion soldiers have unlimited ammo for the rocket launcher but I only get one shot with it.  What a bummer. 

They showed up with an MBT.   That thing is freaking ridiculously hard to destroy and it fires either rockets or shells at you.  I probably hit it with guns and melee weapons over 500 times and I finally killed it.  It was the last enemy to die on the map.  Even after we were cleaning up the bodies my tigers were attacking it over and over.  It seems kind of OP.     
Title: Re: [A16][MODLIST] Glitter Tech
Post by: RyunosukeKnT on June 01, 2017, 01:01:31 AM
needs to update all the download links :)

I think steam is the only one updated, dropbox and github still running a16 versions
Title: Re: [A16][MODLIST] Glitter Tech
Post by: InsanePlumber on June 01, 2017, 01:10:36 AM
@Sam
Please update the links for GitHub.
Not all people use STEAM to manage mods. (auto update s**t)
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Skarovas on June 01, 2017, 03:35:31 AM
Please, update A17 to Ludeon, not everyone use Steam
Title: Re: [A16][MODLIST] Glitter Tech
Post by: memphis on June 01, 2017, 04:41:48 AM
Do I have to buy this game again on steam to use this mod now? just wondering
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Pepelnica1488 on June 01, 2017, 05:14:06 AM
buy this game after 16 - 17 alpha 6 months afk developing? pffff xDD
Title: Re: [A16][MODLIST] Glitter Tech
Post by: memphis on June 01, 2017, 05:23:51 AM
But modders keep it alive and I already own it - just not on steam :(
Title: Re: [A16][MODLIST] Glitter Tech
Post by: EpicRabbit on June 02, 2017, 02:14:34 PM
Sam  [author] 22 minutes ago <-- ON STEAM (02.June.17 20.00 CEST)
I don't have reliable internet at the moment, so a forum update will have to wait.

So keep patient and wait :D
Title: Re: [A16][MODLIST] Glitter Tech
Post by: InsanePlumber on June 07, 2017, 03:12:45 AM
Quote from: EpicRabbit on June 02, 2017, 02:14:34 PM
Sam  [author] 22 minutes ago <-- ON STEAM (02.June.17 20.00 CEST)
I don't have reliable internet at the moment, so a forum update will have to wait.
I have not heard such a hopeless excuse for so long.
So now the internet works selectively?
Quote
Sam_ Recent Activity on STEAM 32.4 hours past 2 weeks  ( 2017-06-07 )
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on June 07, 2017, 07:43:19 AM
Quote from: InsanePlumber on June 07, 2017, 03:12:45 AM
Quote from: EpicRabbit on June 02, 2017, 02:14:34 PM
Sam  [author] 22 minutes ago <-- ON STEAM (02.June.17 20.00 CEST)
I don't have reliable internet at the moment, so a forum update will have to wait.
I have not heard such a hopeless excuse for so long.
So now the internet works selectively?
Quote
Sam_ Recent Activity on STEAM 32.4 hours past 2 weeks  ( 2017-06-07 )

I have the Steam app, which counts toward the time online, I would assume. Yes, I'm using my phone as a hotspot, because I have no wired connection at the moment, which will cost me $10 per gigabyte of data used, up and down, so I have decided to leave the forum upload until my wired connection is working.

You don't see much bad language from me here on the forum, but considering I make mods for free, rather then paying to make them, perhaps you could kindly go fuck yourself. I don't need to excuse anything, perhaps I'll simply decide to delay the forum upload a month behind the steam version to encourage people to use the workshop.

I can see a few people here use the forum download in order to avoid Steam's automatic workshop updates. If you would like a solution, rather then taking the time to just complain about it. You can subscribe to the mod on the workshop, allow the download to complete, navigate to "\Steam\steamapps\workshop\content\294100" and copy the folder called "725576127". Then navigate to "\Steam\steamapps\common\RimWorld\Mods" and paste the folder. Rename it to Glittertech, and then you will have a hard copy just like the forum download. Then  unsubscribe from the mod on Steam, or leave it subscribed so you can do the same process above every time a new version is downloaded, whatever you want.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Pararoid on June 07, 2017, 08:16:58 AM
Quote from: Sam_ on June 07, 2017, 07:43:19 AM
Quote from: InsanePlumber on June 07, 2017, 03:12:45 AM
Quote from: EpicRabbit on June 02, 2017, 02:14:34 PM
Sam  [author] 22 minutes ago <-- ON STEAM (02.June.17 20.00 CEST)
I don't have reliable internet at the moment, so a forum update will have to wait.
I have not heard such a hopeless excuse for so long.
So now the internet works selectively?
Quote
Sam_ Recent Activity on STEAM 32.4 hours past 2 weeks  ( 2017-06-07 )

I have the Steam app, which counts toward the time online, I would assume. Yes, I'm using my phone as a hotspot, because I have no wired connection at the moment which will cost me $10 per gigabyte of data used, up and down, so I have decided to leave the forum upload until my wired connection is working.

You don't see much bad language from me here on the forum, but considering I make mods for free, rather then paying to make them, perhaps you could kindly go fuck yourself. I don't need to excuse anything, perhaps I'll simply decide to delay the forum upload a month behind the steam version to encourage people to use the workshop.

I can see a few people here use the forum download in order to avoid Steam's automatic workshop updates. If you would like a solution, rather then taking the time to just complain about it. You can subscribe to the mod on the workshop, allow the download to complete, navigate to "\Steam\steamapps\workshop\content\294100" and copy the folder called "725576127". Then navigate to "\Steam\steamapps\common\RimWorld\Mods" and paste the folder. Rename it to Glittertech, and then you will have a hard copy just like the forum download. Then  unsubscribe from the mod on Steam, or leave it subscribed so you can do the same process above every time a new version is downloaded, whatever you want.

Nooo :(
Title: Re: [A16][MODLIST] Glitter Tech
Post by: milon on June 07, 2017, 08:36:18 AM
Quote from: memphis on June 01, 2017, 05:23:51 AM
But modders keep it alive and I already own it - just not on steam :(

You can get it on Steam without buying it again. Just register your copy using your purchase email: https://ludeon.com/rimworld/getmygame/

Alternatively, you can follow Sam_'s directions about how to use the Steam version in non-Steam.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Ramsis on June 07, 2017, 09:00:53 AM
Quote from: InsanePlumber on June 07, 2017, 03:12:45 AM
I have not heard such a hopeless excuse for so long.
So now the internet works selectively?



Hey sport, lemme just tell you right quick you need to calm down. You are not owed anything by content creators, most of them do this for free as a hobby because they enjoy doing it, not because they expect a steady stream of praise and fanfare.

Show some respect to the hard working members of our community who spend hours of their time making this game even better, because if I need to remind you to not be antagonistic and inciteful I will be temp-banning you. We don't allow hostility or attacks on our forum.
Title: Re: [A16][MODLIST] Glitter Tech
Post by: faltonico on June 07, 2017, 12:52:53 PM
Quote from: Sam_ on June 07, 2017, 07:43:19 AM

I can see a few people here use the forum download in order to avoid Steam's automatic workshop updates. If you would like a solution, rather then taking the time to just complain about it. You can subscribe to the mod on the workshop, allow the download to complete, navigate to "\Steam\steamapps\workshop\content\294100" and copy the folder called "725576127". Then navigate to "\Steam\steamapps\common\RimWorld\Mods" and paste the folder. Rename it to Glittertech, and then you will have a hard copy just like the forum download. Then  unsubscribe from the mod on Steam, or leave it subscribed so you can do the same process above every time a new version is downloaded, whatever you want.
That is what i usually do when authors forget to update, can't update at the moment or simply don't use the forums. This should be sticked if possible with general information cause there is people who doesn't seem to know about this (otherwise they wouldn't be bitching abut it).
Title: Re: [A16][MODLIST] Glitter Tech
Post by: Sam_ on June 08, 2017, 03:39:22 AM
My pathetic Australian FTTN connection is fixed. And the download links here and on the Github repo are updated.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Ashardalon411 on June 08, 2017, 06:23:23 AM
So ty for this update ! i can't play Rimworld whitout them ! (almost ^^) and i was desesperate to find a mod who add an enough power full power plant, now i have. Hell yeah !
Title: Re: [A17][MODLIST] Glitter Tech
Post by: jackarbiter on June 09, 2017, 10:00:19 PM
I'm getting pink texture glitches with some helmets from Orion Corp, specifically the Orion Corporation Helmet:

<texPath>Things/Pawn/Humanlike/Apparel/AdvancedHelmet/AdvancedHelmet</texPath>
<worngraphicPath>Things/Pawn/Humanlike/Apparel/MilitaryHelmet/MilitaryHelmet</worngraphicPath>

I've changed the worngraphicPath to AdvancedHelmet/AdvancedHelmet and it works fine. Not sure if anyone else got this.

Title: Re: [A17][MODLIST] Glitter Tech
Post by: Wendigo on June 10, 2017, 06:23:38 AM
Thanks for the update, Sam_, glad to have Glittertech and a hefty lategame back.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Plasmatic on June 12, 2017, 04:29:41 AM
What would I need to do in order to make HC-1 Shields craftable? (using the no surgury version if that makes a difference)
Title: Re: [A17][MODLIST] Glitter Tech
Post by: coldcell on June 12, 2017, 02:20:51 PM
Never tried this mod before, but I'm confused what's the difference between the normal version and the no-surgery version?

I have RBSE installed if that makes any difference.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Plasmatic on June 12, 2017, 02:54:01 PM
Quote from: coldcell on June 12, 2017, 02:20:51 PM
Never tried this mod before, but I'm confused what's the difference between the normal version and the no-surgery version?

I have RBSE installed if that makes any difference.

Glittertech has a version with surgery similar to RBSE, but not as fleshed out, hence the no surgery version to ensure compatibility
Title: Re: [A17][MODLIST] Glitter Tech
Post by: kingofbox on June 16, 2017, 06:18:29 AM
So, i don't exactly know, where to i type the problem, so i just gonna write it here (im nab in this forum ;-;)

Im having problem with automatic mortars, after installing them, they may work for a season or two, but after some time, it simply stop working (Not shooting at anything). It still spins around and "looking for targets", bu whenever i do force target or hostile appers, its simply still looking fo targets...

I would appreciate if anybody knows how to fix the problem!
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Canute on June 16, 2017, 06:30:37 AM
kingofbox, sorry but your description sounds like :
My car don't drive anymore, but the window wiper still works.

If you got hugslib instaled, open the devbug log window, click at the share log button down left, upload the log and post the link here.
Without hugslib, at the Rinworldxxx_data you find output_log.txt, attach this to a message, maybe zip/rar it if is too big.

With this information maybe Sam_ can find the problem.

A temp. fix for yourself, use the dev. tool to destroy the not working mortar, and replace it with the god mode.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: kingofbox on June 16, 2017, 06:59:31 AM
Alright, so should i create log while mortar is still working or when mortar stopped properly work?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Canute on June 16, 2017, 09:13:16 AM
I think at first a log when the mortars didn't work anymore.
Sam_ the author need to decide what he need else. But you are the only one so far which got the problem, so i think its prolly a modconflict.

Title: Re: [A17][MODLIST] Glitter Tech
Post by: kingofbox on June 16, 2017, 10:52:03 AM
Here are the logs:
https://gist.github.com/c09fa77aec61105ff74564c8a66fcb82

This is when Automatic mortars stop working
Title: Re: [A17][MODLIST] Glitter Tech
Post by: MMAciek on June 20, 2017, 03:59:46 PM
I updated polish version to A17 -> https://ludeon.com/forums/index.php?topic=23250.0
Title: Re: [A17][MODLIST] Glitter Tech
Post by: hoaxdream on June 20, 2017, 04:20:53 PM
im having error only when clicking on EMRG turret

Cannot draw radius ring of radius 60: not enough squares in the precalculated list.
Verse.Log:Error(String)
Verse.GenDraw:DrawRadiusRing(IntVec3, Single)
RimWorld.Building_TurretGun:DrawExtraSelectionOverlays()
RimWorld.SelectionDrawer:DrawSelectionOverlays()
RimWorld.MapInterface:MapInterfaceUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [A17][MODLIST] Glitter Tech
Post by: moonra on June 27, 2017, 01:08:45 PM
If you like the tech stuff in this mod but absolutely hate how unbalanced the equipment is, I've made a balancing patch that, of course IMO, makes the weapons and armor much more reasonable. I also fixed the many spelling and grammar errors in the files I modified, didn't had the patience to go through them all, sorry. Oh, I also added weight to those equipment as well.

Just get the attachment and past it on your mod folder, replacing the files when asked, of course. This is for the No Surgery version because why the heck would you even use the other one, just get EPOE.

Edit: Removed the attachment based on feedback and because honestly it was a rush job to make me not have to deal with the OP equipment in my game, so I have no issues admitting I did a poor job of balancing, which I claimed to have done.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Hammerskyne on June 30, 2017, 02:22:53 PM
Quote from: moonra on June 27, 2017, 01:08:45 PM
If you like the tech stuff in this mod but absolutely hate how unbalanced the equipment is, I've made a balancing patch that, of course IMO, makes the weapons and armor much more reasonable. I also fixed the many spelling and grammar errors in the files I modified, didn't had the patience to go through them all, sorry. Oh, I also added weight to those equipment as well.

Just get the attachment and past it on your mod folder, replacing the files when asked, of course. This is for the No Surgery version because why the heck would you even use the other one, just get EPOE.

Your changes to the nano-skin and speed-skin seem pretty resonable, but pretty much all the rest seem to be overnerfs. Lowering the range, damage, accuracy, and more than doubling the cooldown and warmup of the EMRG-1 for instance, makes it a weapon I'd basically never use. And note; I totally agree the base glittertech values are hilariously overpowered, to the point that I have in the past just removed the orion corp and APB-1 weaponry altogether.

If you're interested, I'd like to make a few statements about the (assumed) role of the Glittertech items and their place in the game. I'm not the mod author and so I can't claim to speak authoritatively though.

Firstly, the Glittertech armor is clearly a step up from Rimworld Power Armor. It has better armor values, better insulation, and a lower movespeed and workspeed penalty. Mostly, that's fine, and I never really find it to be super problematic when playing. A soldier in Nano Armor is a beast of a tank, and not nearly as slow as we're used to powersuited pawns being, but Nano Armor is rare and precious, and unless you play with a mending mod (which totally throws much of the game balance out the window to start with) won't last you forever. If I had to make changes to it, I'd increase the value, and raise the deterioration rate.

The Skin suits are in a similar place in that they're just sublime tech suited to specific tasks. I'd say the speed suit having a 400% work speed bonus is just silly, lowering that to 60% is totally reasonable. I'm not sure I'd reduce the move bonus as much as you have, but I really don't think that's a totally unreasonable change either. Again, I'd say increased deterioration rate (or is it lowered durability? I'm thinking they just wear out faster from being worn, not decaying super fast on the ground) and vastly increased value/rarity would be good changes here.

The EMRG weapons are super hard hitting railguns, intended to engage heavily armored targets such as mechanoids and Nano-Suited soldiers. The accuracy should be top notch, and the damage should be high. I would agree to a range reduction down to 60 or so for the rifle, just based on the spalling and mass loss from thermal bloom a hypersonic projectile experiences in atmosphere, and similarly I think the cooldown should be relatively high. But for the rifle I don't think a 3+ second warmup makes sense. What is causing that, in your mind? Is the loading mechanism complicated? Or do the sights take forever to settle in? Remember that this is a weapon that is the product of a hyper advanced civilization (especially compared to the tribal-industrial tech level we as players have access to) And things like smart sighting and gyro stabilization are already being incorporated into experimental weaponry on earth. On the other hand, materials stresses and heat dissipation ensure that a railgun firing solid projectiles in atmo is going to have to cool down after shots and that makes a 4ish second 'reload' reasonable in the context of the game.

That whole load of text leads into the problems with the APB-1 and the OC weapons. Anion-Particle weapons in theory should be fairly inaccurate because of atmospheric interaction, and the damage should be simultaneously terrifying and surprisingly weak against things like human targets. A particle sized hole through you could kill you instantly, or be almost negligible depending on where it was. The game conceit of the shots igniting targets makes them useful in game, perhaps too much so, and leaves them in a weird spot of being overpowered even with globally reduced damage/accuracy/warmup and cooldown values as in your tweaks. I'd probably make more drastic changes than you have, for example cutting the rifle down to 35 range, and giving it a 30/55/65/40 range spread, while changing it from a burst 4 to a single shot. I'd say keep the warmup and refire very low, and just envision it as a spitfire particle weapon; intended to chew tons of holes through whatever you're shooting at, the cover they're behind, and the terrain around them. At the same time, remove the ignition property from the bullet definition and try to do something to make it totally bypass armor instead.

The OC Guns meanwhile, are the opposite half of the future tech trope. They're guns with all the benefits of advances in computing, materials sciences, machining and assembly. They're hilariously overpowered (the rifle especially) mostly because of the accuracy and the burst count (and the speed, and lets not forget the total damage) but they make sense from a perspective of the rest of the ideas in the mod. Good changes on the pistol overall, but I don't think a 1 second cooldown paired with a .3 second warmup change makes sense. One or the other imo. The reduction of the rifle's burst group is exactly the right change, but you coupled it with accuracy penalties and cooldown/warmup changes. If you think of the OC rifle as a futuristic combination of Assault rifle and SAW, then a midline change to accuracy and cooldown would make the most sense, and cement the gun's place as an excellent all arounder, superior to the APB rifles for most situations, but still outclassed against heavy armor.

Anyhow, (Way too)TL:DR; your changes aren't the worst, but I think you went too far in most cases just by dint of making too many extreme changes on each item. Still, your revised values are preferable to base GT, so that's a plus, eh? :)
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on June 30, 2017, 02:45:49 PM
Quote from: moonra on June 27, 2017, 01:08:45 PM
If you like the tech stuff in this mod but absolutely hate how unbalanced the equipment is, I've made a balancing patch that, of course IMO, makes the weapons and armor much more reasonable. I also fixed the many spelling and grammar errors in the files I modified, didn't had the patience to go through them all, sorry. Oh, I also added weight to those equipment as well.

Just get the attachment and past it on your mod folder, replacing the files when asked, of course. This is for the No Surgery version because why the heck would you even use the other one, just get EPOE.

Thanks for the, uh, kind feedback. Very encouraging as always. I should probably get that link removed since you didn't ask for permission, but if it means less discourse with other users that can't handle a spelling mistake then so be it.

Honestly, I often wonder why people spend so much time telling me the stats for items in my mod are undesirable to them. If you're willing to go into a hypothetical real world application of the technology I order to explain what you think is an accurate value for the in game item then perhaps you could simply make your own mod? That way to don't have to tell a mod developer what a terrible job he's done. Unless, of course, that's the point.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Cabdono on June 30, 2017, 03:31:38 PM
Apparently futuristic fictional "glitterworlds" that are supposed to be hundreds of years more advanced couldn't have perfected or even improved arms and armor based on today's standards, this need for spoonfed "Balance" is quite ridiculous. Life isn't balanced or fair, and if someone says, it's a game not real life, then don't ask for silly realism or idealistic balance on a game like this.

Ps. Great mod for late game fun. Keep up the good work.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Hammerskyne on June 30, 2017, 03:32:54 PM
Sam_: not the user you replied to, but as my post is just after his, I figure this at least partially applies to me as well.

First, let me say that when I say the items are hilariously overpowered, or other hyperbole, that's not intended as an insult to you. It is, in my opinion, true, but that doesn't make the work you've done or the path you've struck invalid. The numbers you've used are simply so far outside the scope of the normal game that it leads to silly situations, and I think that a few people might find that undesirable.

I think it's really really important to remember that 'balance' and of course relative power levels of mods and games and items thereof is an almost totally subjective discussion to have, and the way it dominates most conversation to the point of people attacking mod authors over those concerns is not only unfortunate, but downright unhealthy to a robust modding and tinkering culture. Mad props to you for all your work on this mod, and thanks for putting to together for people like us to play with, bitch over, and tweak.

Finally: If you'd like to have numbers and balancing discussion, would you like input? I'd be happy to try and write up some stuff to explain more of where I'd like to see the values go, but of course if your vision of the mod is totally solid and you don't want to make any changes I won't trouble you with such.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on June 30, 2017, 09:37:50 PM
The second half was supposed to quote you, because I intended it as a reply. But, I wouldn't take it very seriously, I was operating on little sleep. At this stage, since no updates beyond version iteration occur in this thread the only feedback I receive is negative or constantly critical of my mod. I don't really mind any feedback, but constantly being told the values I consciously decided upon, coded and tested are incorrect or over powered does get old fast. I haven't somehow made a mistake when writing the weapon stats, since I use my own mods in my own games I would immediately know a value is off the mark.

I realise the discussion of balance is less about my mod and more about my mod in addition to other mods. However, going to the term subjective, the intent of my mod, from your perspective, is to add over powered items. Since day one of Glitter tech my mod was basically Powered Armor*10 and Sniper Rifle*10. Every item is supposed to be an order of magnitude better then the vanilla items.

It's not meant to add to the pool of items for vanilla game-play, it is suppose to change the game-play entirely. Instead of the same old mega colony with a kill-box that you have built a dozen times you are suppose to have your base leveled every time you are raided by commandos whilst you hide in a distant cave. Try and come up with a defense against the commandos as they are now, using something creative, as a challenge. That is the point of my mod.

If this hasn't fully explained my mods intent, perhaps you could try flicking through the previous pages in this thread. Over a year or more ago on page 20 or 30 you will find people complaining about balance. You will find people complaining about balance as the new features were released, and you will find me replying to them with a similar response. So, have I failed to balance my mod for over a year, or is it just the design of my mod?

The last thing to mention is a fun topic know as user entitlement. Mods are kind of in a strange area, because they are not commercial products, yet some modders dedicate enough time and effort to them to regard the project as more then a fun thing they decided to do one day. Most mods fall somewhere in-between. So, when dealing with user feedback, I'll often find a lot of people tell me how "disgusting" or terrible one feature or another is, as if they have lost something because of my mod. When people tell me to balance the mod to their own vision of what the values should be, they make a serious effort to tell me how I should design the weapons and buildings and crafting.

Yet, those features are entirely my own design. If they dislike my creation, they could simply find a better one, made by somebody else, or make their own. I see no reason whatsoever to change my mod to suit a few people when so many others appear to have downloaded and used my mod as it is.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Hammerskyne on June 30, 2017, 11:00:36 PM
Fair enough. I totally hear you on the subject of entitlement and expectations, and have seen that particular poison in basically every community I've participated in over the last few decades, to a greater or lesser extent. People all think they have an idea of what a game should be, and what they forget is in everyone's separate mind, they're all substantially different games.

Glittertech, in my mind, is a fantastic endgame content mod. The numbers are high, and the mechanics are different and cool when compared to vanilla or even most of the rest of the modding scene. I remember playing around with the Alpha and Beta poly stuff years ago and trying to make a Gladius, I think? That resulted in something like a 60 day crafting session. Good times. And yeah, it has always been (from what I've experienced and my assumption of your intention) about surviving that first Merc or OC raid with enough people alive to pick up the guns and then become like unto gods. Which is compelling, no doubt.

All that said, I really enjoy discussing numbers, balance, and relative power vs. intention and narrative backpinning of content. Is Glittertech feature complete? If it is, or you'd just rather not hear any of it, I won't trouble you with my opinions, as you have every right to build your own mod how you like. All the best Sam, truly sorry if what I wrote out came off as an attack on your work.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: moonra on July 01, 2017, 04:00:15 PM
Don't worry, I removed it myself based on your feedback and because honestly it was a rush job to make me not have to deal with the OP equipment in my game, so I have no issues admitting I did a poor job of balancing, which I claimed to have done.

I'm sorry if I came off a bit brash on the criticism, sometimes you can easily forget that a mod is not just a bunch of text files with values on it but someone's creative work and time spent.

I do think you should've had someone go over and fix the grammar/spelling mistakes on your mod, though.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Disenfranchised on July 02, 2017, 09:06:33 PM
Hey Sam_, so playing through on the A17 update and only noticed one issue that I don't believe used to be in the A16 distro; but the wall lights don't appear to conform to the rest of the walls. Neither do the wall windows. Just thought I'd give ya a heads up.

On another note, I appreciate your mod quite a bit. I don't usually make comments here, but truly its a fun mod. It gives me some form of ultimate goal I work towards throughout the game. I did have one question however, was the commandos "faction" removed? As I don't see them as a faction any longer.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: MMAciek on July 05, 2017, 03:52:50 AM
Hey, Sam! What is that? This is your's commando, i can't do execution (after his head... hmm, he haven't xD) and give freedom... nothing.


(http://s5.ifotos.pl/img/wtf1jpg_qpxxenq.jpg)
(http://s5.ifotos.pl/img/wtf2png_qpxxeep.png)
(http://s2.ifotos.pl/img/wtf3png_qpxxeeh.png)
(http://s5.ifotos.pl/img/wtf4jpg_qpxxeer.jpg)
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Xyntak on July 09, 2017, 08:12:21 AM
How are you supposed to get the Speed Skin Suit? I remember being able to find them in A16 but since getting A17 I haven't seen a single one.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: nefarian11 on July 17, 2017, 04:46:45 PM
Hey Sam, is there any way to remove the fire spreading effect from the APB weapons? I've started to make colonies in biomes without flammable stuff because of that =/

I really like the mod but those damn fire spreading abominations get boring after a while of extinguishing forest fires :P
Title: Re: [A17][MODLIST] Glitter Tech
Post by: rambo on July 17, 2017, 06:13:17 PM
combat extended patch comming soon?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: nefarian11 on July 21, 2017, 08:37:46 PM
I recently had to uninstall Rimworld and all mods, just finished installing it and it appears that the Orion corp helmet texture is missing, and spawns as a huge pink square. This is causing all kinds of fps issues even with 1 of those helmets in entire map.

Tried uninstalling and installing the mod again, didn't work. Tried changing load order (even if i'm 100% sure this has nothing to do with it, only mods installed are QoL) but didn't change anything.

I don't think it's on my end, anyone is having the same problem?

Error Message from the in-game log:

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/MilitaryHelmet/MilitaryHelmet, color=RGBA(0.600, 0.600, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Title: Re: [A17][MODLIST] Glitter Tech
Post by: saltine on July 29, 2017, 10:29:59 AM
I have a bug where my pawns who wear Speed Skin Suits lose their ability to pathfind so they just get stuck "Standing" all the time. I have a long modlist, which I can paste later, but I was wondering if this is a common issue due to some common mod interaction or something.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: saltine on July 29, 2017, 12:13:35 PM
It turns out that the issue was with Sensor Panels flooring. A pawn wearing a Speed Skin Suit absolutely refuses to walk on them, so if their path requires them to cross one no matter what, they will get stuck.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Pararoid on August 02, 2017, 11:39:03 PM
I ran into that bug too.

Patiently waiting but super keen for an update that allows us to craft the advanced items added :)
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Luckspeare on August 10, 2017, 01:12:10 AM
Would also love to see a Combat Extended compliant version/patch.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Pepelnica1488 on August 10, 2017, 09:58:40 AM
this shit still not rebalanced?

User was warned for this post.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on August 11, 2017, 03:16:00 AM
With motivation like that you can expect to wait another six months.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Chicken Plucker on August 11, 2017, 06:21:58 AM
Hey Sam, long time subscriber and fan of this classic mod. I wanna thank you for your hard work which inspired me to make my own mods also, in fact I credited you for a recent faction mod I made since I was having trouble with some things and your coding for glitter tech really helped me get off a ditch I was stuck in.

I understand you are having difficulties making progress with your Glitter Tech due to life issues but I hope what you've helped little chickens like me do encourages you. Cheers fam

- Chicken cluck cluck cluck cock a doodler.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: skullywag on August 11, 2017, 08:35:53 AM
Quote from: Pepelnica1488 on August 10, 2017, 09:58:40 AM
this shit still not rebalanced?

Tone it down a bit in future please.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Calahan on August 11, 2017, 09:23:00 AM
Quote from: Pepelnica1488 on August 10, 2017, 09:58:40 AM
this shit still not rebalanced?
@ Pepelnica - This is not the first time you have made a personal attack against a mod and its creator, but if you want to remain a member of this community then it will be your last.

If you can not learn to be appreciative of the free content mod creators kindly provide, or keep your unconstructive criticism to yourself, then maybe it's better if you stop using the results of other people's free labour altogether, or learn not to say anything at all if you can't refrain from posting insults.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on August 11, 2017, 04:27:39 PM
Quote from: ChickenForcer on August 11, 2017, 06:21:58 AM
Hey Sam, long time subscriber and fan of this classic mod. I wanna thank you for your hard work which inspired me to make my own mods also, in fact I credited you for a recent faction mod I made since I was having trouble with some things and your coding for glitter tech really helped me get off a ditch I was stuck in.

I understand you are having difficulties making progress with your Glitter Tech due to life issues but I hope what you've helped little chickens like me do encourages you. Cheers fam

- Chicken cluck cluck cluck cock a doodler.

Thank you for the kind words, and the credit. It was not necessary really, copying code is fair game, credit is only an issue when you use assets or reupload my mod I some form.

I also wanted to clarify that the mod isn't delayed because of any real issue, I've mostly moved to other projects, this mod gets developed now and then, and updated for each alpha but completing the changes I have planned won't happen anytime soon.

Also as a general point for any readers, the new version will need a lot of art assets, if anyone is interested let me know.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Bonesmasha on August 12, 2017, 04:19:25 AM
- Not CE compatible - are you going to release a patch ?
- The Orion tank can be butchered - can't you code it to be treated like a mech and be disassembled ?
- Apparel and weapons yield 0 resources when salvaged with the use of any other mod

Are you going to work on compatibility with other mods ?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on August 12, 2017, 03:22:14 PM
The answers to your questions are evident in previous replies.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Mydayyy on August 14, 2017, 06:03:10 PM
Hi,

I noticed that the Glittertech Inferno Cannon still despawns as soon as you haul or drop it. Is this intended behaviour? I saw that this was reported in 2015 but didn't see any further replies about that one

Best Regards
Mydayyy
Title: Re: [A17][MODLIST] Glitter Tech
Post by: InsanePlumber on August 16, 2017, 01:12:55 AM
Hello Sam,

Our last "conversation" was not very nice for what I'm sorry.  :-[
I really appreciate your work.

I just started my adventure with modding RW (I mean doing them) it's not much, but I has to start somewhere.

Corrected texture path for the Orion Corporation Helmet. (GlitterTechNS)
http://i.imgur.com/OKzcbuZ.png

I have done for my own needs separate bookmark for GT research.
http://i.imgur.com/Aebsj5Y.png

If you want please use this.
Everything is in the attachment.

[attachment deleted by admin: too old]
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Chicken Plucker on August 17, 2017, 04:02:52 PM
Quote from: Sam_ on August 11, 2017, 04:27:39 PM
Also as a general point for any readers, the new version will need a lot of art assets, if anyone is interested let me know.

Will be on call if you need me, I have decent photoshop knowledge and my own pen tablet at home. Or at least, I can hand you .psd stuff I made to easily produce outfits in batch
Title: Re: [A17][MODLIST] Glitter Tech
Post by: skullywag on August 18, 2017, 03:05:17 AM
How easily Chicken? Is it a latered template like the others ive seen or do you have some infinitely clever way of doing apparel??? Teach my your ways.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Chicken Plucker on August 18, 2017, 12:47:34 PM
Quote from: skullywag on August 18, 2017, 03:05:17 AM
How easily Chicken? Is it a latered template like the others ive seen or do you have some infinitely clever way of doing apparel??? Teach my your ways.

Oke, I will try to make a tutorial for others who want to learn how to make outfits too in my next mod and hopefully it is useful for anybody experienced too
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Duftmand on August 24, 2017, 07:40:49 PM
I think I might have found a bug or an issue or something.. I'm no dev, and this problem may entirely be a product of my own stupidity, but I figured one of you guys might know.

I've been having some issues with outfits (anything from combat boots and suits to parkas and jackets) requiring the use of Alpha or beta poly in their recipe instead of textiles like leather or cloth. I'm using the hardcore SK mod pack, and i might be entirely mistaken, but isn't Alpha and Beta Poly this mod authors creation?

I could create parkas and jackets in the beginning just fine, but after having some issues with Steam (trying to reinstall it and accidentally deleting 600GB worth of games, and having steam not recognize the remaining ones after reinstall) it seems like the recipes have been messed up. Any help or just a finger pointing in the right direction would be greatly appreciated :)
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Canute on August 25, 2017, 03:05:54 AM
Duftmand,
anything that belong to Hardcore-SK you should only post at HCSK thread or at the discord channel.
Even when alpha/beta are original from glitter tech, they adapt and modify the whole/most mods inside the modpack to work/fit into the modpack.
The original author isn't realy responsible for that.

My hint, try to reinstall hcsk completey, don't forget the modconfig, and look if that helps.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Duftmand on August 26, 2017, 09:42:38 PM
Quote from: Canute on August 25, 2017, 03:05:54 AM
Duftmand,
anything that belong to Hardcore-SK you should only post at HCSK thread or at the discord channel.
Even when alpha/beta are original from glitter tech, they adapt and modify the whole/most mods inside the modpack to work/fit into the modpack.
The original author isn't realy responsible for that.

My hint, try to reinstall hcsk completey, don't forget the modconfig, and look if that helps.
Oh, my bad. It's usually a 50/50 if you get a response in the hcsk thread, so i figured i'd ask here. But I'll remember that in the future, sorry about that. And thanks for being kind and giving me a hint anyway, I appreciate it!
Title: Re: [A17][MODLIST] Glitter Tech
Post by: maculator on September 18, 2017, 01:23:10 PM
Could you add language files for tilled soil please?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Vane on October 18, 2017, 04:59:15 PM
Just added this mod, loving it so far, however, is there a way of manufacturing the APB weapons, also I've heard there's armour added too but haven't seen it and don't know what it's called?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: JDamien on November 10, 2017, 02:59:11 PM
I don't see anyone who has asked yet so I apologize if it has been but is there any chance for an update to A18?
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Canute on November 10, 2017, 04:04:30 PM
Do you know "Diner for one" ? :-)
"The same procedure as every year, James."
"The same question as every release, User." :-)

A18 isn't even released. Give them time.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sam_ on November 10, 2017, 05:41:17 PM
It will be updated, expect it a few days after release.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Sungperman on November 18, 2017, 09:22:21 AM
Won't be playing B18 without this
Title: Re: [A17][MODLIST] Glitter Tech
Post by: Petrenko on November 20, 2017, 09:22:47 AM
Me neither to be honest. It's essential.
Title: Re: [A17][MODLIST] Glitter Tech
Post by: fatm3l on November 20, 2017, 03:44:31 PM
I havnt tried this mod in a17 but i've used this in past a16. Is the OC defence rifle fix already because its too powerful 1 rifle can wipe out raiders
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on November 20, 2017, 05:01:30 PM
Updated.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: fatm3l on November 20, 2017, 06:25:05 PM
Thanks for the update. Gonna try it. Did you nerf the oc defense rifle?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on November 20, 2017, 06:42:29 PM
No, all values remain the same.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: fatm3l on November 20, 2017, 11:24:26 PM
ok thanks for the update. maybe i'll just edit some of its defs to slightly nerf it
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on November 29, 2017, 08:49:16 AM
Minor updates on the github repositories.

Glitter tech: Auto mortar and heavy conduit bugfixes
Furnace: Industrial vent added, updated furnace graphics
Title: Re: [B18][MODLIST] Glitter Tech
Post by: TheMagicMarksman on November 29, 2017, 09:03:24 AM
It'd be nice to see more glitter stuff in mods such as this, Nice job.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Heymom on December 01, 2017, 05:01:35 AM
Quote from: Sam_ on November 29, 2017, 08:49:16 AM
Minor updates on the github repositories.

Glitter tech: Auto mortar and heavy conduit bugfixes
Furnace: Industrial vent added, updated furnace graphics
cant get any of the auto mortars to force target. It can force target on random spots, but not working as intended for sure. Oddly enough you can force target inside the minimum range.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: calmatt on December 01, 2017, 11:10:03 PM
When you get a large field of titanium

https://i.imgur.com/XVwlH8T.png
Title: Re: [B18][MODLIST] Glitter Tech
Post by: tobi1449 on December 02, 2017, 08:30:06 PM
Can I add this to an existing save? And  if yes, is there any way to safely regenerate the world factions and/or the deep drill deposits?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on December 03, 2017, 04:39:20 AM
I think you can add it to your colony, but i wouldn't recomment this.
Faction can be discovered with
[B18] Faction Discovery
https://ludeon.com/forums/index.php?topic=25159.0

To to redeposit map minerals isn't any mod so far.
But you can use
[B18] Omni Core Drill - a deep core miner for *all* materials
https://ludeon.com/forums/index.php?topic=34702.0

But i hope the first commando raid, don't kill all of your people. :-)

Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on December 03, 2017, 12:09:43 PM
There is an option in the devmode menu that allows you to regenerate the mineral layer.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: OwenQuillion on December 04, 2017, 12:38:28 AM
I apologize for going back over well-trodden ground, but after getting a beta-poly knife from a Hospitality guest early on in my first Glittertech run, I was about to throw out the save. (I'm aware that's more on Hospitality than on Glittertech, but all those damn 0s gave me the heebie jeebies).

There was a discussion a few months back where you laid out your vision for the mod, Sam_. This made me change my mind and in fact reminded me of why I picked up the mod in the first place (the very fact that it was a sea-change for the late game - when there aren't wacky mod interactions).

In the interests of staying concise, it's obvious that the first impressions for this mod - for better or worse - are that it's primarily a cluster of overpowered guns and gear.

Since the OP mentions you're planning to overhaul the mod, I think it'd be a good idea to add some of your vision to the description. A simple sentence or two in the short blurb at the start saying how the end game is literally orders of magnitude beyond the base game, and maybe a couple of paragraphs at the end laying out the design philosophy.

That won't stop the occasional jerk from dropping in and complaining about overpowered stuff, but I think it'd be helpful for the silent majority - like myself - that simply get the wrong idea about it and pass on it.

Thanks for the work you've put into the mod - however I wind up feeling about it - and thank you for reading all this. Best of luck moving forward!
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on December 04, 2017, 04:37:34 AM
There is a better description of the mod on the Steam workshop. And there used to be one here before it was a simplified mod list.

In my experience with the community reaction to this mod, and it has been years, every jerk with something to say will do so, regardless of what is there for them to read.

If there exists anyone with the interest to discover my vision for the mod, they will do as you have and skim the 74 pages right here. Moving forward my only focus is on the newer version, which is so vastly different to this that any description of it is not yet relevant.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Mydayyy on December 04, 2017, 05:59:02 PM
Hi,

I noticed that the Glittertech Inferno Cannon still despawns as soon as you haul or drop it. Is this intended behaviour? I saw that this was reported in 2015 but didn't see any further replies about that one

Best Regards
Mydayyy
Title: Re: [B18][MODLIST] Glitter Tech
Post by: dershamc903 on December 07, 2017, 12:28:56 PM
Love the mod Sam, can't play a game without OC Defense Rifles. The Orion Pacifers used to one hit guys unconscious, but now it's quite a few hits. Yeah super powered sure, but made it easier to subdue dudes with little risk of them getting hurt. Though it did kill on occasion, haven't seen it kill anything in the latest update.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: asdfghjk135 on December 10, 2017, 01:56:00 AM
i've tweaked quite a few values in defs and i think other people might like the changes as well. would you mind if i posted it in a release topic? just the defs folder, people will still need to download the mod for the textures and sounds.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Heymom on December 18, 2017, 03:42:31 PM
Does the EMRG turret fire EMP rounds? they dont seem to stun or anything.

Looking at the Defs;
      <projectile>
         <damageDef>Bullet</damageDef>
         <damageAmountBase>80</damageAmountBase>
         <speed>200</speed>
      </projectile>

shouldnt damageDef be EMP?

edit; lastest "official" release; I cant focus/select target with turrets.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on December 18, 2017, 05:11:19 PM
It is an EM gun, not an EMP gun.
description:
Electromagnetic Rail Gun. The lastest thing in long range combat. Extremely powerful.
So far i know the EMRG-1 is just the ultra longrange sniper weapon and not doing EMP damage.
But i can be wrong.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Heymom on December 18, 2017, 05:12:56 PM
Pretty sure you are right, sadly! :) cheers for the clear-up.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: pancakesquid on December 22, 2017, 05:53:13 AM
Is the Matter fabricator supposed to take 65000 watts?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: nefarian11 on December 22, 2017, 02:10:52 PM
Quote from: pancakesquid on December 22, 2017, 05:53:13 AM
Is the Matter fabricator supposed to take 65000 watts?

You aren't supposed to keep the station running all the time. You only power it up when you have the materials to create some Alpha/Beta Poly. Once you've got enough Poly you can create the Fusion Reactor, which basically is unlimited power.

You can also craft some insane weapons, build extremely durable walls/turrets or use it for some beautiful sculptures. It takes ages to craft anything with it, but the rewards are well worth it.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: rockwaffles on December 23, 2017, 10:37:44 AM
Hey there! I seem to be having a display issue with the new GT walls:

(https://i.imgur.com/e2nbhwR.png)
The walls are missing the dark outlines the normal walls have (normal wall is the first on the left).
Title: Re: [B18][MODLIST] Glitter Tech
Post by: asquirrel on January 04, 2018, 09:53:50 PM
I have a Jaffa race that I can't install any bionics on, nor heal any scars.  How and were do I add additional races to install the stuff on?  I'm trying to add advanced bionic eyes and ears.  Thanks! :)
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Milante on January 06, 2018, 08:06:55 PM
Hey, longtime user of this great mod. I've had a game going on B18 for a little while, and I've run into an issue where the automatic mortars aren't firing. The mortar barrels themselves track targets outside the minimum range, but they aren't doing anything else. Unfortunately, it's not throwing any errors, either. Any advice?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on January 07, 2018, 01:46:03 PM
This was a bug resolved in a previous update; Mortars only fire with line of sight, contrary to their purpose.

What download method did you use and when?

I usually only update the GitHub on major releases, but the Dropbox and Steam version should have this resolved.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: henk on January 08, 2018, 06:04:08 PM
Cannot draw radius ring of radius 60: not enough squares in the precalculated list.
Verse.Log:Error(String)
Verse.GenDraw:DrawRadiusRing(IntVec3, Single)
RimWorld.Building_TurretGun:DrawExtraSelectionOverlays()
RimWorld.SelectionDrawer:DrawSelectionOverlays()
RimWorld.MapInterface:MapInterfaceUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Error when clicking on the EMRG turret
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on January 09, 2018, 04:24:56 AM
henk,
thats a rimworld disadvance for weapons with a range larger then 59.

Title: Re: [B18][MODLIST] Glitter Tech
Post by: Milante on January 10, 2018, 06:58:56 PM
Shortly after making my post I found an earlier reply that mentioned this same bug, so I went on Github and grabbed what I thought was the most recent version, but I had the same issue. Interestingly, vanilla turrets can't fire now either (their worker spot isn't showing up, and I can't assign a pawn to them).

The last downloaded version I have has a folder named "GlitterTechNS-0.18.1755" if that helps.

Edit: Actually read your reply this time. I'm grabbing the dropbox version now and testing. Using the Github download was likely my problem.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: SzaryKaptur on January 17, 2018, 08:01:06 AM
This mod is bullshit. Nano armos are too good and weapons ignite everyone. Its fucking impossible to win againist them.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: asquirrel on January 17, 2018, 09:04:13 AM
Quote from: SzaryKaptur on January 17, 2018, 08:01:06 AM
This mod is bullshit. Nano armos are too good and weapons ignite everyone. Its fucking impossible to win againist them.

Download and use a shield mod.


ED shields

https://ludeon.com/forums/index.php?topic=37158.msg380121#msg380121

[A17/B18] Shield Generators by Frontier Developments 1.0.5

https://ludeon.com/forums/index.php?topic=37160.0

or ambush the suckers and melee them.  Then take all their stuff. 

or download the Rimgate mod.  Grab some Jaffa stun weapons.  Stunlock them and then have the rest of your guys beat the stuffing out of them.

https://steamcommunity.com/sharedfiles/filedetails/?id=1204015134&searchtext=jaffa
(no Ludeon link as far as I know).
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sam_ on January 19, 2018, 01:45:19 PM
Quote from: SzaryKaptur on January 17, 2018, 08:01:06 AM
This mod is bullshit. Nano armos are too good and weapons ignite everyone. Its fucking impossible to win againist them.

I'm guessing you tried to fight a technologically advanced force using the same tactics as pirates and Neolithic tribes. Of course you will lose spectacularly. If by bullshit you mean intended behaviour then I guess I agree.

Use unconventional tactics, like traps and stun weapons. Remember, your base, or animals are expendable in the face of these enemies and potential advancement through their gear.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: ohpaddy on January 28, 2018, 09:09:56 AM
Is it possible to craft glitter/orion tech with this mod like their guns and armour? I've checked all workbenches but the only thing I can craft is the Orion Pacifier.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: bolbies on February 03, 2018, 11:25:23 PM
I'm getting an error saying "not enough squares to get to radius 504". It also seems that mortars don't fire unless they can see the enemy. I've tried both Github and Dropbox.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Harry_Dicks on February 03, 2018, 11:40:17 PM
Quote from: bolbies on February 03, 2018, 11:25:23 PM
I'm getting an error saying "not enough squares to get to radius 504".

Don't think that's a big issue, it's just saying it can hit anything within that radius, but cannot display it's actual radius due to size limitation on your map. I think it is anything with a radius over 60 will have this issue. Anyway, that's how I would interpret this.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: bolbies on February 04, 2018, 01:53:52 AM
Quote from: Harry_Dicks on February 03, 2018, 11:40:17 PM
Don't think that's a big issue, it's just saying it can hit anything within that radius, but cannot display it's actual radius due to size limitation on your map. I think it is anything with a radius over 60 will have this issue. Anyway, that's how I would interpret this.

Okay that's good then. Do you have any idea what's up with the faulty mortars?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: isavegas on February 06, 2018, 04:22:29 PM
I really need a mod that fixes the burning colonist AI. When my colonists get shot with an incendiary weapon, they invariably wander out of cover, directly towards the person shooting at them.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on February 07, 2018, 02:24:25 AM
isavegas,
i think you miss a thing.
When you pawn get shot with an incendiary weapon, he don't seek cover, he run in panic he is burning. And at which direction he run is random. So it is a 50% chance he run toward the enemy.
Thats why these APB weapons from Glitter Tech made them so dangerous.
The burning effect prevent them from shooting back.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: isavegas on February 09, 2018, 05:32:57 AM
Quote from: Canute on February 07, 2018, 02:24:25 AM
isavegas,
i think you miss a thing.
When you pawn get shot with an incendiary weapon, he don't seek cover, he run in panic he is burning. And at which direction he run is random. So it is a 50% chance he run toward the enemy.
Thats why these APB weapons from Glitter Tech made them so dangerous.
The burning effect prevent them from shooting back.

It is completely illogical to immediately run at the person shooting at you, just because your sleeve got caught on fire. Nobody would do that, in any situation. Running around in panic is understandable, but the direction should never be towards the enemy or tiles containing fire. The fact that the colonists are abandoning their post and not firing for a few seconds is more than enough of a negative status effect.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on February 09, 2018, 06:16:48 AM
When you arn't a robot and burning, do you realy think about where to do you run ?
I don't think so, most people are in panic and don't act logical in these moment.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Harry_Dicks on February 09, 2018, 07:19:30 AM
Quote from: Canute on February 09, 2018, 06:16:48 AM
When you arn't a robot and burning, do you realy think about where to do you run ?
I don't think so, most people are in panic and don't act logical in these moment.

Hmm not sure about that. If you were in an actual firefight, and completely aware of where your cover is in relation to an enemy actively firing at you, and you are somehow caught on fire, only in the most insane "caught on fire" situations could I ever imagine a battle hardened person living on a RimWorld actually running towards an actively engaging enemy, while completely engulfed in flames.

When pawns catch on fire in RimWorld, isn't there an actual percent of how much on fire they are? If that's how it is, that could be an interesting mechanic to have pawns reacting to a fire's level appropriately.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: MMAciek on February 09, 2018, 07:21:58 AM
Polish version GlitterTech for B18 -> https://nexusmods.com/rimworld/mods/131
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Canute on February 09, 2018, 10:57:01 AM
Quote from: Harry_Dicks on February 09, 2018, 07:19:30 AM
Quote from: Canute on February 09, 2018, 06:16:48 AM
When you arn't a robot and burning, do you realy think about where to do you run ?
I don't think so, most people are in panic and don't act logical in these moment.

Hmm not sure about that. If you were in an actual firefight, and completely aware of where your cover is in relation to an enemy actively firing at you, and you are somehow caught on fire, only in the most insane "caught on fire" situations could I ever imagine a battle hardened person living on a RimWorld actually running towards an actively engaging enemy, while completely engulfed in flames.

When pawns catch on fire in RimWorld, isn't there an actual percent of how much on fire they are? If that's how it is, that could be an interesting mechanic to have pawns reacting to a fire's level appropriately.
At RL yes, people who are trained into that, Fire department, stuntman maybe Veteran and elite soldier.
But all other are in panic.
And this is the basic rimworld mechanic, you are on fire, you will run in panic first, then you calm down and try to beat down the fire with bare hands.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Mstk on February 27, 2018, 05:47:32 PM
So my automatic mortars isnt working, this show in the dev log

Not enough squares to get to radius 504. Max is 56.40036
Verse.Log:Error(String)
Verse.GenRadial:NumCellsInRadius(Single)
Verse.AI.AvoidGridMaker:PrintAvoidGridAroundTurret(Building_TurretGun, ByteGrid)
Verse.AI.AvoidGridMaker:GenerateAvoidGridInternal(ByteGrid, Faction, Map, AvoidGridMode)
Verse.AI.AvoidGridMaker:RegenerateAvoidGridsFor(Faction, Map)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey9:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I dowloaded the no surgery version from dropbox

edit:: ok i got it, both the automatic mortar and the missile turret cant fire over walls
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Harry_Dicks on February 28, 2018, 02:28:19 AM
Quote from: isavegas on February 06, 2018, 04:22:29 PM
I really need a mod that fixes the burning colonist AI. When my colonists get shot with an incendiary weapon, they invariably wander out of cover, directly towards the person shooting at them.

I've found the part in the defs that makes people run in panic when they are on fire. Would others be interested in seeing this mechanic turned off in a mod?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: lelukeson on March 13, 2018, 10:22:43 PM
Is there any way to make this work with the ED-ShieldsBasic mod? The bullets do damage to the shield, but they pass right through instead of being stopped. I have tried to mess with the XML files but with no success.
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Sliderpro on March 22, 2018, 05:32:00 AM
Hello world.
I think this mod needs some rebalancing. I ll go not by priority, just randomly:
1) automortars. they do so much for so few.
2) cannister turret. Tiny radius, fragile, inaccurate. I buffed its power to 50 and reload to 0.5 seconds. I think this way it is balanced to emrg rifle turret and high price.
3) there is one more turret...... which is hidden and inaccessable
4) plasteel > titanium too expensive. It looks more like trolling. 10 titanium = 1 alpha poly, which means 160 plasteel = 1 alpha poly..... which is beyond useful again. I buffed this to 4 plasteel = 1 titanium and 25 titanium = 5 poly, which is.. 8 times cheaper and somewhat useful I guess.
5) ARP weapons. Pistols in particular are very OP with huge radius, fire rate and setting on fire with 1-2 hits. Reduced damage and fire rate
Plus I believe best damage type for it is electric, not heat. Because: Almost nothing electric damaging in vanilla
Heat sets on fire = death in battle and you need like.. 1-2 hits.


Mod is great btw but it seems it isnt getting any love for some reason..
Title: Re: [B18][MODLIST] Glitter Tech
Post by: totos_totidis on May 19, 2018, 05:30:08 AM
The orion corp exists and sends visitors occasionly but the commandos dont show up ever and do not exist as a faction. Is there a reason for this? Can i somehow enable them?
Title: Re: [B18][MODLIST] Glitter Tech
Post by: Ikazuchi00 on June 13, 2018, 11:34:34 AM
Ive been getting this trouble with orion corp rocket launchers, makes the FPS drop really really for some reason when its firing and theres no damage whatsoever
Title: Re: [B18][MODLIST] Glitter Tech
Post by: --LukeNation-- on July 27, 2018, 05:42:37 PM
sam, i'm lukeNation, i love your mods :P i am starting with modding, can you accept me in steam so we can chat? thanks, continue with this mods, are fantastic
Title: Re: [B19][MODLIST] Glitter Tech
Post by: Sam_ on August 29, 2018, 05:45:08 AM
Updated to B19
Title: Re: [B19][MODLIST] Glitter Tech
Post by: DrOzon on August 29, 2018, 01:22:41 PM
I installed this mod in an existing save and it removed some stuff that i had already researched, like it asked me to research again drops pods though I already had them. Is it necessary to start a new game?
Title: Re: [B19][MODLIST] Glitter Tech
Post by: Sam_ on August 30, 2018, 02:45:25 AM
That is odd. It shouldn't do anything like that. But, if you enable devmode you can instantly finish any research you had completed as a fix.
Title: Re: [B19][MODLIST] Glitter Tech
Post by: Canute on August 30, 2018, 03:46:29 PM
<targetVersion>0.19.2009</targetVersion>
The dropbox version is ok.
Title: Re: [B19][MODLIST] Glitter Tech
Post by: DrOzon on August 30, 2018, 04:37:53 PM
Quote from: Canute on August 30, 2018, 03:46:29 PM
<targetVersion>0.19.2009</targetVersion>
The dropbox version is ok.

You are right, sorry. Im an idiot
Title: Re: [B19][MODLIST] Glitter Tech
Post by: xion1088 on August 30, 2018, 04:41:31 PM
Sam any change log for this version?
Title: Re: [B19][MODLIST] Glitter Tech
Post by: henk on September 03, 2018, 11:05:46 PM
Sam, do you plan to update Furnace to B19? I miss incinerating my prisoners.
Title: Re: [B19][MODLIST] Glitter Tech
Post by: harpo99999 on September 06, 2018, 06:53:47 AM
sam, I have had an issue where pawns using the glitterwolrd nanosuits (and helmets) (and also the other armour suits eg reactive and speed)were dying of hyperthermia even in a heatwave( and yet the same pawns without the nanosuits and helments were fine,(temp) ratings for nanosuit equiped was 99c to 55 c, my guess at the correct range would be -20c to 55c)
my guess at the fix would be change the sign of the <Insulation_Cold>-45</Insulation_Cold> for the items in 'Apparel_NanoSuitArmour.xml' from -45 to 45
have applied this to my copy and the pawns are not dying of hyperthermia any more
Title: Re: [B19][MODLIST] Glitter Tech
Post by: 12qw34ert on September 07, 2018, 07:10:14 AM
[B19] Tilled soil mod. Dirt cannot be placed on smoothed stone. It requires rough stone which is pointless because when I smooth stone, it can't reversed. Pls fix that so dirt can be place on smoothed stone again
Title: Re: [B19][MODLIST] Glitter Tech
Post by: Blazed on September 23, 2018, 08:28:34 AM
Hi.

I've run into an issue with the Orions after starting a new game in B19. I don't seem to ever have any visitors or caravans from Orion Company.

I don't believe I have any mods that would be conflicting, but not an expert. Any ideas on how to troubleshoot and/or fix it? or even what may be causing it?

Thank you in advance for any input.
Title: Re: [B19][MODLIST] Glitter Tech
Post by: Sam_ on October 04, 2018, 06:46:15 AM
Fishing nets added
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Sam_ on October 18, 2018, 04:43:01 AM
Updated to 1.0
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Anti on October 18, 2018, 07:45:44 AM
Glitter Tech (No surgery) B19 Version on github.com is saved as version B18  :'(

(http://subirimagen.me/uploads/20181018064354.jpg)
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Sam_ on October 18, 2018, 11:39:23 AM
The only change during the update was the version number, so use 1.0 for B19.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: maloki on October 21, 2018, 12:20:54 PM
Hi, re Fishing Nets, there's no info about if it works to add to an existing save or not?

I reported a bug with it on steam (via the discussion there), but I'll repost it to here:

QuoteBug on map reload
After having salvaged what little wood I had (ice sheet), I had to reload my map, and all my fishing nets broke immediate (after load).

I wanted to attach a photo but it doesn't seem to be an easy way to do it. (attached as file)

Has anyone else encountered this issue?

(parentheses added after copying, for clarification)

This issue kept happening after reloading the same auto-save a few more times.


[attachment deleted due to age]
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Sliderpro on October 23, 2018, 06:40:41 AM
Jesus, mod is still ridiculously unbalanced. Fire APB weapons are by far the most devastating thing ever with huge radius, great accuracy, no drawbacks or lengthy cooldowns, massive bursts and OHKO (if you are hit, you run from cover and die immediately).
---
MRG pistol is still same close range nuke chaingun or sniper machinegun hybrid (revolver is 18 damage, and this guy has WAY better ROF and has almost double damage and accuracy)
---
1 guy with OC defence rifle can stop 100 industrial level people no problems. I reduced accuracy, reduced burst to 4 from..TWELVE and increased cooldown to somewhat adequate levels. Bear in mind that vanilla light machine gun shoots 6 bullets to 26 cells and has 3.5 seconds interval between shoots. Your "rifle" shot 12 bullets to 30+ cells with around 1 second CD. And has like 2x accuracy. And costs around 1200 silver. That's completely broken weapon, at least name it Godslayer.
same with machine gun pistol
---
Parts. Why make part 2x effective + 100% offset? You do understand that it is 250-300% part multiplier in the end? Take either 2x effectiveness or +100% offset. A single colonist with 2 advanced arms has around 500% manipulation...
---
...And if you give them speed skin, this becomes around 900% manipulation. This is bonkers. Why speed skin and speed suit(? the lighter version) have such a massive difference? I can understand +10% movespeed, global workspeed and second suit being +25% or so (which I use) but 60% and 400%? and it only costs 5000 silver! not 50000!
---
alpha poly and beta poly.
I like the concept,but there is one thing - when you start making alpha, you pretty much have beta. there is no progression between the two. And actually, alpha is way more advanced and usable then beta.

Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Sliderpro on October 23, 2018, 06:47:34 AM
I like the mod very much and try to always get it on new versions, but the balancing issues above make it somewhat a joke and easy ride.
--
If you are thinking about separating mod into smaller mods, The only good separation I can imagine is weapon pack. Weapons are so unbalanced that if you throw them out of the window, gameplay becomes somewhat OK.

And btw I just thought about it - why did you make your own armor, if vanilla game already has power armor? Nano suit, I mean. There is no need for it imo, maybe as a very expensive gimmick to buy and as a very rare drop for commandos (like commandos capitans or so). Otherwise just use vanilla power armor and reactive suit on top. If you like speed skin with +400% bonuses, the only decent way to do it is to price it at around 70k silver. Because of its bonuses and because it lasts forever... same with other armor
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Wacoede on October 31, 2018, 12:43:50 PM
hey Sam I've tried posting this on steam a couple of times but you don't seam to pay any attention there so I'll try here there is a bug in the Dye Vat that has been there since either B18 or 19

The bug is to do with Bleached Cloth. it is throwing errors into the log every tick
QuoteException ticking DV_UndyedCloth437353 (at (103, 0, 18)): System.MissingMethodException: Method not found: 'Verse.GenSpawn.Spawn'.
  at GT_Utilities.CompGTReplaceThing.CheckCountDown () [0x00000] in <filename unknown>:0
  at GT_Utilities.CompGTReplaceThing.CompTickRare () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.TickRare () [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()

only fix I found was to replace the DV_UndyedCloth in the Products part of the recipe with just Cloth but that results in the cloth not changing colour, Idea on how to fix this and prevent a slight issue of pawns constantly rebleaching the same piece is to try a Patch to change <allowColorGenerators>true</allowColorGenerators> to false and then just have it output Cloth from the Bleach Cloth recipe NVM still doesn't change the cloth colour it shows up as just Cloth and can be used normally

also could you please add
Quote<allowMixingIngredients>true</allowMixingIngredients>
to Line 38 of Recipes_DyeVat_Production.xml to allow them to bleach cloth stacks of less than ten
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: xion1088 on November 05, 2018, 11:12:09 AM
Glitter Tech has been on a "balance re work" since B18  ::)
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Sam_ on November 07, 2018, 01:45:47 AM
It has never been in a "balance re work". And likely never will be.

There is a new version of this mod in development, any issue of balance here is irrelevant to that.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Grabarz on November 13, 2018, 04:57:24 PM
Is it possible to craft nano suit, nano helmet and reactive suit ?
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Heymom on December 22, 2018, 11:39:16 AM
Quote from: Grabarz on November 13, 2018, 04:57:24 PM
Is it possible to craft nano suit, nano helmet and reactive suit ?
Not that i have found sadly. Also you cant recycle/reclaim materials from these, which is a huge problem endgame, as they pile up on you, and only a few traders will buy them.

ie. last game i had to abandon due to storage issues. I had 100+ of just the nano chest piece. so all my pawns spend time destroying them etc..
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Smexy_Vampire on December 22, 2018, 11:52:21 AM
Quote from: Heymom on December 22, 2018, 11:39:16 AM
Quote from: Grabarz on November 13, 2018, 04:57:24 PM
Is it possible to craft nano suit, nano helmet and reactive suit ?
Not that i have found sadly. Also you cant recycle/reclaim materials from these, which is a huge problem endgame, as they pile up on you, and only a few traders will buy them.

ie. last game i had to abandon due to storage issues. I had 100+ of just the nano chest piece. so all my pawns spend time destroying them etc..

there is meding mods to repair items hps.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Heymom on December 22, 2018, 12:17:31 PM
Quote from: Smexy_Vampire on December 22, 2018, 11:52:21 AM
Quote from: Heymom on December 22, 2018, 11:39:16 AM
Quote from: Grabarz on November 13, 2018, 04:57:24 PM
Is it possible to craft nano suit, nano helmet and reactive suit ?
Not that i have found sadly. Also you cant recycle/reclaim materials from these, which is a huge problem endgame, as they pile up on you, and only a few traders will buy them.

ie. last game i had to abandon due to storage issues. I had 100+ of just the nano chest piece. so all my pawns spend time destroying them etc..

there is meding mods to repair items hps.
I know.. but that doesnt help with the huge amounts of armor that returns no materials when recycled. Which was my statement :)
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: MutedShenanigans on January 11, 2019, 09:14:02 PM
You should be able to destroy all the random armor and weapons that foes drop by using the electric crematorium and the electric smelter, for armor and weapons respectively. You set each machine to 2 "do forever" burn apparel or destroy weapon jobs, the first job destroying any weapon/armor that is less than, say, normal quality (or excellent later in the game), and the second job destroying any weapons/armor that is below, say 80-90% hit points. This would either reduce or eliminate the resources you gain from recycling your foes' dropped items (depending if you want to stash good nano armor for your people or destroy all of it), so if your income from those dead enemies is important, you can set up those machines' jobs to only destroy reactive and nano suits/helmets.  Or just anything you can't recycle (that I know of), like alpha poly blades.

If you try this method but build/use rarer helmets, keep in mind that certain items like the prototype nerve enhancer don't really have a "quality" even though they show up in the crematorium's headgear menu, and so your people will automatically destroy them as soon as you make them. You'd have to go through and disable those jobs manually.

Title: Re: [1.0][MODLIST] Glitter Tech
Post by: SirDhyne on April 10, 2019, 07:07:16 PM
The re-ambulation pod says that it is specifically adjusted to male pawns only. Does that mean that women can't use it, or is there a version that females can use?
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: sumghai on July 11, 2019, 06:38:57 AM
Quote from: SirDhyne on April 10, 2019, 07:07:16 PM
The re-ambulation pod says that it is specifically adjusted to male pawns only. Does that mean that women can't use it, or is there a version that females can use?
The Re-ambulation Pod from the Glitter Tech mod works just fine for both males and females. I've used it in several colonies myself.

The (bogus) gender restriction is just a silly bit of flavor text referencing the MedPod from the movie Prometheus.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Raf's on July 15, 2019, 10:15:34 AM
Is there an option/way to disable the commando faction in on going colonies?
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: WolfgangPolska on September 03, 2019, 05:29:09 PM
Fish nets spawn next  to none fish, I have placed 10 simple fish nets and result I've got after all of them have broken was 5 fish which is half of a simple meal, kinda not worth it in my opinion
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Smexy_Vampire on September 03, 2019, 08:10:29 PM
Quote from: WolfgangPolska on September 03, 2019, 05:29:09 PM
Fish nets spawn next  to none fish, I have placed 10 simple fish nets and result I've got after all of them have broken was 5 fish which is half of a simple meal, kinda not worth it in my opinion
i dont think fishing is apart of this mod sir
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: WolfgangPolska on September 04, 2019, 03:19:20 AM
If you will scroll down to the very bottom of orginal post you will see a mod called "fishing nets" mate
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Smexy_Vampire on September 05, 2019, 07:10:34 PM
Quote from: WolfgangPolska on September 04, 2019, 03:19:20 AM
If you will scroll down to the very bottom of orginal post you will see a mod called "fishing nets" mate

oops did know sam made that mod im sorry
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: WolfgangPolska on September 06, 2019, 04:09:25 AM
Np, I would like to see some more balancd tho
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Joshman1306 on October 30, 2019, 08:20:54 AM
Has anyone experienced problems using the orion corp pacifier? Whenever I tell my colonist to use it in an attack order they just drop it. Same if they get attacked while holding it.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: totos_totidis on December 22, 2019, 12:03:33 PM
For some reason the factions in this mod do not spawn. Does anybody know why that is?
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Canute on December 22, 2019, 12:40:09 PM
Did you add this mod to an existing colony ?
When you want that faction from a mod spawn after you add it, you need the mod Faction discovery.
https://ludeon.com/forums/index.php?topic=25159.0

Or only on a new colony all the faction from a mod will generated on world generation.
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Waras on January 14, 2020, 06:43:56 AM
is there an option to remove/make apear later in the game for orion faction or at least remove their items on death just like mechalit does, if not then this mod is way too op, u just kill one orion guy take his stuff make urself op and ur safe till end game even on merciless difficulty
Title: Re: [1.0][MODLIST] Glitter Tech
Post by: Waveshaper on January 14, 2020, 03:31:57 PM
Unfortunately that's how the mod is... And the modder behind it seems to be adamant to change that stuff - at least he was when I and a few others brought some of the major balancing issues to his attention some time ago.

At that time I made an overhaul for at least the mods weapon & armor stats to be easily implemented using another mod - unfortunately I don't think that I have the files still around, at least I can't think of where I might have put them at the moment.

It's been a few years since then already - but if I remember correctly the main issues I've found had to do with one weapon line - something like 'EMRG' or so I think - especially the pistol from this weapon type, since it's possible to get your first raid enemies using them, so you can equip your pawns early with some ridiculous one-shot weaponry. I - or 'we' - decided that mainly lowering this weapon types firing rate brought the best result. Also; IIRC shieldbelts from this mod should mostly be deactivated or heavily nerfed. And then there is the problem with Alpha & Beta Pole melee weapons... I would rather deactivate both materials before attempting to balance though. I remember seeing a fork of the mod once, where the autor claimed that he balanced this version in regards to those two materials - you might google around for it.

It's sad - the rest of the mod seems to be pretty well done and enhances the game quite in the right aspects.

EDIT.: Seems my memories aren't as bad as I thought. That was the project some of 'our' values got into - at least I think that one of us had a connection to the guy behind RWWB. Unfortunately that might not be helpful at all, since the project is obviously dead. https://steamcommunity.com/workshop/filedetails/?id=932311074
BUT he still has the mod descriptions with his changed values up - so if you're using https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457 or a similar mod to change in-game values, you might just import his values since nothing much should have changed in this regard since b17.
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: Sam_ on February 28, 2020, 01:43:02 PM
Glitter Tech, Furnace and Tilled Soil are updated. The rest are updated on Steam but have a few issues.
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: RicRider on February 28, 2020, 02:40:21 PM
I love this mod so much, so glad to be able to use it again. When you play with dinosaurs, robots, nuclear weaponry and raiders riding dozens of mechanoids you need a badass mod like this with OP weaponry and armor.
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: RicRider on March 07, 2020, 11:32:19 AM
I went on Github this morning to add this mod and I can't find the 1.1 version. Is it only on Steam at the moment?
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: alexo on April 29, 2020, 01:24:30 AM
update 1.1 plsplsplspslpslpsl
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: Canute on April 29, 2020, 02:07:35 AM
alexo,
why do you think is the forum title [1.1][MODLIST] Glitter Tech ?
The mod is allready updated to 1.1
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: harpo99999 on April 29, 2020, 11:00:34 PM
Quote from: RicRider on March 07, 2020, 11:32:19 AM
I went on Github this morning to add this mod and I can't find the 1.1 version. Is it only on Steam at the moment?
have a look at the dropbox links, they do have a dual version in them (1.0 AND 1.1)
Title: Re: [1.1][MODLIST] Glitter Tech
Post by: WizarDoge on June 08, 2020, 10:07:41 AM
Tilled soil is not updated tho. Its still in 1.0. Checked both github and dropbox.