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B19 and 1.0 will now share the same code base and so I will be removing the 0.19 mod from Steam in the next few weeks.
The 1.0 mod page has been renamed to just "GlitterWorld Prime" and will become the new mod for all future versions of the game now that RimWorld supports multiple mod versions in the same file.
The B19 mod on Steam will be updated this one last time to the same have the updated code but the page text will be updated pointing people to the new mod page.
I'll let you all know when the new mod code has been uploaded and the server maintenance is finished.
B18 support is going away completely tonight, so anyone using it won't be able to connect to the Server anymore.
I've probably broken some shit so be sure to let me know if something doesn't seem right.
https://discord.gg/NBMGM8b
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515843333
Thanks :)
I had an experimental version that I've tested on AWS API Gateway and Lambda but it doesn't look very feasible and is quite slow.
In the last 5 days people bought 39674 and sold 16820.
The sell price is now 0.99 Silver, nearly back to base value.
GWP will automatically bring the price back up/down if no-one buys or sells.
There are also hard-limits as to how far GWP will raise/drop the prices around the base value.
@ The Word-Mule - I guess it´s impossible to stop someone from flooding the market in the way you discribed (or to use mods that make the game very easy / or to play on low difficulty). But i think its possible to make the mod fun and relativly balanced.
@ TwistedSoul again - Btw. the base price of rice is 1,1 Silver. But by now the buying price increased to 1,87 Silver and the selling price decreaced to 0,95 Silver. So selling rice is now less lucrative and buying it more expansive. That seems somehow wrong ;)
GWP tracks all trades, "timewarps" and your current in game tick-count so it knows when the save has jumped back. Player abusing the market can be perma-banned from trading with GWP.
People who have spawned items using dev mode will also be prevented from trading in that save game.
I ask because I notice there's 34(!) power claws on the market.
Try changing it to another category and make sure "Own items only" is not checked.
If it's still blank, without seeing the game log I have no idea why.
Please open a ticket at https://git.thecodecache.net/GWP/Board/issues then upload the log and screenshots, thanks :)
at Verse.Map.FinalizeLoading () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch0(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Also, on a completly unrelated thing: Do you think one could use Rust to make mods for RimWorld? You seem like you know what you're doing and I'm looking for ways to integrate Rust into mod creating for various games. So far none (except maybe Fallout but thats risky) seem to support such thing
Also the more people sell something, the less GWP pays you for that item.
Because the market is brand new, all the vanilla items were reset to their Base Market Value which is taken straight from the game data.
However, over the next few days, the prices will start increasing/decreasing according to supply and demand.
Also, the uplink can be built indoors, it's the trade beacons themselves that need unroofed tiles.
I might also apply that restriction to the uplink in the next update.
So... I'd say its way more balanced. If you can afford a lot of stuff and you build something out of it, I'm sure Randy will punish you one way or the other. I'm currently working on a fully automated base that uses drones and GlitterWorld Prime as its only interactions.
If there are no orbital trade beacons it will pick a random location on the map.
Perhaps it's from Misc. Incidents or from GlitterWorld mod.
Thx regardless!
Not sure why Steam won't get the latest for you. Many people seem to have issues with Steam in general for all games not getting workshop stuff properly.
This is all i can say right now: https://i.imgur.com/inzZfBh.jpg
Maybe its my ISP, maybe its mod conflict, maybe it's globalist conspiracy i dont know. Im just gonna go to bed since i have work in 5 hours and continue messing with it tomorrow evening.
Anyway thanks for trying to help.
First: all mods are not in <steaminstall>steamapps\common\RimWorld\Mods, they are in Z:\Steam\steamapps\workshop\content\294100.
Second: unsubscribing didn't do anything mod was still there, so i tried to delete it myself and it just broke my game so it would just stay at black screen instead of launching.
Third: After messing with files a bit i forced steam to redownload this mod from workshop and it still got me wrong version.
In the end i just decided to download it from gitlab wich is 9a9a9a7.
I still have no idea how it happened since i subscribed to this mod like an hour before posting my first comment here.
@BearHideRug, GlitterWorld Prime welcomes new suppliers.
I do see a lot of people trying to use an old mod version though and getting bounced.
Make sure that your mod is up to date, the latest build for 9a9a9a7 for Beta 19, you can see the build in the info pane of the mods list in Rimworld.
Also make sure no firewalls are interfering.
A suggestion i have is a serverside change that makes it update the stock every 12 hours instead of every 24 hours, and remove a random supply of items depending on their worth (cheaper = more gone) until the mod gets some stars and people catch on that it got updated.