RimWorld

RimWorld

GlitterWorld Prime 0.19 [Obsolete]
72 Comments
TwistedSoul  [author] 12 Apr, 2022 @ 12:37am 
TwistedSoul  [author] 16 Feb, 2019 @ 5:06pm 
The new mod code has been released tonight,

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.
TwistedSoul  [author] 13 Nov, 2018 @ 12:55pm 
By popular demand, GWP now has a Discord server:
https://discord.gg/NBMGM8b
TwistedSoul  [author] 19 Oct, 2018 @ 5:24am 
Yep, there is already a 1.0 version uploaded. Subscribe to it :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515843333
Fantasy System 19 Oct, 2018 @ 4:15am 
1.0?
TwistedSoul  [author] 5 Oct, 2018 @ 11:20am 
@Lyna for me to investigate, please create an issue on the tracker and upload the output_log.txt

Thanks :)
Lyna 5 Oct, 2018 @ 7:14am 
Attempting to place more than one order in a short amount of time will result in either not getting the first order or simply not getting any of the orders. I've had numerous issues placing multiple orders in a time frame of 1~2 ingame days and not getting one or the other ever delivered.
alice 30 Sep, 2018 @ 8:49am 
Thats too bad, lambda is super picky and kinda has to be written for making quick connections to whatever you use as a backend as a global scope. Its been a fun learning experience changing from a classic MVC developer to functional as hell programming
TwistedSoul  [author] 30 Sep, 2018 @ 8:20am 
The API was written in Python :)
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.
alice 29 Sep, 2018 @ 11:44pm 
How did you implement this? This seems like a super great canidate for aws lambda
TwistedSoul  [author] 28 Sep, 2018 @ 11:52am 
Yep, no problem.
Tactical Katelyn 28 Sep, 2018 @ 10:49am 
Can you add this to existing saves?
Ahmet 27 Sep, 2018 @ 7:25am 
you are banker of rimworld
TwistedSoul  [author] 25 Sep, 2018 @ 2:27pm 
Yep, lots of people have been offloading Rice so now the price GWP pays you has gone done which is correct and lots of people have been also buying Rice so now it's more expensive, It's behaving exactly like it should.

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.
Cinea 25 Sep, 2018 @ 9:45am 
@TwistedSoul - That sounds like a really good idea.

@ 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 ;)
TwistedSoul  [author] 25 Sep, 2018 @ 9:34am 
If you sell items, then reload your game, effectively "timewarping" to before they were sold, any trades made after that point in time are removed from the market.
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.
TwistedSoul  [author] 25 Sep, 2018 @ 9:32am 
I'm also working on a way to detect developer mode and items that are spawned using it.
People who have spawned items using dev mode will also be prevented from trading in that save game.
The Word-Mule 25 Sep, 2018 @ 12:10am 
So, what stops someone from flooding the market with an item by, say... selling it, reloading the save, selling it again, and so on, until there's dozens of them available, and they can buy them back, effectively duplicating them?

I ask because I notice there's 34(!) power claws on the market.
TwistedSoul  [author] 24 Sep, 2018 @ 2:38pm 
@Postal, By default, the filter is set to "Foods" on the top bar.
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 :)
Lula O Honesto 24 Sep, 2018 @ 10:29am 
In the logs all information is like 'Ok', but I can not see any items in the store and also have no errors, what I could do to be able to enjoy that delicious mod:conwayheadscratch:
TwistedSoul  [author] 24 Sep, 2018 @ 5:35am 
Thank you! It means a lot to me :)
WaKKO151 24 Sep, 2018 @ 4:41am 
Although I don't use this mod it is pretty amazing what you have done here and just wanted to give you some props.
TwistedSoul  [author] 24 Sep, 2018 @ 12:07am 
Nope, doesn't look like it :)
Thelockenessmonster 23 Sep, 2018 @ 5:31am 
thiserror appeared after the error log says your mod was initiated, not 100% sure if it is caused by your mod or not though
Thelockenessmonster 23 Sep, 2018 @ 5:29am 
Exception spawning loaded thing null: System.NullReferenceException: Object reference not set to an instance of an object
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()
Byter 23 Sep, 2018 @ 1:22am 
@TwistedSoul My trade beacon is also in a room... But I noticed that I could not sell some items like stone blocks. Could that be correlated?

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 :bbtcat::m9beretta:
TwistedSoul  [author] 22 Sep, 2018 @ 2:53pm 
That's correct. The more people buy something the more expensive it becomes.
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.
Byter 22 Sep, 2018 @ 1:39pm 
@Cinea From what I understand, these prices are mostly driven by other players. So if a lot is in stock the price goes down. Basic goods are cheap and the greater the work behind something, the more it costs. At least thats what I read in a "coming up in GlitterWorld Prime B19" post somewhere.

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. :Djoe:
Cinea 22 Sep, 2018 @ 12:00pm 
@TwistedSoul Good and Great Idea. But the prices definitly need a balancing: Plasteel is way to cheap to buy. Foodstuff and weapons are giving to much silver when selling. As a Proposel: Apply the ingame vanilla modifiers to the buying and selling prices (0,2xvalue = weapons when selling. 0,6x value = whenever selling anything,...)
Kekmeister 22 Sep, 2018 @ 6:42am 
Same. I built my transmitter before it was restricted to being built only outside so i still have the indoor transmitter
Byter 22 Sep, 2018 @ 6:09am 
@TwistedSoul I went through some comments here to catch up and noticed, that you said on the 20 Sep @ 8:20am, that the antenna has to be build outside. I build my antenna on the 18th of September. Was there an update for this? Because my antenna is still in the same room as the console :P
TwistedSoul  [author] 22 Sep, 2018 @ 2:36am 
Nah not from this mod, the console being destroyed won't stop existing orders from being delivered but will obviously prevent you from placing new ones.
If there are no orbital trade beacons it will pick a random location on the map.
Eyeless 21 Sep, 2018 @ 11:00pm 
Tbh I don't even know at this point. I have 151 mods installed and I regret nothing :D
Perhaps it's from Misc. Incidents or from GlitterWorld mod.
Fantasy System 21 Sep, 2018 @ 4:09pm 
Infeteds ship chunks what mod is that?
Eyeless 21 Sep, 2018 @ 3:15pm 
I got showered with 25 infested ship chunks (thx Randy) and one of them destroyed my Prime Beacon. And I almost got 7 archotech eyes delivered (that sh*t costs money y'know). So the question is: do I still get my delivery if the beacon is destroyed in the process of delivery? Or is it lost forever? If so, is it then recommended to have more than two beacons? Or will it cause issues?
Thx regardless!
TwistedSoul  [author] 21 Sep, 2018 @ 12:25pm 
Yeah, you need to wait for the "Name colony and faction" prompt when starting a new game or colony elsewhere :)
Fantasy System 21 Sep, 2018 @ 12:12pm 
got a slight issue its saying base name set or map not owned by player
TwistedSoul  [author] 21 Sep, 2018 @ 10:19am 
Yeah sorry, My mods are in that folder so I can test my stuff before uploading to Steam.

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.
MT Foxtrot 21 Sep, 2018 @ 6:01am 
Aw shit motherfucker, it's finally back.
Low3 20 Sep, 2018 @ 3:54pm 
And it still gives me the same error.
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.
Low3 20 Sep, 2018 @ 3:39pm 
More i poke it more problems i get.
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.
TwistedSoul  [author] 20 Sep, 2018 @ 1:06pm 
Cool, glad to see we've identified the issue. Try unsubscribing, deleting the mod from <steaminstall>steamapps\common\RimWorld\Mods, then resubscribing. Steam is bad about keeping stuff up to date.
Low3 20 Sep, 2018 @ 12:05pm 
@TwistedSoul Somehow im using build c839200 even though im subscribed to this modpage and even tried restarting steam. Ill try messing with files a bit.
TwistedSoul  [author] 20 Sep, 2018 @ 11:50am 
@Professional Disconnecter, I'll look into it :)

@BearHideRug, GlitterWorld Prime welcomes new suppliers.
TwistedSoul  [author] 20 Sep, 2018 @ 11:49am 
@Low3 I don't see any errors in the server log from today for Beta 19 players.

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.
Kekmeister 20 Sep, 2018 @ 8:11am 
@TwistedSoul
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.
Latex Santa 20 Sep, 2018 @ 5:05am 
Holy shit, this is cool. Subbed.
Low3 20 Sep, 2018 @ 4:26am 
Doesnt seem to work for me. Getting invalid response every time (tried with and without other mods).
Surmene 19 Sep, 2018 @ 11:35pm 
Cheers for clarifying. And cheers for updating your mod.
TwistedSoul  [author] 19 Sep, 2018 @ 11:20pm 
The uplink can be found in the Misc section, must be built outside, must not be roofed and must be powered. I will be updating the docs tonight :)