RimWorld

RimWorld

GlitterNet
545 Comments
MintMangoz 13 Jul @ 11:42am 
FOR THE OMNISIAH!
Proxyer 25 Jun @ 11:55am 
Thank you for your update works! :cupup:
Yame 25 Jun @ 9:35am 
thanks for the update
gometoev 1 Dec, 2024 @ 5:19am 
(SPOILERS) playing for years with this mod... for the first time in many years, I fell into a stupor of fear when my hub obtained mind... Good joke haha
Ancalagon 18 Nov, 2024 @ 9:47am 
This is a neat mod, I've been using this for years and years. I wish I was creative and skilled enough to come up with a large mod like this. Thanks for maintaining it over the years!
Supaiku-San 26 Aug, 2024 @ 10:05am 
thank you this is a fun mod. Don't let the prick bug you, whatever his problem is it's not software optimization.
K  [author] 4 Jul, 2024 @ 7:52am 
@Forest Continued because dumb 1000 character limit.

Lastly, note that it's unreasonable to expect mods to perform under some arbitrary limit all the time. If you used a lot of things from GlitterNet then it may well take over 5ms on average to compute some ticks because ultimately there's a minimum set of code that GlitterNet needs to execute to actually work. I've done pretty much everything I could to pare that minimum set to the true minimum, but at some point the only thing I can do to make it perform better is to start to make it not work.
K  [author] 4 Jul, 2024 @ 7:52am 
@Forest I'm very familiar with the analyzer; I was one of its earliest users, and GlitterNet one of the earliest mods to be optimized using it. Consequently GlitterNet is about as lean as it can be, or it was some years ago when I went through and rewrote most of it for performance. It's possible that some update to the game has made it perform poorly now, though.

First of all, when you say you saw a 5ms "response", are you talking about average or max time? If it's max, then what you recorded is most likely a garbage collector cycle occurring during a GlitterNet function. if it's average, then there's a problem and I'll need at the very least a screenshot of the analyzer showing what method is acting up and a description of the scenario under which the performance issue occurred.
Forest 4 Jul, 2024 @ 4:59am 
K [autor]? the logic behind the mod is excessive, use Dubs Analyzer you will see your mod in the logs there has one of the longest responses which I recorded as over 5ms (5ms is a control variable as a standard response of a average resource mod). If you don't know what that means I confused how you are a developer. I use RocketMan ty for the advice tho.
Myshka 3 Jul, 2024 @ 9:49pm 
No worries then, thanks for the great mod!
K  [author] 3 Jul, 2024 @ 8:16pm 
@Myshka Since I don't own Biotech I don't think I'll be able to implement this, sorry.
Myshka 3 Jul, 2024 @ 8:10pm 
Oh Gestation is how mechs are made in Biotech DLC. It takes awhile to make one, different length of time for each mech.
K  [author] 3 Jul, 2024 @ 7:30pm 
@Myshka I have no idea what that means. Is this something from one of the recent DLCs? I haven't played the game actively in many years and I'm primarily in maintenance mode on my mods these days.
Myshka 3 Jul, 2024 @ 6:09pm 
Great mod! Any plans to add an integrator that make mech gestation process faster?
K  [author] 1 Jun, 2024 @ 10:24am 
@Banana00 I'm a little confused by your posts. You say that "other high-resource mods, like Glitter Net, only draw a maximum of 5ms." This is the mod page for GlitterNet. Did you intend to post this on another mod?

If you are having performance issues with GlitterNet, I treat those pretty seriously, but I'll need more information to find the root cause. Performance Analyzer screenshots and logs are the minimum I'll need to begin to look into any performance issues. I will say however that GlitterNet is already pretty optimized, to the point where I'm not sure where I could improve performance further. If you're having general performance issues, you should talk to the people on the Dubs Mods Discord (https://discord.gg/BgkzyguK) who can help you troubleshoot and provide performance enhancing mods, such as Performance Fish.
Forest 1 Jun, 2024 @ 5:58am 
Of course, it's not solely due to this mod—Harmony contributes about a 300ms delay during intense situations overall. This mod accounts for 13% of that delay, which is substantial, especially considering this occurs at the start of the game without advanced technology. This impact is significant when using a mod pack with over 100 mods. To minimise any additional delay, it would be greatly appreciated if you could optimise this mod to make it more viable for larger mod packs.
Forest 1 Jun, 2024 @ 5:52am 
This mod adds some excellent late-game items, but I'm experiencing a significant performance issue. It draws 40ms per tick at the start of the game, while other high-resource mods, like Glitter Net, only draw a maximum of 5ms. This isn't noticeable when zoomed in, but when using the Simple Camera mod to zoom out fully, my FPS drops from 300 to 40.

Because of this, I can't use the mod as it sacrifices smooth game-play for the sake of overpowered items that aren't even present early game. Could you optimise the script, perhaps by simplifying the checks to something like: 'Is the player in ultra research?', 'Does the player own a net yet?', and 'Does any colonist have Glitter Net parts connected to the net?' Little checks like these could prevent the game from lagging early on. I don't understand why such a large loop per tick is required, even in the late game.
K  [author] 25 May, 2024 @ 9:13pm 
@Asatolf Are there any errors in your log? The only way that could happen in normal gameplay is if your processors stopped working, perhaps because they lost power or you enabled thermal control and they got too hot. Otherwise something likely broke during initialization. There should be errors in your log in that case.
Asatolf 25 May, 2024 @ 6:35pm 
Hey for some reason, my Efficiency is at 0%, it was working the last time I was playing.
DrKurnis 14 Apr, 2024 @ 8:53am 
OMG ty for update! <3
Fighting Pirate 30 Mar, 2024 @ 2:29pm 
Thank you for keeping this mod up to date! The mod support is really appreciated.
K  [author] 6 Sep, 2023 @ 8:45pm 
@The_Horror No. An integrator can only connect to one workbench.

@soulja boy Bed integrators can be anywhere adjacent to the bed I think; it's been a while since I wrote that code.

@TomFoolery Build a network with 100 PetaFLOPS of processing. The event will fire at some point; it will only fire once.
TomTheFoolery 2 Sep, 2023 @ 3:38am 
how do i make it go sentient?
super earths best dumpster diver 1 Sep, 2023 @ 6:09pm 
do bed integrators have to be placed adjacent to the head of the bed or can they be placed anywhere adjacent?
The Horror 2 Jun, 2023 @ 3:37pm 
Can workcenters share a glitternet integrator?
Saint Michael 3 May, 2023 @ 1:09pm 
REDUCE POWER CONSUMUMPTION AND INCREASE POWER GENERATORS YOU SIR ARE AN ANGEL FRICK YOU SNS FORGES!!!
LAJ-47FC9 26 Mar, 2023 @ 10:08pm 
Okay, cool, that's good to know. I'll take note of that, thank you!
K  [author] 25 Mar, 2023 @ 7:56pm 
@LAJ-47FC9 (Liara) With the way defs work it's a bit difficult for me to add options like that, but if you're willing to edit files yourself you can open up GlitterNet's files and go to Defs/ThingDefs_Buildings/Buildings_GlitterNetIntegrators.xml and swap the values pretty easily.

As for why the two cables aren't stacked like everything else... honestly, I can't remember why I didn't stack them. It's probably because the hidden cable was a request that came in, and I forgot to honestly.
LAJ-47FC9 25 Mar, 2023 @ 7:48pm 
Have to admit, I'm surprised that the two types of GlitterNet cables aren't in their own dropdown like everything else.

So, this might be a strange request, but could I ask that there be options to tweak how much boost the various integrators and such give you? Considering that it's only the first tier and you can also link multiple, +15% work speed on the basic work integrator feels like lots to me.
In short, I want to nerf it into the ground.
Turtle Man 17 Feb, 2023 @ 9:41pm 
damn
still cool mod tho
K  [author] 17 Feb, 2023 @ 12:29pm 
@Turtle Man GlitterNet does not include "weapon integrators" of any kind - not to enhance emplaced weapons, nor to automate their usage.
Turtle Man 17 Feb, 2023 @ 12:22pm 
Can this mod allow normally manned weapon systems like the mounted machine guns be automatically controlled by Skynet the AI
pgames-food 31 Jan, 2023 @ 6:15pm 
ah ok cool, thanks for the info
theres a powerstation which uses up certain materials as fuel that i was running low on, and trying to conserve - will have to try :)
K  [author] 31 Jan, 2023 @ 7:06am 
@pgames-food Only the research integrator and medical integrator link solely based off of linkables (multi-analyzer and vitals monitor respectively). Workspeed integrators link to anything with bills, bed integrators now link to anything that is of the "bed" thing class or that links to an end table, and power integrators connect to anything that produces or consumes power. Consequently, I doubt you'll be able to find very many cases where GlitterNet doesn't support another mod.
pgames-food 30 Jan, 2023 @ 10:18pm 
hi i was just wondering, if a building (from a mod) like a power plant, doesnt have any linkables, is there still a way to use one of your buildings to boost its power generation amount?

for example, i just saw a mod here which mentions making a link type of "room" to link to rooms? maybe that can do it? :)
nikita150u 30 Jan, 2023 @ 10:06pm 
Yep it's working now, thank you
K  [author] 30 Jan, 2023 @ 4:18pm 
@nikita150u I found a way to do this that I believe should work. However, as I've stated I don't own BioTech so I can't confirm if bed integrators can connect to deathrest caskets. They should be able to, but please report any issues you have.
K  [author] 30 Jan, 2023 @ 7:31am 
@nikita150u I'm certainly not against this, since based on my cursory investigation of what a deathrest casket is it seems like they should work together (I don't own BioTech). However with the way GlitterNet is currently designed I don't actually see a way to get bed integrators to link to a deathrest casket. I'll take another look when I've got some more time though.
nikita150u 30 Jan, 2023 @ 12:56am 
Can i ask for bed integrators work with deathrest casket for future?
K  [author] 10 Nov, 2022 @ 2:49pm 
@True Mind Sure, but anyone who does should keep in mind that GlitterNet (and CyberNet) are closed source, and as such I would have a problem with anyone publishing parts of the decompiled source in the process. So long as that doesn't happen, then I have no issues with it.
TrueMind 10 Nov, 2022 @ 2:46pm 
Ahh, fair. I probably wont do it due to being busy, but is it fine if someone else makes a submod for the biotech features?
K  [author] 10 Nov, 2022 @ 9:25am 
@True Mind I'm guessing this is a BioTech feature that you're referencing. I don't own BioTech so there won't be integration with it for the foreseeable future.
TrueMind 10 Nov, 2022 @ 9:23am 
Maybe a glitternet band node that uses the petaflops to boost the mechanator's band alot more?
WarStoke.net 25 Oct, 2022 @ 4:49pm 
im not 100% but i am almost certain its glitternet that is borking current run
Basically its causing the mechinator's mechs to stop working.
Im not certain of the trigger at the moment but twice now in two new runs i have had the same error with biotech and glitternet
Will post log in bug report thread
Arieslia 25 Oct, 2022 @ 12:57am 
the first time i got Wintermute i was freaked out a bit, because a self-aware AI is such an unknown quantity. it's super cool that it can happen though
That Turret Guy 23 Oct, 2022 @ 2:12pm 
Thanks for the update!!! Love this mod to death
K  [author] 12 Oct, 2022 @ 9:03am 
@Silver Wolf 00 You're going to need to be more specific about what it is that you're seeing; preferably, provide a screenshot of the analyzer so that I can reproduce the performance problem and solve it.

If you're referencing the "game component tick" category, note that while GlitterNet is probably using 15%, or even 95% (if you run GlitterNet without other mods) of the overall game component tick, the average amount of time used is probably somewhere around 0.000-0.005 ms on a fresh map, or even on a map with a decent amount of GlitterNet infrastructure. This is a very, very small part of the overall tick, and not the cause of your performance issues, if you're seeing any. The reason the percentage appears so large is because all of the vanilla "game components" are implemented in a completely different way which is invisible to the analyzer, and I'm for some reason one of the few modders which uses game components, not because GlitterNet is having an outsize performance impact.
Silver Wolf 00 12 Oct, 2022 @ 2:23am 
Even in a fresh colony, this thing is ticking like crazy (dubs performance analizer..) with almost 15% of the load
Nay 16 Sep, 2022 @ 2:39pm 
ooooh ok. i did not see it because i dropped there, so i only had the 'form caravan' button. thanks!
K  [author] 16 Sep, 2022 @ 2:37pm 
@Nay Select your caravan then right-click the research site and select "research site". It will take some time for your caravan to perform the research, after which the quest will complete.