RimWorld

RimWorld

Glitter Tech
634 Comments
Garret  [author] 29 minutes ago 
Whelp... ummm let me fix that. I'll redo 1.5 release and push to the 1.5 folder. That should fix it.
After sleep... sleep first, then I'll rebuild 1.5
:)
perilous 2 hours ago 
I think because he wants to play using GT, but that is not currently working. It stopped working for me after installing Odyssey. What specifically happens is that with GT in the mod list, when you start a new game and try to click Next on the Scenario page, the Next button clicks, but nothing happens. Loading a previous save just fails altogether.
Garret  [author] 3 hours ago 
Is there a reason you are trying still play on 1.5?
Blue 6 hours ago 
Moving this to main mod: 1.5 Load order harmony +DLC+ Glitter tech
Getting this when opening mod option. might be harmony issue.
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: UnityEngine.Rect Verse.Listing_Standard.Label(string,single,System.Nullable`1<Verse.TipSignal>)
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect)
at Verse.Window.InnerWindowOnGUI (System.Int32 x)
perilous 7 hours ago 
@Garret - I think I've figured out the issue, but not yet a solution. For some reason when I add Harmony in as a Mod, it doesn't then have a corresponding mod folder in the Workshop\Content area. I think maybe the author of Harmony goofed something.
Garret  [author] 12 Jul @ 9:58pm 
Okay, remove all other mods and include this one, harmony, and all the core DLCs and if it still gives you an error, please send it to me on github.
reznor8 12 Jul @ 10:36am 
I cant click on next in the scenario selection screen with this mod activated on 1.6, it also throws some errors on the startup...
MisterSprickles 12 Jul @ 5:34am 
Game does not start with mod activated.
Garret  [author] 9 Jul @ 9:58pm 
Hmm okay.
Weird. I'll take a look at it tomorrow.
SSUNS 9 Jul @ 5:31am 
After the update, a normal deep drill behaves like the Advanced drill.
LZIM 8 Jul @ 5:39pm 
didnt see the 1.6 but do see orion exoskeleton and thats all that matters 1.6 just got officially 3 days early inaugurated, gg
Garret  [author] 7 Jul @ 10:03pm 
Looks like the about didn't upload with the release notes. I'll fix that in the morning.
Garret  [author] 7 Jul @ 10:02pm 
Still working on 1.6
Latest update fixed several issues people have been talking about to include the Advanced drill. That works as it should now.
Ascythian 7 Jul @ 5:11pm 
@Garret Mind adding 1.6 to the tag if that is what it was updated to? Thanks.
LZIM 25 Jun @ 7:31pm 
@Entewilderin

would suggest doublecheck the materials on the list of ingredients for the skin suits
typically buy them from traders if you are mid or later game or consider the raids for me mod so you can specifically call a raid of a faction that uses the items you want, waste them all, and with tainted only when rotten, dubs bad hygience, mending etc you can collect the items you want from raiders and patch them.
Garret  [author] 20 Jun @ 1:08pm 
Thank you!
perilous 20 Jun @ 12:04am 
Congrats man!
Garret  [author] 19 Jun @ 7:11am 
Sorry peeps, had a kid :D
Saw 1.6 was coming out so I figured I would drop back in and upgrade some stuff

Ozfresh: classic is the original owner of the mod. He/she came back last update but didnt want to take over this mod
PopeSlayer: sure
Entewilderin: I'll look into that, but prolly is a mod conflict.
Entewilderin 15 Jun @ 10:00am 
various skin suits cannot be made at any crafting station, no clue why or how this has occurred. No errors or anything, you just can't make em.
PopeSlayer 9 May @ 7:05am 
Could you please add the improved flood lamp made with 15 titanium and 1 uranium from the original glitter tech mod?
ozfresh 4 May @ 11:30am 
Whats the difference between this and Glitter tech classic?
pacothegnome 29 Apr @ 2:23pm 
pt 2

Verse.DebugTools_Health/<>c__DisplayClass6_1:<Options_Hediff_BodyParts>b__2 ()
LudeonTK.Dialog_DebugOptionLister:DebugAction (string,single,System.Action,bool)
LudeonTK.Dialog_DebugOptionListLister:DoListingItems (UnityEngine.Rect,single)
LudeonTK.Dialog_OptionLister:DoWindowContents (UnityEngine.Rect)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
pacothegnome 29 Apr @ 2:23pm 
pt 1

Tried to add health diff to missing part BodyPartRecord(Leg parts.Count=3)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.HediffSet:AddDirect (Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
pacothegnome 29 Apr @ 2:22pm 
also i've also got that bug where I can't install advanced bionics onto missing body parts. when i try to add it with the dev console i get an error.
pacothegnome 29 Apr @ 6:36am 
I've got a bit of a minor graphical bug here. The direction the canister turret faces is off 90 degrees from where it should be. Makes it look like the rounds are coming from side of the turret. Haven't done much testing so it might be interfere from another mod but the only one I can think of is gunplay
LanSi 26 Apr @ 5:28am 
we need Chinese orz
Buggy Prophet 10 Apr @ 1:21am 
After 1.2 Empire don't wear BETA armor any more, not 1.5. Could you please add a mod option to customize proportion of Empire BETA/ALPHA armor and weapon? I will even pay for it.
Vond 30 Mar @ 8:16pm 
I am getting a bug with this one, All of the uranium deposits have become advanced bionic stomach
Jellicoe Cats 25 Mar @ 8:52pm 
Could we get integration with Vanilla Brewing Extended so we can further distill 2 vodka into one ethanol?
Zoils Droski 22 Mar @ 11:32am 
apparently a mod conflict where the operation tab don't count the advanced bionic spine in a storage from "neat storage" (2 square crate), thought it may be a unique case (this game and this config). i'll leave it here for posterity or you may delete these comentaries.
Zoils Droski 22 Mar @ 11:04am 
for some unkonwn reason I can't find the advanced bionic spine in the operations list of the pawn health tab (even thougt it's spine is shattered and i I've other spine frome vanilla & glitter tech in storage as well). Does this need to be reported as bug or is it just a conflict of mine ?
DrKurnis 19 Mar @ 11:53am 
Why can't I craft the speed suit? It just doesn't show up anywhere to craft.
Bar 3 Mar @ 5:32pm 
This mod is preventing me from spawning items with dev mode. It give me the error below.

It looks like others have this same issue....any updates?

Could not load reference to RimWorld.WorkGiverDef named *insert a million different items related to this mod*

This only happens when the mod is enabled. I tried reinstalling as well as running a pure vanilla game with only this mod.
Rikjam 2 Mar @ 3:10pm 
For some reason bionic spines cant replace shattered spines?
Crouton 1 Mar @ 11:13pm 
im not sure if it was this or the classic one(have them both installed because of the nanosuit buff mod) but for some reason betapoly stuff went from having 2500hp to having 250,000hp and taking a STUPID amount of time to build beds when before it did not. i didnt look to see the work requirement before, but i feel like itd be safe to say around 1000 work for an advanced bed from vanilla expanded space furniture. i dont know why this is but because of the way i am, its sorta ruining my game cause i had to go into god mode to replace everything with steel then back with betapoly via godmode. Before it took like 4 work to build a betapoly wall, after this random midgame change, it takes over 200. i would just remove the mods but it kinda messes up the world map. if you could tell me how to fix this random issue(persists in past saves) or how to safely remove said mods, id greatly appreciate it
dranco89 19 Feb @ 11:33am 
the armor are vacuum sealed for save our ship 2?
Isakk 11 Feb @ 4:57pm 
Not sure why, but this is making my Uranium in the ground turn into "Bionic Animal Stomach", nothing mines out and the number counts up when drilled.
Ememf 7 Feb @ 1:08pm 
Neither scanner nor deepdrill shows mineral location. Somehow open contaimination tab or housing area tab reveals mineral (also cant set housing area because of that) and the game went super laggy when do so. Tried reconstruct scanner and drill and it wont help
Sai!k0 29 Dec, 2024 @ 11:29am 
Is this mod compatible with CE? The new weapons from this mod have no ammo and cannot shoot because of that.
asdlfehasdkwjaghsdm 29 Dec, 2024 @ 9:56am 
This mod makes it so whenever i open the debug menu and try to spawn a thing it gives me an error
Foxtr0t 29 Dec, 2024 @ 8:56am 
Nice work @Garret.
I tried to fix the drill, and I submitted a issue on githb.
Please give it a look.
:)
Garret  [author] 25 Dec, 2024 @ 9:33pm 
Yes, that is a problem that is on my list to fix with the advanced drill.
Angry Dodecahedron 25 Dec, 2024 @ 2:22am 
hey i keep having issues with the advanced deep drill not working at the full range, it says that it's mining stone chunks even though i can clearly see deep drill tiles marked in it's range, any idea on how to fix?
mike3056 20 Dec, 2024 @ 5:26am 
so going into dev mode and using Restore Body Part and doing it to the torso allows me to install them. So my workaround for now is just screen shooting the health tab of said pawn and replacing the parts with the bionics
mike3056 19 Dec, 2024 @ 7:36pm 
sooo hella weird it well let me install it on both sides on other pawns other than the one that had his kidney destroyed
Garret  [author] 19 Dec, 2024 @ 7:23pm 
Sorry folks. Holidays are always super busy around here. I'm going to dive down into these issues when I get a moment. Sorry about the delay.
mike3056 19 Dec, 2024 @ 6:52pm 
ye i removed most of my extra bionic mods including the ones king listed and still does it soooo idk
KingSnitch 4 Dec, 2024 @ 7:31am 
Sorry, had to split it up because character limit. Also, here is my log itself.

{LINK REMOVED}
KingSnitch 4 Dec, 2024 @ 7:29am 
Verse.DebugTools_Health/<>c__DisplayClass6_1:<Options_Hediff_BodyParts>b__2 ()
LudeonTK.Dialog_DebugOptionLister:DebugAction (string,single,System.Action,bool)
LudeonTK.Dialog_DebugOptionListLister:DoListingItems (UnityEngine.Rect,single)
LudeonTK.Dialog_OptionLister:DoWindowContents (UnityEngine.Rect)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate {LINK REMOVED}
KingSnitch 4 Dec, 2024 @ 7:29am 
I'm not sure if this will help, but I tried using the dev tools to add the advanced kidney to the correct spot, and I had this error log pop up.

Tried to add health diff to missing part BodyPartRecord(Kidney parts.Count=0)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.HediffSet.AddDirect_Patch2 (Verse.HediffSet,Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn_HealthTracker.AddHediff_Patch8 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)