RimWorld

RimWorld

GlitterNet
 This topic has been pinned, so it's probably important
K  [developer] 17 Jun, 2019 @ 11:53am
Bug Reports
Please report any bugs that you find in this thread. Follow the instructions in Fluffy's bug reporting guide.

If you have HugsLib installed, follow the instructions for uploading a HugsLib log. They're the most informative log files available, which will help me solve your issue quickly.
Last edited by K; 7 Oct, 2022 @ 4:58pm
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Showing 1-15 of 72 comments
Here is the log for the System Wake initialization bug: https://gist.github.com/56c4235af678257778d90b3cb620a83a
If it helps, if I uncheck "pause on urgent letter" it seems to send the same, starting letter every tick until I pause again.
«Wyvern» 24 Jun, 2019 @ 10:41am 
Building an invisible glitternet cable over any wall plan, replace the wall plan
K  [developer] 24 Jun, 2019 @ 5:05pm 
Originally posted by «ⓌⓎⓋⒺⓇⓃ»:
Building an invisible glitternet cable over any wall plan, replace the wall plan

I can't reproduce this when I run only HugsLib and GlitterNet so it's some kind of conflict most likely. Please follow the instructions in the OP and submit a log file so I can try to solve it.
«Wyvern» 24 Jun, 2019 @ 5:28pm 
Im not available, ill be off for several days, surgery time, Woohoo !. Ill not be able to make testing now. All that i can say:
-It generate no errors in the console
-Even if it generate logs, ill never be able to upload it with crtl+f12. My uploading time is stoo slow and it fails the upload of the logs
-Making tests by continously removing mod will take weeks of test, because im currently playing with ~250mods
-This bug is minor. I just have to wait the walls to be builds and then i plan cables in the wall. This problem will not worth to do tons of tests while its not game breaking and can be easly avoided
-Ill take in notes thats theres an incomatibility somewhere
-Sorry for gramma mistakes, my english is limited and im on a cellphone :x
K  [developer] 24 Jun, 2019 @ 5:48pm 
The primary reason I need the log is because it lists all the mods you've got running and all the harmony patches they perform which allows me to find the mod causing the incompatibility.

If you do happen to find which mod is causing the incompatibility, tell me and I'll see if it's something I can fix on my end.
«Wyvern» 26 Jun, 2019 @ 7:30am 
Im back, well
Ive played a bit, and ive constated theres the same problem with Rimatomic cables. same issue with you
And, i think (i have to remember from months ago) that i had that issue with Rimatomic, but i haven't reported it because it was only some tiles. While in your case, its over my whole base that im rebuilding ^^

So, its seems its nothing related to Glitter Net
Btw, ive done an enought good network with glitter tech, but something is disturbing me. I have to make more room to build integrators in my workshop. a lot of room, because it has to be adjacent, and working on only one building

I have a suggestion about it, to save room and still allowing the same efficiency. Remouving all integrator blocks, and allowing to build them INSIDE things that can be buffed by it, like a crafting table type upgrade.
Last edited by «Wyvern»; 26 Jun, 2019 @ 7:30am
K  [developer] 26 Jun, 2019 @ 7:43am 
If you happen to determine the mod causing the conflict I'd still be curious to see if there's anything I can do to resolve that conflict.

As far integrating integrators into workstations, it would be technologically infeasible for me to do, and that space conflict is part of the design. Integrators are extremely powerful; they can give buffs up to 188% when your network is maxed out, while by comparison the tool cabinet, which still requires space, gives 12% with two. Ultimately, you should be asking yourself whether that inconvenience is worth the extreme buffs that you receive. It might not be worth it to throw integrators on everything either.

My goal with both GlitterNet and CyberNet was always to try to add decision points where it's not entirely obvious what to do. In GlitterNet this manifests itself in space concerns, power concerns, ect. that may make it too taxing to build an extremely large network.
«Wyvern» 26 Jun, 2019 @ 8:39am 
Originally posted by Bad Vlad:
If you happen to determine the mod causing the conflict I'd still be curious to see if there's anything I can do to resolve that conflict.

Im pretty sure its Rimatomics. Not a lot of mods are adding cables

Rimatomics is adding 5 special cables, 2 are cables, 1 for conecting reactor to console, and one high voltage cable to conect on turbines and transformers? The 3 other are conduits, steam, coolant and cold water. wich aren't in the power conduit cable familly
Glitter tech is simply adding stronger cables, thats power conduit familly
Rimhammer is also adding stronger cables, thats power conduit familly
And you have your special cables wich are network cables, wich aren't in the power conduit cable familly

From all mods i have. you have all listed cables that i have. I think all cables wich aren't considered as conduit are erasing any type of plan, if a cable plan is builded first, and im probably sure its from rimatomics because it happened before with it. and because you cables are also special conduits, the bug has spreaded on your mod.
Question: Have you inspired your cables from Rimatomics ? C:
K  [developer] 26 Jun, 2019 @ 8:41am 
Originally posted by «ⓌⓎⓋⒺⓇⓃ»:
Question: Have you inspired your cables from Rimatomics ? C:

Rimatomics is one of my favorite mods, so I certainly did take some inspiration from it.
«Wyvern» 26 Jun, 2019 @ 9:21am 
Ive talk a bit with Dubwise about the problem, he also don't have the problem. But he told be some mods are able to break your both pipes/cables. replacment mods are usualy Guilty of it. And i have Replacing stuff mod and Quality Builder. Dubs told me he had to deal a lot with these kind of mods. We have probably our gulties
K  [developer] 26 Jun, 2019 @ 9:28am 
I'll take a look and see what I can do.
Aladar 1 Jul, 2019 @ 10:59pm 
Seeing a odd conflict error between this mod and the Aliens vs Predators mod. Not sure of it is a load order issue, but it takes me hours to reload the save that it is in so I am not up for trying a lot of swapping without checking to see if it is a known issue. The error is happen constatly in the background, and i think it may be preventing raids from spawning at all:


System.NullReferenceException: Object reference not set to an instance of an object
at RRYautja.IncidentWorker_RaidEnemyPatch_TryExecute.PreExecute (RimWorld.IncidentParms&) <0x00024>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch2 (object,RimWorld.IncidentParms) <0x00031>
at GlitterNet.Events.GlitterNetEventManager.TriggerEvent (GlitterNet.Events.GlitterNetIncidentDef,GlitterNet.CompGlitterNetHub) <0x00048>
at GlitterNet.Events.GlitterNetEventManager.MapComponentTick () <0x0027c>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>

Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
K  [developer] 2 Jul, 2019 @ 7:19am 
This is the same error as Expanded Incidents causes. It's because of a harmony patch on their end that targets the wrong method. Disabling System Wake will get rid of it.

I'll see if there's something on my end that I can do to defend against these patches a little more.

Edit: the patch I just put out should stop this error from occurring.
Last edited by K; 2 Jul, 2019 @ 7:46am
linstene 13 Jul, 2019 @ 2:41am 
research integrators don't work. they don't connect, and a new one i built says not powered when it's connected to a power cable and i have a lot of spare power.
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