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rimatomics's Introduction

Nuclear power | Energy weapons | Nuclear weapons

WORKS WITH SAVES

Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out. The nuclear power system scales from kilowatts to megawatts, with options for combinations of different types of cooling systems, turbines and reactor cores - plus upgrades. To make use of such massive amounts of power, an assortment of energy weapons has been added, microwave area denial systems, tesla coils, high energy lasers, railguns, anti mortar systems, threat detection, drop pod scramblers, many types of upgrade modules, and nuclear weapons.

Support my modding: https://ko-fi.com/T6T6MYO0

Discord for my mods: https://discord.gg/bajcjsu

Forum page: https://ludeon.com/forums/index.php?topic=25124.0

Starting out Go to the rimatomics tab in the normal research menu, you will see a single project, once this is complete you can build the special Rimatomics research bench, you can then access the special Rimatomics research screen via the main button next to standard research, or via the tab when clicked on a rimatomics research bench.

The research projects act as a walk through for everything!

rimatomics's People

Contributors

amckinley avatar dubwise56 avatar insanityprelude avatar ivniinvi avatar leafzxg avatar mirague94 avatar robopitek avatar

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rimatomics's Issues

Low Yield Liberator missile causes crash

Firing a low yield liberator missile at player map or newly generated enemy map causes game to crash without any writes to log. This issue is reproducible in base game 1.5 with no DLC or mods active.
Steps to reproduce:

  1. Load new world
  2. Place liberator missile and tacs
  3. load liberator
  4. fire low yield missile on current map

Reactor "Uptime" resets on game reload

I've noticed that every time I reload my game, the "uptime" on my reactor goes back down to 0 seconds and starts over. Would be nice to know the true uptime, instead of just time since reload.

Wrong skill description while Rimatomics mod is active

Skill description is broken if Rimatomics mod is active.
This might happen because translation data have SkillLevel key defined. With no source code available it's hard to find where this key can be used.

Game version: 1.4.3580 rev1304
My mod list:

Mod list

<activeMods>
  <li>brrainz.harmony</li>
  <li>ludeon.rimworld</li>
  <li>ludeon.rimworld.royalty</li>
  <li>ludeon.rimworld.ideology</li>
  <li>ludeon.rimworld.biotech</li>
  <li>jaxe.rimhud</li>
  <li>dubwise.rimatomics</li>
</activeMods>

Screenshots:

With Rimatomics

image

Without Rimatomics

image

Plutonium3: description has leading whitespace

Hello,

I give this error:

Config error in Plutonium3: description has leading whitespace
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase1<Rimatomics.ResearchStepDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass17_0`1<object>:<ForWorker>b__1 ()
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:InnerInvokeWithArg (System.Threading.Tasks.Task)
[System.Threading.Tasks.Task/<>c__DisplayClass178_0:<ExecuteSelfReplicating>b__0](https://steamcommunity.com/linkfilter/?url=http://System.Threading.Tasks.Task/%3C%3Ec__DisplayClass178_0:%3CExecuteSelfReplicating%3Eb__0) (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()`

[Bug] TACS breaks active threats from Anomaly

Because of the way TACS spawns raids and the way dark entities are handled, it throws an error and fails to spawn the 'raid'
image

Herleberon Alliance.zip
Here's my save that's about to spawn a raid. There will be some missing local mods. Just observe the error that occurs when the threat detection timer hits 0.
error.txt

Edit: I'm not sure if this was triggered by Void Provocation or if it was a raid that got triggered by pure chance

"Need research project"

Pawn is sitting at the Rimatomics Research bench, currently researching the first item. Yet it still says 'Need research project' on the right side of UI. What's the deal with that? Isn't this research?

UI error on map closure

A spamming UI error is being thrown on the main colony map tile when a different map tile closes (event tile, camp tile from "Set-up Camp", etc). This seems to have started occuring since the latest update.

The main tile will render as plain black with only the pawn name overlay showing, as can be seen here (not my image): https://cdn.discordapp.com/attachments/214523406727512065/769359021835550741/unknown.png

The error in the log is as follows:

Root level exception in Update(): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <567df3e0919241ba98db88bec4c6696f>:0 
  at Rimatomics.DubUtils.Rimatomics (Verse.Map map) [0x00024] in <40484af58eb44ed88a645447c6079d62>:0 
  at Rimatomics.Harmony_GridRegen.Prefix (Verse.Map __instance) [0x00000] in <40484af58eb44ed88a645447c6079d62>:0 
  at (wrapper dynamic-method) Verse.Map.Verse.Map.MapUpdate_Patch3(Verse.Map)
  at (wrapper dynamic-method) Verse.Game.Verse.Game.UpdatePlay_Patch2(Verse.Game)
  at Verse.Root_Play.Update () [0x00026] in <d72310b4d8f64d25aee502792b58549f>:0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

A full log file can be found here (not my log, as mine won't upload due to being too large): https://gist.github.com/HugsLibRecordKeeper/6f39cb038ae86751c203eaf2747eada3

Steps to recreate:

  1. Run a caravan to a new map tile and enter the tile.
  2. Exit the tile so that it closes.
  3. Switch to your main colony tile.
  4. Watch as your screen goes dark and your log goes crazy.

Current Workaround:
Save and Load the game. This clears the error and the game seems to run normally.

Multiple users are reporting this in the Rimworld Discord, and I am experiencing it myself too, so I thought it best to report it here.

Auto throttle

autothrottle doesn't seem to work. in the top left corner i get the message auto throttle enableled for alpha but i still have over 2000 watts of excess watts. and the flux level dosent change either.

Rimmatomics symbol missing from bottom tab

I loaded up my save like usual with the exact same mods as I did the previous day and the rimatomics symbol was missing so I cannot research anything. The mod still works as all of the rimatomics stuff that I have still show up and work. I just can't research anything new now.
Untitled

incompatibility with "android tiers" mod

the android loses fuel for the reactor from the workbench after manufacturing (an entry from the journal is present below).
will there be a compatibility fix?

JobDriver threw exception in initAction for pawn Wright driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_5879) A=Thing_TableRimatomicsMachining12079 B=Thing_UnfinishedRimatomics12829 C=(155, 0, 116)) System.NullReferenceException: Object reference not set to an instance of an object at VanillaMemesExpanded.VanillaMemesExpanded_GenRecipe_PostProcessProduct_Patch.IncreaseQualityByOne (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00007] in <54f8accf09214bd38d61b861a60c7e2e>:0 at (wrapper dynamic-method) Verse.GenRecipe.Verse.GenRecipe.PostProcessProduct_Patch1(Verse.Thing,Verse.RecipeDef,Verse.Pawn,RimWorld.Precept_ThingStyle) at Verse.GenRecipe+<MakeRecipeProducts>d__0.MoveNext () [0x001e9] in <e13bd2f1929544099ed2b58e66ece833>:0 at System.Collections.Generic.List1[T]..ctor (System.Collections.Generic.IEnumerable1[T] collection) [0x00077] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Verse.AI.Toils_Recipe+<>c__DisplayClass3_0.b__0 () [0x000ad] in :0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001de] in :0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:b__1 ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
`

Grey Screen during Play

Was in the middle of a gaming session when I got the grey screen (map can't load but I can see the pawn names, etc). I turned on dev mode and saw this in the logs when I loaded the game:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 324E411A]
at RimWorld.PowerConnectionMaker.TryConnectToAnyPowerNet (RimWorld.CompPower pc, System.Collections.Generic.List`1[T] disallowedNets) [0x00046] in :0
at RimWorld.PowerNetManager.UpdatePowerNetsAndConnections_First () [0x00256] in :0
at Verse.Map.MapUpdate () [0x0001c] in :0
- PREFIX Dubwise.DubsBadHygiene: Void DubsBadHygiene.Patches.HarmonyPatches_Plumbing:GridRegen_Prefix(Map __instance)
- PREFIX Dubwise.Rimatomics: Void Rimatomics.Harmony_GridRegen:Prefix(Map __instance)
at Verse.Game.UpdatePlay () [0x00049] in :0
at Verse.Root_Play.Update () [0x00032] in :0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Root_Play:Update ()

I will mention I had not researched the rimatomics research yet, but I have the crashlanding mod and had some missile fuselage pieces land during one of the crashlanded events and it was shortly after that, that the game screen went grey. Not sure if it's related.

rimatomics crafting table stack trace issue

GetInspectString exception on TableRimatomicsMachining822439:
System.InvalidCastException: Specified cast is not valid.
[Ref B7FE9FFD]
at RimWorld.CompReportWorkSpeed.CompInspectStringExtra () [0x000d4] in <2bfa0c274f854b5095bb30bd48706ce7>:0
at Verse.ThingWithComps.InspectStringPartsFromComps () [0x00020] in <2bfa0c274f854b5095bb30bd48706ce7>:0
at Verse.ThingWithComps.GetInspectString () [0x00015] in <2bfa0c274f854b5095bb30bd48706ce7>:0
- POSTFIX com.Replimat.patches: Void Replimat.Harmony_Thing_GetInspectString:Postfix(ThingWithComps __instance, String& __result)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <2bfa0c274f854b5095bb30bd48706ce7>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.InspectPaneFiller:DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents (UnityEngine.Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI (UnityEngine.Rect,RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

RimWorldWin64_DAS36u8x7e

i didn't see this posted here but the table has a duplicate stacktrace issue.

Fuel Storage Restrictions Not Working?

Hello,
I've got a small RimAtomics facility running currently. I'm attempting to restrict my Fuel Storage Pools to only accept used Nuclear Fuel Rods (storage restriction set to 0-99% Fuel Life) but my colonists keep putting brand new (100% Fuel Life) rods into it. The new (100%) rods have their own designated storage elsewhere.
I believe that this may not be working as intended. I'd like to confirm if that is the case, and if not, figure out what I'm doing incorrectly.
Thank you in advance for the assistance!
image
image

Storage Pools causes the "Take to best stockpile" option in crafting menus to break 1.5

Storage Pools causes the "Take to best stockpile" option in crafting menus to break, preventing you from choosing any option from the drop down menu. Removing the storage pools allows the menus to work properly.

How to Reproduce:
Have RimAtomics installed on vanilla or with any mods.
place storage pool anywhere on the map.
Place crafting spot
Add any recipe
Select "details"
Select "Take to best stockpile"
that should throw this error:

Exception filling window for RimWorld.Dialog_BillConfig: System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary2[TKey,TValue].ContainsKey (TKey key) [0x00000] in :0
at RimWorld.Dialog_BillConfig.FillOutputDropdownOptions (System.Collections.Generic.List1[Verse.FloatMenuOption]& opts, System.String prefix, System.Action1[T] selected) [0x000ed] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Dialog_BillConfig.DoWindowContents (UnityEngine.Rect inRect) [0x00875] in <957a20e0be784a65bc32cf449445b937>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <957a20e0be784a65bc32cf449445b937>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

punisher railgun railgun railgun

i had an event hapen where i get raided by raiders that are higher then my welth would alow and one of the raiders doped whit it
20190819140245_1

Missing KEYED for translations, UI icons missing

  • Following texts can't be translated (no key ?)

Storage Pool > "Loading", "Unloading", "Life"

Cammo > "base", "woodland", "desert", "snow"

Rimatomics > "$ {Price}" (ie. in french should be {Price} $)
Rimatomics > All skills (intellectual, crafting, etc.)

Research letter > "Next Step:"

SACS > Alert: "Threat Detection"
TACS > "Target Ennemy Shells"/"Target All Shells"

Reactor console > Tips: "Temperature", "Fuel", "Cooling", "Turbine", "Power", "Radiations"
Reactor console > "True"/"False", "Select"/"Clear"

  • Missing icons for RimatomicsProduct and SabotRounds

In Defs/ThingCategoryDefs/ThingCategories.xml, for example:

RimatomicsProduct > Rimatomics/UI/logo
SabotRounds > Rimatomics/Things/Resources/sabot/sabot_a

Needed because they are displayed in the resources list (top left)

Radiation PPE

Am I just incompetent or are my clothing disposal options not giving me options for radiation suits and masks? I'm trying to get rid of damaged radiation PPE, but the option doesn't appear on my crematoriums or my electric smelters.

Log Errors

Just a quick log post for some errors I received on launch with some mods. may be its incompatible mods, but figured I would bring your attention to it dubwise. Thanks!

https://pastebin.com/SpqQCtT9

Log Error file above ^

Mod list below /

[Mod list length: 181]
Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
Core [https:// no link (local mod)]
Royalty [Official DLC] [https:// no link (local mod)]
Ideology [Official DLC] [https:// no link (local mod)]
Biotech [Official DLC] [https:// no link (local mod)]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
Adjacent Light [https://steamcommunity.com/sharedfiles/filedetails/?id=2517853803]
All Specialists Can Work [https://steamcommunity.com/sharedfiles/filedetails/?id=2833543540]
Animal Collab Project Vanilla-Style [https://steamcommunity.com/sharedfiles/filedetails/?id=2208467668]
AnimalHarvestingSpot (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=1542765654]
Animals Logic [https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593]
Animals are fun [https://steamcommunity.com/sharedfiles/filedetails/?id=2108362126]
Architect Icons [https://steamcommunity.com/sharedfiles/filedetails/?id=1195427067]
Area Unlocker [https://steamcommunity.com/sharedfiles/filedetails/?id=725153576]
Assign Animal Food [https://steamcommunity.com/sharedfiles/filedetails/?id=2520066544]
Auto links [https://steamcommunity.com/sharedfiles/filedetails/?id=2059389912]
Bad Can Be Good (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2889440091]
Pocket Sand [https://steamcommunity.com/sharedfiles/filedetails/?id=2226330302]
Vanilla Weapons Expanded - Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657]
Combat Extended [https://steamcommunity.com/sharedfiles/filedetails/?id=2890901044]
Best Mix (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195986094]
Better Vanilla Masking [https://steamcommunity.com/sharedfiles/filedetails/?id=1736114368]
Geological Landforms [https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594]
Biome Transitions [https://steamcommunity.com/sharedfiles/filedetails/?id=2814391846]
Bionic icons [https://steamcommunity.com/sharedfiles/filedetails/?id=1677616980]
Camera+ [https://steamcommunity.com/sharedfiles/filedetails/?id=867467808]
Carry Capacity Fixed (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2880150945]
Chatting on Comms [https://steamcommunity.com/sharedfiles/filedetails/?id=2058332610]
Childrens Drawings [https://steamcommunity.com/sharedfiles/filedetails/?id=2918817041]
Combat Extended Armory [https://steamcommunity.com/sharedfiles/filedetails/?id=2911110083]
Combat Extended Guns [https://steamcommunity.com/sharedfiles/filedetails/?id=1582570547]
Combat Extended Melee [https://steamcommunity.com/sharedfiles/filedetails/?id=1924933379]
Compressed Raid [https://steamcommunity.com/sharedfiles/filedetails/?id=2927368319]
Conduit Deconstruct [https://steamcommunity.com/sharedfiles/filedetails/?id=838336462]
Cut plants before building [https://steamcommunity.com/sharedfiles/filedetails/?id=1539025677]
Cyber Fauna 1.4 [https://steamcommunity.com/sharedfiles/filedetails/?id=1548649032]
Damage Indicators [1.4] [https://steamcommunity.com/sharedfiles/filedetails/?id=2016331497]
Death Rattle [1.4] [https://steamcommunity.com/sharedfiles/filedetails/?id=2879582925]
Diet Filters In Storage [https://steamcommunity.com/sharedfiles/filedetails/?id=2897265268]
Do Something for Idle [https://steamcommunity.com/sharedfiles/filedetails/?id=1896806569]
DontBlockDoor [https://steamcommunity.com/sharedfiles/filedetails/?id=1691076769]
Door Mat [https://steamcommunity.com/sharedfiles/filedetails/?id=1505423207]
Drug Policy Fix (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195390245]
Drug Response (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2196401201]
Dubs Apparel Tweaks [https://steamcommunity.com/sharedfiles/filedetails/?id=2296697286]
Dubs Break Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1722398508]
Dubs Bad Hygiene [https://steamcommunity.com/sharedfiles/filedetails/?id=836308268]
Dubs Central Heating [https://steamcommunity.com/sharedfiles/filedetails/?id=2619214952]
Dubs Mint Menus [https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594]
Dubs Mint Minimap [https://steamcommunity.com/sharedfiles/filedetails/?id=1662119905]
Dubs Performance Analyzer [https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626]
Dubs Rimatomics [https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465]
Dubs Rimkit [https://steamcommunity.com/sharedfiles/filedetails/?id=832333531]
EdB Prepare Carefully [https://steamcommunity.com/sharedfiles/filedetails/?id=735106432]
Electric Stonecutting Table [https://steamcommunity.com/sharedfiles/filedetails/?id=1649368867]
Fertile Fields [1.1] [https://steamcommunity.com/sharedfiles/filedetails/?id=2012735237]
Fire Extinguisher (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195996970]
Fire Warden (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2197425463]
Flickable Storage [https://steamcommunity.com/sharedfiles/filedetails/?id=2497907804]
Food Poisoning Stack Fix (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2843483188]
FrameRateControl [https://steamcommunity.com/sharedfiles/filedetails/?id=1591142767]
Gene Ripper [https://steamcommunity.com/sharedfiles/filedetails/?id=2885485814]
Giddy-Up 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2934245647]
Grab Your Tool! (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2947023388]
Graphics Settings+ [https://steamcommunity.com/sharedfiles/filedetails/?id=1678847247]
Ground Targeter [https://steamcommunity.com/sharedfiles/filedetails/?id=2356822769]
RWLayout [https://steamcommunity.com/sharedfiles/filedetails/?id=2209393954]
Grouped Pawns Lists [https://steamcommunity.com/sharedfiles/filedetails/?id=2340773428]
Harvest Organs Post Mortem [https://steamcommunity.com/sharedfiles/filedetails/?id=1204502413]
Hold the Grenades [https://steamcommunity.com/sharedfiles/filedetails/?id=2588959035]
I Clearly Have Enough! (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2023661266]
Infused [https://steamcommunity.com/sharedfiles/filedetails/?id=731287727]
Injured Carry [https://steamcommunity.com/sharedfiles/filedetails/?id=2413690575]
Integrated Genes [https://steamcommunity.com/sharedfiles/filedetails/?id=2884115974]
Interaction Bubbles [https://steamcommunity.com/sharedfiles/filedetails/?id=1516158345]
Just Ignore Me Passing [https://steamcommunity.com/sharedfiles/filedetails/?id=1231617602]
KanbanStockpile [https://steamcommunity.com/sharedfiles/filedetails/?id=2287142613]
Keep Bed Ownership [https://steamcommunity.com/sharedfiles/filedetails/?id=2130184293]
A Dog Said... Animal Prosthetics [https://steamcommunity.com/sharedfiles/filedetails/?id=746425621]
LBE's A Dog Said Easy Patcher [https://steamcommunity.com/sharedfiles/filedetails/?id=944381237]
Expanded Prosthetics and Organ Engineering - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=1949064302]
Less Arbitrary Surgery (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2018250654]
Humanoid Alien Races [https://steamcommunity.com/sharedfiles/filedetails/?id=839005762]
Hospitality [https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]
Mechanical Humanlikes Core [https://steamcommunity.com/sharedfiles/filedetails/?id=2974524016]
MH: Android Tiers Core [https://steamcommunity.com/sharedfiles/filedetails/?id=2974536022]
MH: Android Tiers [https://steamcommunity.com/sharedfiles/filedetails/?id=2974546748]
MH: Military Tiers [https://steamcommunity.com/sharedfiles/filedetails/?id=2974551731]
Mad Skills [https://steamcommunity.com/sharedfiles/filedetails/?id=731111514]
Meals On Wheels [https://steamcommunity.com/sharedfiles/filedetails/?id=1323773476]
Medical Supplements (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2195037369]
MendAndRecycle [https://steamcommunity.com/sharedfiles/filedetails/?id=735241897]
Mercer's Backpacks (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2014572849]
Mines [https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321]
MinifyEverything [https://steamcommunity.com/sharedfiles/filedetails/?id=872762753]
Mod Options Sort [https://steamcommunity.com/sharedfiles/filedetails/?id=2910865748]
ModDiff [https://steamcommunity.com/sharedfiles/filedetails/?id=2200054867]
Modular Tables and Chairs [https://steamcommunity.com/sharedfiles/filedetails/?id=2566288569]
More Harvest Designators! [https://steamcommunity.com/sharedfiles/filedetails/?id=1541250497]
More Inspiration Types [https://steamcommunity.com/sharedfiles/filedetails/?id=2019094541]
More Linkables [https://steamcommunity.com/sharedfiles/filedetails/?id=1103809207]
More Persona Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=2863308112]
More Than Capable [https://steamcommunity.com/sharedfiles/filedetails/?id=1803932954]
My Little Planet [https://steamcommunity.com/sharedfiles/filedetails/?id=1117406550]
New Limbs Needs Training [https://steamcommunity.com/sharedfiles/filedetails/?id=2439159828]
No Missing Gene Icons [https://steamcommunity.com/sharedfiles/filedetails/?id=2890795292]
No Random Relations [https://steamcommunity.com/sharedfiles/filedetails/?id=2583377522]
Numbers [https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321]
Nurse Job [https://steamcommunity.com/sharedfiles/filedetails/?id=1820501433]
OgreStack [https://steamcommunity.com/sharedfiles/filedetails/?id=1447140290]
Outfitted [https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861]
Perfect Pathfinding [https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509]
Performance Optimizer [https://steamcommunity.com/sharedfiles/filedetails/?id=2664723367]
Perishable [https://steamcommunity.com/sharedfiles/filedetails/?id=2294597530]
Pick Up And Haul [https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058]
Pipette Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=2787342464]
Power Alerts [https://steamcommunity.com/sharedfiles/filedetails/?id=1664714758]
Power Logic [https://steamcommunity.com/sharedfiles/filedetails/?id=812653710]
Power Tab 2 [https://steamcommunity.com/sharedfiles/filedetails/?id=2952716728]
Power Tools [https://steamcommunity.com/sharedfiles/filedetails/?id=2440250887]
Replace Stuff [https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680]
PowerSwitch [https://steamcommunity.com/sharedfiles/filedetails/?id=717632155]
Progress Renderer [https://steamcommunity.com/sharedfiles/filedetails/?id=2010777010]
Quality Cooldown [https://steamcommunity.com/sharedfiles/filedetails/?id=1543069597]
QualityBuilder [https://steamcommunity.com/sharedfiles/filedetails/?id=754637870]
RPG Style Inventory [https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991]
Rails and Roads of the Rim [https://steamcommunity.com/sharedfiles/filedetails/?id=2896163437]
Random's Gene Assistant [https://steamcommunity.com/sharedfiles/filedetails/?id=2882497271]
ReTend [https:// no link (local mod)]
RealDining (Continued) [https://steamcommunity.com/sharedfiles/filedetails/?id=2280250569]
Realistic Rooms Rewritten [https://steamcommunity.com/sharedfiles/filedetails/?id=2558042766]
Research Info [https://steamcommunity.com/sharedfiles/filedetails/?id=2290462337]
ResearchPowl [https://steamcommunity.com/sharedfiles/filedetails/?id=2877856030]
Restock Notification [https://steamcommunity.com/sharedfiles/filedetails/?id=2079149222]
Rimefeller [https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735]
Scattered Flames [https://steamcommunity.com/sharedfiles/filedetails/?id=2652749788]
Shoo! [https://steamcommunity.com/sharedfiles/filedetails/?id=1307441653]
Show Weapon Tallies [https://steamcommunity.com/sharedfiles/filedetails/?id=2901520677]
Simple FX: Vapor [https://steamcommunity.com/sharedfiles/filedetails/?id=2886571275]
Smart Farming [https://steamcommunity.com/sharedfiles/filedetails/?id=2619652663]
Smarter Construction [https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773]
Snap Out! [https://steamcommunity.com/sharedfiles/filedetails/?id=1319782555]
Stop, Drop, And Roll! [BAL] [https://steamcommunity.com/sharedfiles/filedetails/?id=2362707956]
Stored Research [https:// no link (local mod)]
Stranger Danger [https://steamcommunity.com/sharedfiles/filedetails/?id=2554037708]
Stuffed Floors [https://steamcommunity.com/sharedfiles/filedetails/?id=853043503]
StuffedDoll [https://steamcommunity.com/sharedfiles/filedetails/?id=1937192602]
Synergistic Traits [https://steamcommunity.com/sharedfiles/filedetails/?id=2102438871]
Tabletop Decorations [https://steamcommunity.com/sharedfiles/filedetails/?id=2535771403]
Tabletop Trove - Additional Joy Objects and Decor [https://steamcommunity.com/sharedfiles/filedetails/?id=1961528842]
Tech Advancing [https://steamcommunity.com/sharedfiles/filedetails/?id=735268789]
Textile Stats [https://steamcommunity.com/sharedfiles/filedetails/?id=2045777828]
Time-of-Day Switches [https://steamcommunity.com/sharedfiles/filedetails/?id=776114412]
Toggleable Readouts [https://steamcommunity.com/sharedfiles/filedetails/?id=2661792499]
TradeHelper [https://steamcommunity.com/sharedfiles/filedetails/?id=2113372560]
Trait Rarity Colors [https://steamcommunity.com/sharedfiles/filedetails/?id=1751884355]
Trait and Backstory Icons [https://steamcommunity.com/sharedfiles/filedetails/?id=2873494547]
Underground Power Conduits [https://steamcommunity.com/sharedfiles/filedetails/?id=1735421319]
Use Minified Buildings [https://steamcommunity.com/sharedfiles/filedetails/?id=2185809028]
Vanilla Events Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1938420742]
Weapon Tech [https://steamcommunity.com/sharedfiles/filedetails/?id=2005456121]
WeaponStats [https://steamcommunity.com/sharedfiles/filedetails/?id=974066449]
Wearing Armor Info [https://steamcommunity.com/sharedfiles/filedetails/?id=1839305669]
What's Today's Menu [https://steamcommunity.com/sharedfiles/filedetails/?id=2814874440]
Where is my weapon? [https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008]
Windows [https://steamcommunity.com/sharedfiles/filedetails/?id=2571189146]
Wood Is Natural (For Trees) [https://steamcommunity.com/sharedfiles/filedetails/?id=2895354126]
World Map Beautification Project [https://steamcommunity.com/sharedfiles/filedetails/?id=2314407956]
Yet Another Stockpile Presets [https://steamcommunity.com/sharedfiles/filedetails/?id=1778592386]
Zone To Schedule [https://steamcommunity.com/sharedfiles/filedetails/?id=2436086611]
[FSF] Better Ancient Complex Loot [https://steamcommunity.com/sharedfiles/filedetails/?id=2559244124]
[FSF] Better Camp Loot [https://steamcommunity.com/sharedfiles/filedetails/?id=2584485274]
[FSF] Efficient Utilities [https://steamcommunity.com/sharedfiles/filedetails/?id=951619111]
[FSF] Encounter Map Resources [https://steamcommunity.com/sharedfiles/filedetails/?id=1417825411]
[FSF] Filth Vanishes With Rain And Time [https://steamcommunity.com/sharedfiles/filedetails/?id=1508341791]
[GMT] Trading Spot [https://steamcommunity.com/sharedfiles/filedetails/?id=2874517333]
[Kit] Graze up [https://steamcommunity.com/sharedfiles/filedetails/?id=2302739121]
[SR]Raid Extension [https://steamcommunity.com/sharedfiles/filedetails/?id=2554928098]
[SYR] Harvest Yield [https://steamcommunity.com/sharedfiles/filedetails/?id=1461790308]
[SYR] Processor Framework [https://steamcommunity.com/sharedfiles/filedetails/?id=2633514537]
[SYR] Prosthetic Table [https://steamcommunity.com/sharedfiles/filedetails/?id=1473332565]

Biotech Constructoids won't continue to build reactor, this looked relevant in the log

Mech_Constructoid420565 threw exception in WorkGiver RimatomicsConstruction: System.NullReferenceException: Object reference not set to an instance of an object
at Rimatomics.WorkGiver_SuperviseResearch.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x00082] in <733762648fae402a9587d630c25a6a96>:0
at RimWorld.JobGiver_Work+<>c__DisplayClass3_1.b__0 (Verse.Thing t) [0x00013] in :0
at Verse.GenClosest+<>c__DisplayClass2_0.b__0 (Verse.Thing t) [0x00034] in :0
at Verse.GenClosest.<ClosestThing_Global>g__Process|5_0 (Verse.Thing t, Verse.GenClosest+<>c__DisplayClass5_0& ) [0x00047] in :0
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3 center, System.Collections.IEnumerable searchSet, System.Single maxDistance, System.Predicate1[T] validator, System.Func2[T,TResult] priorityGetter) [0x0005d] in :0
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3 root, Verse.Map map, Verse.ThingRequest thingReq, Verse.AI.PathEndMode peMode, Verse.TraverseParms traverseParams, System.Single maxDistance, System.Predicate1[T] validator, System.Collections.Generic.IEnumerable1[T] customGlobalSearchSet, System.Int32 searchRegionsMin, System.Int32 searchRegionsMax, System.Boolean forceAllowGlobalSearch, Verse.RegionType traversableRegionTypes, System.Boolean ignoreEntirelyForbiddenRegions) [0x0014c] in :0
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x004be] in :0

Estimated fuel life doesnt take fuel burn rate into account

Changing the fuel burn rate in mod settings doesn't change the estimated fuel life shown in the reactor console. For instance, if a rod shows an estimated 60 days in the reactor console while fuel burn rate is at 100%, if I chnage the fuel burn rate to 300% it will still say 60 days left, although the rod only ends up lasting 20 days. Reopening the reactor console, reloading the save, and restarting the game do not fix the issue.

Adding compactibility Misc.Robots++ (forked) with your mod

<Operation Class="PatchOperationFindMod">
<mods>
	<li>Dubwise.Rimatomics</li>
</mods>

<li Class="PatchOperationTest"><xpath>Defs/ThingDef[defName = "Rimatomics"]</xpath></li>

I tried both methods and for love of me coudn't find. I used assembly Name to patch.

Can't perform extra construction step on Reactor Type X / Reactor Type V

TL;DR: Can build Reactor Type X but my pawns won't complete the extra construction step.

OS: Windows
Rimworld version: v1.3.3072
Rimatomics version: v1.7.2439

I've already researched Reactor Type A and I saw my pawns completing the extra construction step on the Reactor Type A (which is reactor Alpha). That reactor is working just fine.

I'm mid-way into researching Reactor Types X and V, and I'm on the research step where I'm supposed to build a Type X or Type V reactor.

image

I've managed to build it and changed its ID to Beta, but I can't complete the extra construction step, so it just stays forever looking like that extra construction step was not completed (which it wasn't, as I didn't see any pawns completing that extra step).

image

When I go to the reactor console I get this:

image

So it says it is not built, but I can still designate slots to be filled. They are indeed filled with rods (somehow), but when I start the reactor and (try to) pull out the rods up to 100% nothing happens (i.e., the reactor does not work).

Curiously, when I build a new Type A reactor, I don't have to go through the extra construction step. I'm not sure if that was as expected, but I surely didn't expect it.

Using the most recent version from master branch (commit e7f1ca6), I get a similar behavior, except when I open the console, instead of being able to designate slots and raise/lower rods, there is nothing (which I suppose is the expected behavior); nonetheless none of my pawns are completing the extra construction step.

I'm using versions from this repo only, not from Steam.

I'm using some other mods, tho I believe they should not be interfering.

Weapon no damage.

Hi, After upgraded RimWorld 1.1, I found RimAtomics weapon cannot cause damage on mech enemies with the newest RimAtomics version. (Weapons can damage humans or animals, but not mech enemy) Please check this bug.

suggestions - reactor cooloff, minimal treashold, and few on

Hey,
not sure if here or Steam will be better for this, but IMO here will be easier to not get lost.

First, amazing mod and thanks to it I remove almost any power generating mod from game as this is what I was looking for. However, I do think it might have some more improvements, so here is some unsorted list of suggestions, that You might find interesting.

Reactor(s) should have cool off period after shutdown, not thermal one but due to neutron poison, which last 36-50h in real life. Lets say it will be 3 days and starting reactor early would cause radiation leak, proportionally to time remaining.

Reactor also should have minimal operating power, that can be decreased with upgrades - running below this would cause instability in reactor and power drop (Neutron poison). Running below minimal power (for few, 4+h) and trying to recover should lead to instability and meltdown. This was one of issues that happened with Chernobyl, instead of shutting down reactor for 3 days when they run it too low, they tried to crank it up. This could be simplified when joined with previous option, by doing forced scram if reactor is below minimal for 4h. By default this could be 20% and decreased to eg 3% by some research / upgrades.
Solar-flare scram would need to address this and would only drop to minimal operation settings.

The auto-tuning of reactors should take above into account. Also as separate, can we have (by option/research ability to tune reactor not to be in range of +- 5kW, but also to be able to set target level of batteries. Now, this would be PitA when we have more than one power circuit so idea I do have in mind will actually mean to redesign how auto-tuner will be triggered.
The desired level of current (battery level depended, consumption range depended) should be defined on transformer - 2nd generation, as 1st one will be manual one as we have now (not calling it auto-transformer as this means bit different thing actually... dynamic transformer perhaps?). Then all connected transformers will report consumption over high-voltage grid (i do know it's not vanilla power grid, so depend how You implemented it might be tricky or not) and based on that total value, auto-tuning reacts, trying to keep slightly above 0W difference.
This will not only make more sense IMO but also make use of A/T for multiple power grids effectively.

There should be loss of heat to electricity - now what i can see, 100% heat energy from reactor is converted to electricity.
This could open possibility for turbine upgrades, that could rise efficiency from eg. 50% to 80%, in same process reducing amount of heat needed to be removed by cooling towers, radiators, etc. Also, that heat could be used in DubsBadHygiene mod to heat up water :-)
Oh, and turbines itself should emit heat to environment when operational.

Fuel storage. Ok, not an expert here but IIRC, spent fuel is keep in wet casket so it will continue nuclear reaction and decay, which cause to heat up water in it - so they should be connected to cooling system. Storing unspent (in any %) fuel will cause to heat up it very fast. https://en.wikipedia.org/wiki/Spent_nuclear_fuel#Spent_fuel_decay_heat
Now cant recall exactly, but unspent fuel is kept in led dry caskets.
In game IMO we should have two storage, passive (made from stone, titanium and so on) for unspent fuel, and water (current one) with cooling required. The latter can have unspent fuel also, but will generate amount of heat same as fuel in reactor set to 100%, but can be used to spent fuel rods for preparation for MOX.
This above would need to be re-checked.

Suit zone / Suit checkpoint. This would be QoL add-on - will define zone where suit is mandatory (and zone where suit needs to be removed).

Anyway, You can implement 0 of this - I just wanted to share my thoughts.
Thanks.

"Cannot haul fuel rods: no empty, accessible spot configured to store it"

It seems like fuel rod hauling to plutonium processors has a bug somehow.

I have processable fuel rods, and if I make a storage zone for them, pawns will always haul them there, but I sometimes can't get them to load the rods into a plutonium processor no matter what I do. For a long time I've seen this problem sporadically, but it always went away on its own in-game after hours or days.

I happen to have a save right now where it's occurring at the moment. I've checked, double-checked, and triple-checked the storage settings - they are correct, the plutonium processor should load the rods - and indeed, it had loaded other rods immediately before these.

I tried deleting and removing storage zones, forbidding and unforbidding the rods, building an extra plutonium processor, and loading the rods back into the reactor and removing them again. Nothing seems to have any effect. These rods simply won't go into that processor no matter what I do. I always see the tooltip: "Cannot haul fuel rods: no empty, accessible spot configured to store it"

I checked in the debug log, but I don't see anything that appears to be relevant. I'm using Rimworld 1.2.2753 rev715 and Rimatomics 1.7.2168.

Google searches appear to reveal other people having a similar problem, over a year ago, and that's consistent with my own experience (I think this bug is longstanding and kinda subtle):

https://www.reddit.com/r/RimWorld/comments/c2ce23/rimatomics_how_do_you_load_can_process_rods_into/

D3D11 Error 80070057 in RimWorld 1.2, followed by crashes.

I recently started having issues where I'd start a save and shortly after a pawn entered a map (either a trader or a raid), the game would just crash to desktop. Compounding the problem is the fact that it would leave no corresponding Player.log messages, only a Windows Event Log entry which, as you know, is completely useless on Unity.

Been debugging this for about a week, trying to figure out what was going on, but had trouble pinning down which mod caused it until today.

The root of the problem seems to be a fairly innocuous debug message during initial startup (BEFORE loading a save) about DirectX 11 failing to create a 2D texture. I did some googling, and it seems that error 80070057 is E_INVALIDARG, suggesting incorrect arguments are being fed to DX11.

d3d11: failed to create 2D texture id=9051 width=4 height=125 mips=8 dxgifmt=28 [D3D error was 80070057]

 
(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 496)

d3d11: failed to create 2D texture shader resource view id=9051 [D3D error was 80070057]

 
(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 460)

I did some experimentation with adding Debug.Log to the constructor of Texture2D in UnityEngine.CoreModule using dnSpy, so I could at least get a stacktrace of the offending calls, but it overwhelmed the logger. I ended up restoring the DLL to its original state and validating the game core files via steam.

So, I cleared my modlist and spent the last two or three days slowly adding mods back into it to see which one triggered the error.

RimAtomics drew the short straw. I confirmed it was the problem by restoring my original mod list, sans RimAtomics. The game runs without crashing, and doesn't present the error above.

tl;dr

  • Game CTDs on Windows RimWorld 1.2 with no log messages, only event in Event Viewer.
    • Possibly related to pawns loading on map
    • Happens on new AND old saves.
  • Appears related to D3D debug message
  • Removed all mods and added them back until the error popped up again
  • RimAtomics triggered the error
  • Error and crashing vanishes after removing RimAtomics.

Technical Info

  • Windows 10

  • RimWorld 1.2.2753

  • RimAtomics redownloaded from Steam as of Nov 5 2020 @ 3:33PM PST

  • nVidia GeForce RTX 2070 (4095MB)

  • Intel Core i7 4790K

  • 32GB system RAM

Attempts at Mitigation

  • Validated RimWorld
  • Redownloaded RimAtomics
  • Installed newest video drivers from GeForce Experience
  • Checked DxDiag, only problem was it not liking Virtual Audio Cable being unsigned.

Not sure you'll be able to fix this, since it appears to be a Unity bug, but I can't really investigate further. Maybe you'll have better insights on this than I.

Nuclear Waste still causes radiation in transport pod

Got a weird one here, so after emptying my Plutonium Processor I do what I normally do and load up the nuclear waste into a Transport pod and throw it at the nearest raider settlement. This time for whatever reason I wanted a full transport pod of nuclear waste to send so I postponed launching it. Turns out, that despite the waste not being on the map it still caused radiation buildup next to the Plutonium Processor. Took me a sec to realize it was the nuclear waste in the transport pod and after sending it away the radiation went away with it.

Not really that big of an issue but I wanted to let you know.

Suggestion: ADS upgrade

I think the ADS would be way more useful if there was an upgrade that allowed it to reliably pain shock humanoid pawns (or even animals) for capture.

Fuel rods in storage pools not countable in bills

When fuel rods are stored in storage pools, they're not able to be counted by bills like "Do until X"/other bill types which count a resource.

As an example, this pool has 9 rods stored:
image

However, the nearby fuel rod recipe isn't able to find any of those 9 rods.
image

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