Image 1 — Wix Harmony: Published site suddenly stopped rendering content inside Section Grids (Editor still works normally)
Image 2 — Wix Harmony: Published site suddenly stopped rendering content inside Section Grids (Editor still works normally)
Image 3 — Wix Harmony: Published site suddenly stopped rendering content inside Section Grids (Editor still works normally)
▲ 2 r/WIX

Wix Harmony: Published site suddenly stopped rendering content inside Section Grids (Editor still works normally)

Hi everyone,

I'm hoping someone else using the Wix Harmony Editor has seen this before.

This issue appeared suddenly without any editor changes. The site was working previously, and I hadn't logged into the editor before discovering the problem.

Just Tonight, my published site suddenly stopped rendering almost all of its content, despite absolutely nothing being deleted from the editor. (pic2 shows editor)

Symptoms:

• Harmony Editor displays everything correctly.
• All pages still exist.
• Republish does not fix it.
• Duplicating pages does not fix it.
• Hard refresh / cache clear does not fix it.
• Problem occurs across multiple browsers/mobile version

After testing, I narrowed the issue down considerably.

What renders:
✔ Normal Sections
✔ Section backgrounds
✔ Grid backgrounds
✔ Older pages built not using Grid layout sections

What does NOT render:
✖ Child elements inside Section Grids, including
✖ Text
✖ Buttons
✖ Containers
✖ Header/Footer contents (they appear to behave similarly)

To isolate the issue I created a brand-new test page containing: (picture 3)

- One normal Section with text
- One Section Grid with identical text

Published result:

Normal Section:
✔ Background renders
✔ Text renders

Section Grid:
✔ Background renders
✖ Text inside the grid does NOT render

The editor displays everything correctly.

This makes me suspect a Harmony published-renderer bug rather than page corruption.

Has anyone experienced this before?

Was there a recent Harmony update that may have broken Section Grid rendering?

u/xTMagTx — 8 days ago
▲ 1 r/WIX

Just started over with studio, from harmony, possible to have per-side border styles? (color and px size)

I keep getting conflicting answers and google code I've tried so far doesn't seem to be doing it, Mind you I'm at the bottom of the velo learning curve!

On harmony, the GUI settings allowed per-side border px size & colors.
I'm trying to recreate the exact design i had on my harmony site that used many per-side border styles for boxes/sections/cells.

  • would prefer to not need 100s of line-elements to accomplish this.
  • Are there any box design types that allows this?
  • can it be achieved at least with velo on a per-elementID basis?
  • Or - CSS <style> that can be applied to a list of IDs at will?

Any non-line solution would be welcome!

Since my "catch-up list" to rebuild my previous site involves 50+ items I'm shot-gunning as much as i can — asking here to hopefully have additional solutions, once i get around to them.

Trying to make content boxes that "TopHang" from other "Section Divider" Boxes or Row-Cells. Want TopHangs to have no top border so they don't mesh with the border of the box above them. I'm using 3 different shades for borders with different purposes. (outside/inner/Section Dividers)
  • Also is it possible to set up a section that has many vertical row "cells" like in harmony? I only seem to be finding settings to add columns for cells, not rows.

Harmony Site I'm Rebuilding - if it helps.

Thanks in advance ✌️

reddit.com
u/xTMagTx — 15 days ago

Day 2 asking for claim all button until there is one

Reminder to self. Set up macro task

u/xTMagTx — 16 days ago

Mining Designation Overlay Toggle! (Sneak Peak)

I know many folks here will be very excited to see this feature in COI — so I'm bringing you guys a sneak peek → coming for Tweaks++ mod very soon!!™️
Many post over the years mention how difficult it is to see blueprints in-game; This is especially true when the mining and dumping tiles overlay get in the way!

So I brought this up with our good pal Moriarty, and he decided it's been long enough! and is working on a Hide & Show toggle for Mine & Dump designation Tiles overlay!! You'll be able to toggle this with a keybind, or from within the tweaks ui menu!
This may eventually include the ability to force-show the overlay in places you may want to have seen it, but currently can't.. like when configuring a stacker.

I also brought up the issue of Blueprint Color & Blueprint Color opacity (specially when on rock terrain) and while i have no sneak peak to show you of this at this very moment, we may eventually have something for this too!

Very exciting COI news for long-time players = )

u/xTMagTx — 17 days ago
▲ 1 r/WIX

Wix support calls marked as (scam/potential fraud) and forces disconnection

I can't seem to get ahold of wix support!! Every time they call my galaxy phone its marked as scam or potential fraud, I pick up but call immediately gets auto-dropped. Tried many times idk what to do.

I need to speak with my voice to solve these harmony issues, typing will not suffice, I may even need screen share!

reddit.com
u/xTMagTx — 18 days ago

Carebears: It's our time to strike back!

Ready those side arms, care bears FOR TONIGHT WE DINE!!(on rat corpses)

Full Article

u/xTMagTx — 2 months ago

Fence: to keep out the riffraff

Wooden fence that matched the farms fence be awesome, but this'll do =)

u/xTMagTx — 2 months ago

Oh? Heck yes, miner tower!

I remember when this was possible for like a week back in U3 - so glad it's back! :D

u/xTMagTx — 2 months ago

Don't Sleep on Logistic Zones for Shattered Islands (Detailed Setup Guide)

I see many folks post about trying to use logistic zones and immediately discard them due to unwanted behaviors and return to routes-only. But it is possible to set them up in a way so this doesn't happen. I will try my best to explain how I use logistic zones to get the desired behavior for shattered islands. Feel free to post follow-up questions or detail to help this be an additional resource for the next guy trying to figure it out.

Initial Setup:
  • Become familiar with the F6 Vehicle Menu -> Zones & Assignments tab.
  • Trucks can be assigned to a zone by clicking on them and using the drop down in bottom right corner.

Set up your zones as follows:

  • One Zone for Mainland: Assign all your trucks here to start with.
  • One Zone for each 2ndary mining Island you've built a bridge to.
  • At least one Major Over-Lapping-Zone that spans both your mainland factory and other islands (or the entire map) This one is important to stop the unwanted behaviors. (See below for more info)
  • Optional additional Mainland-to-land-bridged-Islands Zone to specify which trucks go further distances (more useful in maps like dragon-tale)

Multiple logistic zones can overlap: If you create an additional overlapping-zone that spans multiple islands/zones, or the entire map, you can use this zone to specify your amphibious vehicles and a select amount of small yellow trucks you want to allow to move from your mainland factory, out to other islands, and back, without having to be specifically assign to storage routes and limit their job-capacity to only that one storage/island.

For the Full Map-Zone: i would add all my amphibious vehicles, and a dozen or so yellow trucks that you want to allow to cross bridges to this zone. This allows these vehicles to do things like pick up materials from mainland factory, and bring it to 2ndary islands, and vise versa, satisfying many "keep fulls", "keep empties", construction and deconstruction jobs at once. You can also set amphibious vehicles to only do construction jobs on this zone, so they don't bother with cargo-delivery and focus building bridges, Unless you want them to also deliver items.

Default zone: All trucks need to be switched off the default zone! Don't use it. Default zone Trucks can never enter another zone, so it directly conflicts with the full-map-overlap-zone Setup. For the initial logistic-zone-setup, switch all trucks from default zone to your mainland zone, or other desired zones.

Additional Setup Caveat:
  • Gas Stations, Mining Towers & Forestry Towers: These buildings must use proper import & export routes. Set gas stations to export to desired mining/forestry towers, and set forestry towers to import from desired seed storages, otherwise they may wonder across the map to a different tower/storage also marked as being part of the Full-Map-Zone. (Credit: Thank you LancerX for helping find this detail)
  • When vehicles are assigned to a building, they automatically switch their zone(s) to match that building. Don't worry about this and just make sure they were set to their specified zone before hand, or just set their zone anytime you need to unassign and move them to a different zone entirely. Mega Vehicles should never be assigned to any overlapping-zones that are connected only by bridge, unless it's because they are assigned to a building.

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Additional General Notes About logistic Zones:
  • Set higher priorities for 2ndary island storages so the full-map-zone trucks will prioritize cross-island deliveries over mainland things, while mainland trucks ignore it completely. But if you ever have an urgent construction, your full-map-zone trucks can still help out!
  • Amphibious Trucks: You Can keep amphibs set to the full-map-zone. If you want them to focus building bridges, disable amphibious-cargo-deliveries for all zones. I change these settings based on current jobs i.e. bridge building, sometimes I don't mind if the amphibs help dump stuff too.
  • Assign Haul Trucks to Single island zones: This stops the "can't reach" spam. ...If you eventually land-bridge two islands together, you rather expand your mainland zone, or add an additional overlapping zone specifically for haul trucks/some yellow trucks you want to allow go further for dump jobs, and construction past the land-bridge. A zone like this would be helpful to limit which trucks go long-distances in dragon-tale map, for example.
  • Vehicle Recovery: When using vehicle recovery, they teleport to the closest depot that matches the vehicles zone(s). For Example, switch their zone to island 2 first, then recovery will teleport them to a depot in island 2 zone. (Credit: Thank you S1lkwrm for helping find this detail)

This is the real benefit of using logistic zones: you don't have to assign a bunch of trucks to single export route and have them idle at the far end of their route's journey until more is needed. with the over-lap-zone approach, you can set exactly the right amount of trucks to do it, all at once, and forget about it. If the job becomes complete, they return home and continue helping elsewhere. Specially helpful for urgent construction projects mainland. Meanwhile, you don't have 100% of your fleet trying to access a storage 10 minutes away on other side of the map, just the amount you're okay with.

TLDR Main Benefits of using logistic zones:
  • You need an overlapping Full-Map-Zone to get it working properly.
  • Allows Island-to-island Yellow Trucks to do many different jobs efficiently, without needing to be set to specific logistic routes and idle when that job is temporarily fulfilled. They'll bring over some fuel, then a mainland job calls them back home, they finish that and/or bring more fuel over for the remote miners.
  • Non-strict "Keep Empty" or "keep full" commands on one island will not try to be fulfilled by 100% of your truck fleet, including haulers who can't reach it. (No more spam) This is also helps reduce pathfinding lag.
  • Amphibious can be set to not allow cargo-storage jobs for each specific island so they only cross the map for important construction duties and aren't off in Narnia when you need em'.
  • you can teleport vehicles to specific depots using recovery without needing to pause all but one depot
  • Being Organized is nice.

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Dev / Modder Note:
  • A tool to mass zone-swap vehicles would be very helpful: A tool for the f6 zones tab enabling Drag-select / tap-to-swap, Or a dropdown interface, similar to vehicle upgrader could work. It's a large task to setup new logistic zones when you have a large modded fleet that are stacking in dense piles of 30+ trucks.
u/xTMagTx — 2 months ago

Get rid of "Haul Truck is struggling to reach destination x47" and start using logistic zones! It only takes a few minutes to set up and saves you a TON of notification spam! Also lets you have a handful of yellow trucks that can deliver cross-bridges while able to do jobs on the mainland, without ALL the yellow trucks trying to do it.

Setup:
  • One Zone for Mainland: Assign all your trucks here to start with.
  • One Zone for each Island.
  • One Major Zone for the entire map (Important) : This Zone is used for amphibious trucks & Small Yellow Trucks allowed to cross bridges to fulfill multiple fill/empty/construction orders.
  • Additional Mainland-to-specific island zone: Good for a busy 3rd island that island truckers can't handle on their own, or for haulers going to land-bridged islands from mainland.

Additional Notes:

  • Default zone is not used, except in beginning to set all your trucks to the Mainland, And is replaced with the Major Zone "Island Truckers" instead, for more options.
  • When a truck is assigned to a building, it automatically switches it's zone(s) the building falls under, Don't worry about it, just make sure trucks were set to their specified island before hand.
  • Use vehicle depots to teleport your haul trucks from island to island for new mining jobs.
  • Set higher priorities for remote miner outpost delivery & pickup and the island truckers will rush to do it over mainland things, while mainland trucks ignore it completely, and stop spamming notifications.
  • Keep in mind amphibious delivery settings for each zone, if you don't want them to do cargo/construction jobs there.

&#8203;

 Main Benefits:
  • Allows Island-to-island Yellow Trucks to do many different jobs efficiently, without needing to be set to specific logistic routes. They'll bring over some diesel, then a mainland job calls them back home, they finish that, and bring more diesel over for the remote miners. Instead of just Idling when the diesel route is fulfilled.
  • Non-strict "Keep Empty" commands on mainland will not try to be fulfilled by haul trucks & dump orders on other islands. (Can't reach spam)
  • Amphibious can be set to not do cargo-storage jobs for each specific island so they only cross the map for important construction duties and aren't off in the Narnia when you need em.
  • Being Organized is nice.
u/xTMagTx — 2 months ago

Tis a sweet moment, The farmers finished Prepping the original land with grass! Some Touch-ups and walls left to do.. But a blank canvas of land that I will rebuild upon. Starting with a central Train network.

And to think 1200 years ago there was a giant mountain here =) (pic 4/5)

u/xTMagTx — 2 months ago