RimWorld

RimWorld

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Ecotech (1.6-ready: SEE WORKSHOP PAGE!!!!)
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Mod, 1.5
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11.971 MB
12 Nov, 2024 @ 10:31am
22 Apr @ 3:17pm
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Ecotech (1.6-ready: SEE WORKSHOP PAGE!!!!)

Description
Despite EcoTech being 1.6-ready, there are part of the mod that don't meet my expectations, and what I want players to experience. However, I do know that there are plenty of players that want EcoTech for 1.6, so for those that do want EcoTech, access to it is now available! Once I address everything I need, then this main page will be updated for 1.6.

Mod Version: 1.0.71 (last updated @ 4.22.2025, ~3:10PM PST)

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REQUIRES ANY DLC BESIDES ROYALTY!

Introducing a high fantasy, tribal-oriented mod that introduces the ability to grow weapons and defenses in your garden, rather than machining them together.... while also figuring out how to be balanced!

Currently introduces several terraweapons, new materials, and new structures, all of which only require a green thumb to plant, and patience to grow. They are just as effective as fabricated weapons, giving you a 100% all-natural, viable alternative to your colony defenses.

No more need to be forced into higher tech levels to defend yourself! The goal of this mod is to provide a tribal-friendly way of upscaling your tribe, without being overkill or OP.

This is NOT an overhaul, meaning it'll work with most mods!


MOD COMPATIBILITIES:
HugsLib allows the mod to show in-game messages that summarize updates, allowing you to know when new things are added.
Christmas Trees Expanded: adds the current Elderwood trees as possible Christmas trees, complete with festive decor!


EXTRA NOTES:
-This mod is the successor to the 1.3-1.4 "Terrasecurity" mod. But now, this aims to be more than just weapons.
-The mod concept known as "Anima Synthesis" has many aspects integrated into the mod (with permission). So if you are looking for that, here's where it may be!


-Please report balancing and bug issues on the workshop page!

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[ko-fi.com]

Popular Discussions View All (1)
31
13 Aug @ 6:31am
Ecotech Wish-List
Spindles
224 Comments
SepphorisVT  [author] 4 Sep @ 5:03am 
1.6 main update planned to release soon. Just testing for a any bugs and balancing, then it'll be out here.
SepphorisVT  [author] 23 Aug @ 3:49am 
New Dev Insight on Ko-fi, which goes over the reason why this version hasn't yet been updated (tl;dr is the 1.6 version isn't up to expectations yet), alongside a look at what's coming up. Link above (the cup with the green heart).
sewnutty 22 Aug @ 6:57pm 
Would the partakers of this fine mod give the wishlist a purview?
Not everything will make it to mod, but it does help Dev.
sewnutty 8 Aug @ 4:13pm 
@Andreas gave you some ideas tell me if you like them.
Andreas 8 Aug @ 1:08pm 
Correct! That is what I meant. And that sounds amazing! I can't wait to see what you come up with. I'm so tired of living inside a concrete slab - in real life and in game. Even with hundreds of other mods, it seems unavoidable. This mod is a real breath of fresh air, and the textures look just beautiful.
SepphorisVT  [author] 7 Aug @ 1:40pm 
@Andreas I'm assuming you are referring to how industrial+ colonies have a harder time accessing/utilizing terratech.

Being able to use terratech while being Industrial, Spacer, Ultratech, etc. will eventually be a thing, with it's own unique approach and features, as to allow the mod to still be usable. However, at the moment the mod is being designed - lorewise and balance-wise - for tribal-medieval colonies and playthroughs. they don't get near as much love and options as higher-tech colonies do.

Higher techs benefiting and having their own unique experience is planned and eventually will happen, but it's a much further plan since it would be an entirely unique 'approach' they can take. After all... the planet isn't going to just hand terratech over to them. It's going to have to be brute forced.
Andreas 7 Aug @ 1:09pm 
Would you ever consider making an opposite version of this, where Ecotech and organic technology benefits from knowledge rather than suffering from it? Or maybe the penalties can be configurable somehow? I would love for my base to look more like what's in the screenshots, but I also don't want to miss out on such a big part of the game.
SepphorisVT  [author] 4 Aug @ 11:51am 
@Blackadder fixed on the testing release version, but it will (of course) be fixed on this version as well when the testing release has everything up to par. Thanks for pointing out the oversight!
Blackadder 4 Aug @ 8:21am 
Question. I have the Brightsap Structures technology researched, but the option to craft the seeds doesn't show up in the terraforge. Is there something else I could be missing?
I had an idea about styling this mod, like a HR giger version if you choose in ideology. Is it possible to make them styleable?