RimWorld

RimWorld

801 ratings
Glittertech Expansion
18
6
2
3
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
2.738 MB
11 Jul @ 5:02am
25 Aug @ 1:27am
40 Change Notes ( view )

Subscribe to download
Glittertech Expansion

Description



A massive content expansion focused on enhancing the late-game experience. It introduces new offensive measures against mechanoids, ways to produce previously uncraftable recipes, and brings your colony one step closer to becoming a glitterworld paradise.

You can expect:
  • Combat quests for obtaining unique items
  • A brand-new production chain
  • A brand-new upgrade system for spacer weapons
  • Multiple new implants and medical drugs
  • Turrets and anti-mech measures
  • Deep progression system
  • Utilizing colonist memories to control their mood
  • Producing previously uncraftable items with balanced mechanics
  • A juicy research tab
  • Special incidents, because in RimWorld, even glittertech can cause short circuits
  • And more!

The mod is designed to fit seamlessly with the base game, and I’ve done my best to balance it accordingly.

As always, all suggestions about balance and content are very welcome. I can’t promise to implement them all, but I love reading your creative ideas.

If you’re familiar with my previous mod – Glitterworld Uprising – this work will feel very familiar, but this is like the version 2000. It’s been redesigned, rebalanced, redrawn, rewritten, repolished and expanded with care.

















































Here's a list of built-in integrations with other mods:
  • Ideology - makes gamma serum remove certainty
  • Odyssey - adds "ADP rounds" weapon trait

Recommended mods:

Here's a list of less compatible mods:
  • Common sense - bugs with "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option and glittertech fabricator

Q: Why republish instead of updating?
A: Practically everything in this mod is different now. The name, code, descriptions, balance. I wanted to make it stand out and not replace the old one.

Q: How do negative memory cells work?
A: They provide a positive mood boost to pawns normally not effected by the mood debuff (so for example a negative memory of ingesting hemogen will make a sanguophage happy).

Q: Where is the deep mind scanning research and memory cells?
A: These features are 1.6 only. Just a few days for official release :)

Q: Is the source code available somewhere?
A: Yes, my GitHub is BlueEagle421.

Q: CE?
A: No idea.

Q: Can I add it mid-play to an existing save?
A: Yes.

Q: Can I remove it mid-play?
A: I wouldn't recommend it, but if you somehow manage to erase all the mod content from the save, it could work.

Q: Is this mod part of Vanilla Expanded series?
A: No, it's not.


While reporting a bug, please always use HugsLib (or just provide your mod list) and always check your mod load order. I can't help without it. Thank you.


All the graphics, XML and programming done by me - BlueEagle421 (Ushanka back in the days). I decided to use my old nick here, because it was used in all the other mods.

Jade, gold, plasteel and glitterworld medicine icons are from Vanilla Textures Expaned.
Skilltrainer texture is from AI Upscaled Textures - Core.

The mentioned textures are not a part of this mod. I will take them down from mod description page if requested, but please Oskar have mercy on a fellow modder :)

Rimworld is owned by Tynan Sylvester.

Source code available here:
GitHub repo[github.com]

[ko-fi.com]

Tags: Glittertech, Glitterworld, Ultratech, Glitterworld crafting, Glitterworld weapons, Glitter Tech, Spacer, Spacer Tech, Crafting, Research
Popular Discussions View All (8)
32
8 Oct @ 6:03pm
Suggestions
BlueEagle421
5
10 Aug @ 1:59pm
Major Bug, map generation for quest no sane result
Molay
2
10 Aug @ 7:15am
Bug on loading game
veoba
407 Comments
Kerbeh 4 hours ago 
So far I've been playing with Common Sense and this mod and haven't noticed anything wrong, even without disabling the specific setting causing the issue.
HazeyInDaHead 23 hours ago 
@tiny4741 sounds like you have the common sense feature still enabled, are you seeing a bunch of red text on the glittertech fabricator when selected in game?

"Common sense - bugs with "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option and glittertech fabricator"
[Br] Nasid 10 Oct @ 1:10am 
according to the fashion of the campaign, the gypsy camp passed. Gold teeth, are you serious?
Shouldn't Glitterheart be rare? I haven't even managed to discover 1 of your technologies yet, and I already have 8 of them.
АВАЯА 9 Oct @ 4:27pm 
omg this is orbital target
qaqm123456 8 Oct @ 3:51am 
作者超频武器无法制作:steamfacepalm:
Tiny4741 7 Oct @ 3:49pm 
I'm having an issue where my colonists won't begin loading the fabricator to make shimmertalk because of "missing 1x ingredients." I assume it's the glitterworld medicine they're "missing," but I have plenty. I also have everything else needed in the recipe. They just refuse to start it. Anyone know what I'm doing wrong?
Danilo'sGamingDen 7 Oct @ 7:50am 
Sounds like a cool mod, gotta try this one!
Yxklyx 5 Oct @ 9:36pm 
NVM re SFB. It just looked odd that it provides power during the flare.

What's a valid host for the Orbital Targeter? Can it be a slave? I see that a Ghoul cannot be used and I don't see how a prisoner can be used either.
Chimni 5 Oct @ 12:59pm 
Is there any chance you could include the V.O.I.D. Faction's solar flares in the Solar flare bank? Just noticed I'm still getting shut down with the bank built when they raid me.
Yxklyx 5 Oct @ 7:41am 
Does the Solar Flare Bank totally nullify a Solar Flare or does it provide 4500 power for Solar Flare affected objects?