RimWorld

RimWorld

Glitter Tech Classic
1,739 Comments
Hunter Biden 20 Oct @ 11:03am 
Hey so im very late game like 20 years in and i havent gotten a commando raid in a long time(im playing on blood and dust). im trying to get additional Speed skin suits. Also if i can get them from traders wich trader sells these skin suits?
陈丶小枫 9 Oct @ 2:28pm 
Why can't I craft bandages?
SaWiX 25 Sep @ 4:03am 
mine all of em out kek
ace726571 24 Sep @ 5:38pm 
is there anyway to destroy them? just checked dev mode and couldnt find a way to remove them
Sam_  [author] 24 Sep @ 12:19pm 
This is a known issue resulting from adding or removing mods midsave. There's not really anything we can do about it. Something about collisions in hash tables. There's a few mods out there to assist with avoiding these save bugs, but it's unfixable for me.
SaWiX 24 Sep @ 12:04pm 
after adding the mod, my already existing uranium i scanned with ground penetrating scanner turned to cybernetic stomachs that i can deep drill, lmao..
Captain Canada 9 Aug @ 8:37pm 
is it possible to disable raids with the weapons from this mod?

A bit too early in the game, tribes show up with freaken OP guns blowing off my legs.
Gr13nSl1me 8 Aug @ 7:50am 
Hmmm, just checked the XML and in mine it's set to 32,000 W for some reason. I've not edited it previously.
Gr13nSl1me 8 Aug @ 7:48am 
Ah, so mod conflict then? My apologies @Sam_. Thank you for the great mod!
Sam_  [author] 8 Aug @ 7:43am 
Just did a quick update to give nanosuits vac resistance. I haven't played the DLC yet so let me know anything else related that is missing
Sam_  [author] 8 Aug @ 7:33am 
And I've just verified in game it is 320k as well, so that eliminates something in the base game changing it.
Sam_  [author] 8 Aug @ 7:29am 
"<basePowerConsumption>-320000</basePowerConsumption>" this comes directly from the XML. Looks like something else may have changed it
Gr13nSl1me 8 Aug @ 5:43am 
Plasma Fusion Reactors have been nerfed from 320,000 W down to 32,000 W. Was that intentional please @Sam_
Ceepert 4 Aug @ 9:47am 
Does this mod work with the new weapon modifications on masterwork and legendary weapons? Cause I just started a new run with this mod and the first masterwork and legendary weapons I got from quests (bows) did not have any modifiers and no special name
Lorebot 2 Aug @ 1:39am 
@no_way_jose you can but it from traders or find it as ore to mine on maps.
no_way_jose 1 Aug @ 7:41pm 
how do I produce titanium if I need titanium to build the workbench that produce titanium?
Sam_  [author] 1 Aug @ 5:42am 
The No Surgery version? It just simply removes all the advanced bionics parts added by this one. It's really just kept for legacy reasons, because when this first came out there were other much better bionics mods.
WJSabey 1 Aug @ 5:31am 
Can you tell us what the differences are between this and the other "Glitter Tech" mod?
Sam_  [author] 30 Jul @ 8:59am 
I'll update that now.

@Sketcher it turns out that is a classic bug that occurs when adding or removing a mod midsave. It shifts some stuff around and the value for underground commonality changes from 0 to something else. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3261311100 This reportedly helps with that. In the mean time though I guess you gotta rp it out. There's an old cyberntics factory down there.
Lorebot 30 Jul @ 4:43am 
I've noticed that the Titanium added by this mod isn't working with the game's built in 'mine vein' function. I get that the mod is from before that option was in vanilla, but could you add it since all the mining mods that add that function are discontinued?
pgames-food 29 Jul @ 6:47pm 
hi @sketcher are you using any medieval mods too?
(it reminds me of a 'feature' in my v1.2 game, where the scanner found Steel, but it was actually sometimes a cache of buried medieval armour, like steel helmets or steel gauntlets.) it seemed quite fitting and i could always smelt it back into steel or use them or sell them, so i didnt mind at the time :o)
Sketcher 29 Jul @ 12:28pm 
There is a bug where it says I found gold with a ground-penetrating scanner. But instead of gold it's cybernetic stomach. 300 a tile and when mined it's going up to 300+
Nate700 25 Jul @ 9:52pm 
have you thought about making an archotech mod i would love to see your take.
Grisgant 23 Jul @ 4:03pm 
It's fixed. Thanks for the update!
Sam_  [author] 23 Jul @ 9:44am 
They should be useable now
Grisgant 22 Jul @ 10:59pm 
Is there any way to make this mods' metals usable for space? Titanium or the poly metals seem to work on gravship hulls but they're non-airtight when building doors or walls from other mods. Might just be a mod compatibility error on my side but steel doors are airtight, titanium doors are not.
Discomelon 22 Jul @ 2:30pm 
Do the nano suits and helms provide vacres?
Sym 22 Jul @ 4:15am 
Plasma Fusion Reactor on a gravship?
Nedlee 18 Jul @ 5:20am 
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Devildog 11 Jul @ 6:34pm 
Thanks sir,
Sam_  [author] 11 Jul @ 8:29am 
Updated to 1.6
[82AD] Silentwolf123 8 Jul @ 9:10am 
As far as i know, no you cant, you can only buy them off traders or steal from the commandos
Super Saiyan Jesus 7 Jul @ 11:05pm 
Is it possible to craft Speed Skin Suits and OC Defence Rifles with this?
Dillpickle1 3 Jul @ 5:01pm 
I've been playing with this mod since it came out, I see its being redesigned into a modular pack and I hope it goes well, for a couple years the mod has felt bland / behind compared to other mods being released these days
ゆきんこ 25 Jun @ 6:11am 
1.6 pls
ORCACommander 19 Jun @ 4:04pm 
Compatibility report: Expanded Materials - Metals

Both mods add titanium
GEORGEBUILDER 10 May @ 12:31pm 
is this ce compatible at all?
ozfresh 5 May @ 11:22am 
Thanks for the response. Do they both have the EMP mortar?
Sam_  [author] 5 May @ 8:27am 
This is the original, the other is unofficial and lacks the new 1.5 features of the mod.
ozfresh 4 May @ 11:39am 
Whats the difference between this mod and the other Glitter tech mod?
[82AD] Silentwolf123 28 Apr @ 4:10pm 
yes
Geno Cidal 26 Apr @ 6:23am 
Is this the mod that adds in the Robotic Assembler?
Doc Cams 9 Apr @ 4:19am 
One thing for sure.
The mortar sure is effin OP.
Deals 500+ damage.
tribals...gone
medievals....gone
industrials....gone
pirates.....gone
warcaskets......gone
Any human enemies.....gone

sad to say in the description, no balancing can be done yet.
also, no in game setting to edit damage.
Buggy Prophet 3 Apr @ 5:43am 
actually, after 1.2 Empire don't wear BETA armor any more, not 1.5. Could you please add a mod option to customize proportion of Empire BETA/ALPHA armor and weapon? I will even pay for it.
Herbert 2 Apr @ 6:59am 
CE compatibile?
Buggy Prophet 1 Apr @ 1:16am 
on 1.5 empire don't wear Beta armor any more, plz fix it. I think it's the core of elevating battle system. vanilla→OC/peb→alpha/beta.
Lord_Eol 31 Mar @ 12:28pm 
@Cadia: Yes

@dev: I mean was that comment really worth removing and shadow banning lol
Cadia Stands 26 Feb @ 5:56am 
Can we deep drill Titanium?
Farbott 3 Jan @ 2:25am 
Vehicles expanded compatability? Looks like it with the functional tanks