RimWorld

RimWorld

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Glittertech Expansion
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.738 MB
11 Jul @ 5:02am
25 Aug @ 1:27am
40 Change Notes ( view )

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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.


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]

If you enjoy the content I'm making, you can buy me some coffee. Thanks!
[ko-fi.com]

Tags: Glittertech, Glitterworld, Ultratech, Glitterworld crafting, Glitterworld weapons, Glitter Tech, Spacer, Spacer Tech, Crafting, Research
Popular Discussions View All (7)
31
22 Aug @ 5:21am
Suggestions
BlueEagle421
5
10 Aug @ 1:59pm
Major Bug, map generation for quest no sane result
Molay
1
25 Aug @ 1:27am
Error in text on a telepad in storage
spool32
373 Comments
Phyro 26 Aug @ 12:38pm 
THREE glittertech debris in a row spawning for some reason, on my orbital station base destroying even rooms, creatigng path for vaccuum. I have to isolate all my animals and robots into a single tiny room with zone as well as the baby to avoid being dead, thanks to the medpod mod and [RH2] Metal Gear Solid, i've used my fungoid pawn with the high-frequency katana, shield-belt and electric bicycle (from the bicycles and more!) mod just to take down these f*cking militors that can kill a single pawn just with a tiny mini-shotgun shot perfectly placed. They are even resistant to chainbolts and static aura but not vortex. Have to destroy after, every glitterworld debris to avoid having thunder striking my roofs. even during these three successive debris raids, new debris raid spawned making it a hell of a battle to manage. Funny mod :steamthumbsup:.
vesti 25 Aug @ 4:10pm 
my glittertech repairer just says "repairing outpost delivery spot" even tho it isn't in it's range
Svelsien 25 Aug @ 2:13pm 
Sorry @blueeagle421, was unfamiliar how the huglibs report worked
here is the link provided : https://gist.github.com/HugsLibRecordKeeper/ace44b1e93def2096247d6d9eabd0cde
I captured this just after a colonist finished overclocking a laser sniper rifle (from vanilla expanded weapon - laser mod) : the weapon disappeared
I did try with a standard charge rifle > the process of overclocking was done, the weapon didn't disappear but also didn't get overclocked

+ one more thing I noticed, the solar flare bank doesn't seem to work. I built one outside, it is powered, has "fuel" but when I got a solar flare, it did nothing

thanks
Cae_swat 25 Aug @ 11:20am 
got it, thanks
BlueEagle421  [author] 25 Aug @ 10:59am 
@Cae_swat
From mod desc:

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.
Cae_swat 25 Aug @ 10:08am 
i dont know what you did in this last update but HOLY everything broke:

Exception ticking USH_GlittertechFabricator668687 (at (155, 0, 124)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 17C96BE9] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

this and a couple other errors wont stop and the rendering is making everything look neon and weird??
Dizzy 25 Aug @ 2:25am 
In simpler terms, the description labels it as a total heart replacement, but due to the incorrect inheritance on the recipe it currently does not function as such, and instead only works as an implant attached to a healthy, natural heart.
Dizzy 25 Aug @ 2:12am 
I should have clarified better, it's the recipe that's the problem. The Recipe_InstallImplant worker specifically checks for a part that is both not missing and not artificial (i.e. a natural part). If you have another artificial heart installed, or have a Deathless pawn that's missing a heart entirely, the Cryogenic Nexus cannot be installed without first installing a natural heart. Changing the recipe to inherit from SurgeryInstallBodyPartArtificialBase would fix this issue because it uses its own worker that allows the surgery to be applied to parts that are missing or artificial (but is otherwise identical to SurgeryInstallImplantBase).
BlueEagle421  [author] 25 Aug @ 1:26am 
@pakeru
comment #1 most of this stuff can be configured in xml
comment #2 the glittercrate doesnt always drop a heart so you can get unlucky in an outpost quest. The facility quest doesnt have any crates - only glitterworld debris that has a 100% chance to drop 3 hearts.

@Dizzy
It shoudn't matter. In code it inherits from "Hediff_AddedPart"

@TALE
just english from my side, but I saw plenty of translations on the workshop

@-=C.D.Z.R=- Dragon™
plenty of other mods adding new guns. Check out Det's work, it's great

@Svelsien
Can't help without a hugs lib report
Svelsien 24 Aug @ 8:53am 
Overclocking a weapon doesn't work
Even worse, it simply delete your weapon after wasting your ressources.