RimWorld

RimWorld

Sparkling Worlds - Modular Core - Reduced features
96 Comments
Albion  [author] 14 Jun @ 3:51pm 
Updated to 1.6 Enjoy!
Please report any issues.
Valikdu 12 Feb @ 11:57am 
would you consider adding a lowtech device to turn the neutroglycerine into chemfuel without electricity? for tribal starts
ivailo 199 23 Nov, 2024 @ 12:15pm 
ye i just found the mod its glittertech thx for the response :)
Albion  [author] 23 Nov, 2024 @ 12:10pm 
I think you might be talking about glittertech or some other mod. This mod never included any armor and no weapon called defender rifle.
ivailo 199 23 Nov, 2024 @ 9:23am 
hey i m just curious wheres the defender rifle and the glitterworld armor the one that looked like marine armor but had some red?
Albion  [author] 26 Aug, 2024 @ 1:43am 
Great. Just wanted to be sure. Some people get confused due to the naming and think they need to have the core which they don't.
Shudderfly 25 Aug, 2024 @ 4:05pm 
Yea I know i dont have the core, and I do have Go explore! Just thought this was the right place to voice my appreciation
Albion  [author] 25 Aug, 2024 @ 4:48am 
@Shudderfly: just as a FYI. You don't need the core for the standalone addons. It just adds some more features and includes the research tree. You don't necessarily need it for just the events and blue moon faction.
Also if you enjoy the events you should check out my Go Explore mod if you haven't already.
Shudderfly 24 Aug, 2024 @ 7:31pm 
Thanks for breaking the mod up! I just want the Blue moon corp and the world events, so this is perfect for me!
The last Eternal 25 May, 2024 @ 5:46pm 
Thanks for updating these! This mod is also a staple of my runs, for years!
Braincell 24 Mar, 2023 @ 11:14pm 
@JACK theres a new mod that adds crafting those resources now
NotTildaSwinton 21 Dec, 2022 @ 12:48pm 
@Heavy Neutron

The mod Cherry Picker might be of use to you

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2633276599
UberUnique 2 Nov, 2022 @ 3:35am 
I was wondering if it would be possible to include mod menu options to disable features of this mod in the research menu. Specifically I'm seeing a lot of mod authors adding their own implementations for Nuclear reactors (sometimes these are preferable and sometimes not).

You have mentioned below it's more work to maintain certain parts as a separate module. This approach might be more flexible.

I very much appreciate the hard work and time you put into this :)
JACK 19 Sep, 2022 @ 4:48pm 
that makes perfect sense! thanks for the reply and the work you put in
Albion  [author] 19 Sep, 2022 @ 11:41am 
Every "split" increases my workload significatly because I need to maintain it seperately and update all of them when there is a major update. I'm quite happy with the modules as they are right now. You can always choose to ignore all the other features of the mod. Simply don't research them.
I'm glad you like it and hope you'll continue to enjoy the mod.
JACK 18 Sep, 2022 @ 10:17pm 
not sure if you're still into retrofitting aspects of this mod but I'd love to see the synthread/hyperweave crafting as a standalone :) I really loved that aspect of sparkling worlds, it seems pretty well balanced in terms of cost to me
Albion  [author] 15 Sep, 2021 @ 11:41pm 
Looking through the log it looks like an issue with the subsurface conduit mod. Maybe it doesn't work because you built over one with the nuclear plant.
Please report the issue to that mod author. There is nothing I can do on my end.
ozfresh 15 Sep, 2021 @ 4:30pm 
I keep getting an error "two power nets on the same grid" + [coordinates]
Ive looked through everything and went to the coordnates, and its the nuclear power plants from your mod (mostly). I'm not sure what to do.

github: https://gist.github.com/22846b3d748633f5de96ed2efdc5f5b5
Albion  [author] 29 Aug, 2021 @ 2:33am 
I just uploaded a minor update which now includes a patch to add the vanilla expanded linkables to the glitterworld hospital bed.
chrissi 14 May, 2021 @ 9:48am 
yes this was the problem thank you
chrissi 14 May, 2021 @ 9:46am 
But to an helixian gas one I build one next to another one now
chrissi 14 May, 2021 @ 9:45am 
yes
Albion  [author] 14 May, 2021 @ 9:04am 
Did you build the satellite pod next to a normal launcher? They need to be connected similar to vanilla cargo pods.
chrissi 14 May, 2021 @ 8:40am 
in the description like this https://imgur.com/OkIdu4m
chrissi 14 May, 2021 @ 4:21am 
satelites dont work they just give some random Words and Numbers
chrissi 29 Apr, 2021 @ 11:48am 
Thank you but for now I think Ill just not research it, maybe there will be a patch somehow :steamhappy:
Albion  [author] 29 Apr, 2021 @ 9:47am 
There technically is a way to manually remove it on your end but it requires deleting some lines in 2 different specific files. However once I upload a new version of this mod because of some change/fix these lines will appear again. The easiest option is to simply never build the power plant.
If you still want to remove the building (not the research) you can navigate to the folder where the steam mods are stored, open the folder with the number 1195241161, navigate to 1.2\Defs\ThingDefs_Buildings and delete the file named Buildings_Power_SparklingWorlds.xml
chrissi 29 Apr, 2021 @ 12:32am 
but isnt there a folder you can delete to remove a specific thing?
chrissi 29 Apr, 2021 @ 12:30am 
ok thank you anyway
Albion  [author] 29 Apr, 2021 @ 12:09am 
If you built it already, you can simply turn it off like any other generator and it will stop consuming uranium.
If you mean as a feature: No. Simply don't research it or don't build it.
chrissi 28 Apr, 2021 @ 11:15pm 
is there a way to disable the nuclear powerplant?
Alapma 4 Nov, 2020 @ 10:31am 
thanks you for that quick answer
Albion  [author] 4 Nov, 2020 @ 10:29am 
Yes exactly. That is why I published the core and the addons.
Alapma 4 Nov, 2020 @ 9:53am 
i had the full mod but i want to remove the Chemical extraction feature, will it be fine for my saved game if i unistall the full mod, and install this mod + all the features but not the Chemical extraction one?
Albion  [author] 28 Jun, 2020 @ 10:08am 
Yes, exactly.
tachi 28 Jun, 2020 @ 9:19am 
Is this the mod that has the Computing Systems?
Albion  [author] 24 Jun, 2020 @ 11:42pm 
I'll have to check it out but I guess I'll increase output to 40 or 45.
Xeal 24 Jun, 2020 @ 6:34pm 
Any plans to tweak the luciferium recipe? The market value of luciferium got dropped to 70 while a persona core is still 4000, making it a loss of like 1700ish for crafting 35 of them.
Xeal 4 Jun, 2020 @ 10:23pm 
Hmmm, oh well, not really a huge issue, I just wanted to avoid having two different rocket launcher researches but it turns out I'm going to use both mods anyway, so I'd have them both whether or not it got moved XD.
Albion  [author] 4 Jun, 2020 @ 9:33pm 
Unfortunately no, for the same reason. Removing features from this mod might break people's savegames.
Xeal 4 Jun, 2020 @ 8:42pm 
what about rocket launcher crafting? Think that can be moved to the weapons module for those who use vanilla weapons expanded instead, which already allows for crafting rocket launchers and triple rockets and stuff?
Albion  [author] 26 Apr, 2020 @ 1:43am 
Not anymore since it might break savegames.
Simply don't research the technology and you'll never see it in the buildings menu.
San-Kyu 25 Apr, 2020 @ 5:00pm 
Can the nuclear power plant be separated to its own mod? Since I feel that it would conflict with those using Rimatomics or similar power mods.
HappyHead 7 Mar, 2020 @ 11:18am 
yay! ty friend. love your mods!
Albion  [author] 7 Mar, 2020 @ 7:39am 
Already done. Just reload the page.
There is a new Weapons Addon for the modular part of Sparkling Worlds.
Kinoniko 7 Mar, 2020 @ 7:38am 
nevermind, you already released it. thanks man!
Kinoniko 7 Mar, 2020 @ 7:38am 
i remember you mentioning that you were making the weapons into their own module, and i noticed that this one no longer has the weapons in it, so you might wanna edit the description to fit that. also, any ETA on the weapons module?
HappyHead 6 Mar, 2020 @ 6:06pm 
uno pt. uno?
Glory, to the Empress! 4 Mar, 2020 @ 7:20am 
Will this be receiving an update to 1.1?
Mr. Mauer (Mollari) 9 Feb, 2020 @ 11:33am 
Would it be possible to get a standalone mod for the paingun and painstick? Maybe CE FT compatible already?