RimWorld

RimWorld

Glitter Tech Classic
1,725 Comments
Lorebot 12 hours ago 
@no_way_jose you can but it from traders or find it as ore to mine on maps.
no_way_jose 18 hours ago 
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://steamhost.cn/steamcommunity_com/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
pgames-food 18 Dec, 2024 @ 5:58pm 
hi ive seen some nano suits available in research i think is where i saw them
Rano Cordovan 18 Dec, 2024 @ 2:27am 
Are there no more fibre skin suits and speed skin suits? Thank you.
Lucillius 13 Dec, 2024 @ 8:35pm 
the faction settlement doesnt sell anything except some junk in my case. why is that ?
zerggodmaster 29 Nov, 2024 @ 10:26am 
well @Zanx since this one is going based on the original glittertech from my experience seeing that many with ABP was a common. remember story tellers throw more at you based on the colony wealth. the neutral glittertech faction has character running around with good shield belts and knives that insta down normal people in a single hit without breaking limbs
Zanx 10 Nov, 2024 @ 3:03pm 
I thought the story tellers had some sort of limit to how much shit they could throw at you?
about 2 years into my game, and a pirate raid of the GT faction just showed up about with 17 raiders all wearing nano suits with ABP rifles.

I mean, that is just game breaking/destroying, you cant prepare for that xD

is there anyway to fix/change this or Do i just uninstall the mod?
TTV_Robux_GAMIN 15 Oct, 2024 @ 9:56pm 
ce??
joseph_a_weiss 28 Sep, 2024 @ 2:20pm 
I get it, but also a shame. Because they caused some trauma for me and my colony and I really wanted to go wipe them off the map. Love the raids though. They are a terrifying enemy.
Sam_  [author] 28 Sep, 2024 @ 2:54am 
They don't have bases, they are operators from distant worlds, dropping from orbit on some unknowable mission.
joseph_a_weiss 28 Sep, 2024 @ 2:36am 
Question! Orion Corp has bases across the world map but I don't see any for the Commandos. Are they supposed to have bases? Or no bases for them?
Tefnut 27 Sep, 2024 @ 4:14pm 
Honestly have no idea how both ended up enabled.
Tefnut 27 Sep, 2024 @ 4:14pm 
Wrong glittertech, I forgot theres a second!
Sam_  [author] 27 Sep, 2024 @ 4:32am 
This mod doesn't add any new events, including three way battles. What it does add is a powerful faction that combines elements of mechanoids and pirates. All events used exist in the base game and behave as the base game.

Either your search continues for the offending mod or you're blaming me for vanilla Rimworld mechanics.
[82AD] Silentwolf123 27 Sep, 2024 @ 12:36am 
Sounds like a skill issue
Tefnut 27 Sep, 2024 @ 12:27am 
Soooooo, this is the mod that added the unannounced, drop pod center raids. I finally found it. Little pro-tip. If youre gonna add a major event, theres a whoooole letters system so players arent left lost and confused as to why theres suddenly hostile space marines in the middle of their base. It even pauses the game for you so you have time to actually think and respond.

Yes I'm being passive aggressive, I just had four of these before i finally found out your mod was the cause. "Three way battles" was just too innocuous, like it wasnt a bullshit silent event.

Why, the hell, isn't there a warning about these? I swear they werent here last time I used the mod.