RimWorld

RimWorld

572 ratings
Glittertech Expansion
15
4
2
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
2.723 MB
11 Jul @ 5:02am
14 Aug @ 3:30am
36 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.


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]
Popular Discussions View All (6)
30
11 Aug @ 10:17am
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
328 Comments
Domino 5 hours ago 
So far, the only weapons I've been able to overclock are coil lances. It's also a bit tricky to get pawns to apply upgrades to overclocked weapons because you have to juggle things by having them drop the weapon first, or eject it from storage, and then allow it and force someone to apply it before it gets hauled or re-equipped. Not sure what the easiest solution to that would be.
Domino 5 hours ago 
What's the required property to determine whether a weapon can be overclocked? I've got some weapon mods that ought to qualify as spacer-level but won't show up in the ingredients for the recipe despite having the "Tech level: Spacer" property. Also, some of the weapons that do show in the possible ingredients won't actually work (for example, the Forsaken weapons from Alpha Memes), as when I try to make someone load them I get the message "Missing 1x hi-tech weapon". Would love to make some patches to increase compatibility!
BlueEagle421  [author] 12 hours ago 
OH AND ALSO

- fixed a bug that prevented multiple implants being installed on one body part
BlueEagle421  [author] 12 hours ago 
SECOND PART OF THE UPDATE (WAS TOO LONG FOR A SINGLE STEAM COMMENT)

> MISC CHANGES
- reworked memory cell mechanics (it can only be used in various machines now and can't be ingested now)
- reworked memory cell thought descriptions (shows a full list of mood multipliers)

> FIXES
- fixed missing "neurotrainer" custom summary on neurotrainers category in recipes
BlueEagle421  [author] 12 hours ago 
UPDATE

> ADDITIONS
- added "Glitterlink" implant
- added "Memory projector" implant
- added "ADP rounds" weapon trait for Odyssey DLC
- added "amplify memory mood offset" recipe
- added "postpone memory expiration date" recipe
- added "reduce memory expiration rate" recipe

> BALANCE CHANGES
- reduced glittercore forming cycle duration (from 20000 ticks to 12000 ticks)
- reduced glittercore stored power need (from 2800 W to 1100 W)
- reduced telepad neutroamine cost per teleportation (from 5 to 2)
- changed ADP pylon fuel type (from glittercode to advanced components)
- changed upgrade lenses recipes to accept any type of neurotraine, not just shooting skilltrainer
- buffed all aware glitterpanel stat offsets
- reworked plasteel skin replacement stat offsets
- changed healer mech sreum recipe product count (from x3 to x4)
- other changes (mostly reduces stored power needed for various recipes)
BlueEagle421  [author] 13 hours ago 
It's a prerequisite like every other. I know it's hard to spot sometimes, but it's a base game mechanic
boldface 19 hours ago 
@Eagle, thanks for the reply. When you get a chance, I'd suggest adding a line about the extra requirement to the research description, as I don't think I'd have been able to figure that out in-game. Great mod--keep it up!
demonic 13 Aug @ 3:58pm 
glittertech outpost quests wont occur evening using dev mode when not having a planet-side colony. I'm running an asteroid base atm so having a bit of trouble getting glitterhearts - sorry if this has been brought to your attention already
BlueEagle421  [author] 13 Aug @ 3:09pm 
probably yes, the cryptosleep casket research for the nexus ;)
boldface 13 Aug @ 2:40pm 
Just finished the Glitterworld Ascension research, and Cryogenic Nexus and skin replacement recipes are not appearing in the fabrication bench. The teeth replacements, however, are. Is this a bug, or am I missing some other prerequisite?