RimWorld

RimWorld

2,626 ratings
Glitter Tech Classic
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Mod, 1.0, 1.1, 1.2, 1.5, 1.6
File Size
Posted
Updated
17.338 MB
16 Jul, 2016 @ 5:22am
30 Jul @ 8:55am
47 Change Notes ( view )

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Glitter Tech Classic

Description
About
The original Glitter Tech mod, now with new art and features bringing it up to 1.5 standard. This mod adds a number of advanced buildings, items and resources to extend gameplay and difficulty beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

Using existing saves may be unstable and will be lacking the new factions and generated resources across the map.

Please rate and favorite!


Features
This mod builds upon the existing information in the game that mentions "glitter worlds". These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds a number of factions from those worlds as well as the ability to produce and purchase more advanced items in almost every category, such as:

New 1.5 features
  • Refreshed art for all buildings and items
  • Updated art for the Orion Corp faction
  • Recipes for most items and weapons
  • Balancing changes for recipes
  • Various balancing to meet 1.5 standards (still maintains the same difficulty)

  • High tech energy weapons and armor
  • Advanced bionic limbs and organs
  • Advanced power generation and storage
  • Advanced research
  • Advanced recipes and resources
  • The ability to manufacture medicine and glitter world medicine
  • Advanced furniture and medical beds
  • Powerful turrets and automatic mortars
  • Wall lights, windows and blast doors
  • Much more planned

These expensive, advanced and sometimes illegal technologies often attract the attention of corporations or Commados from REDACTED. These new factions are extremely difficult and only appear in late game, you will required advanced defenses and strategies to defend your colony against them.

It is recomended that you have some experience playing the vanilla game before using this mod. This mod is intended to be a hardcore experience that will ruin your colonies with a higher frequency then the vanilla game. This is not unbalanced or poor design, it is by design. Do not fight the factions in this mod directly until you have their level of technology.

Notice:

This mod and my other mods are currently being redesigned into a modular Glittertech pack with many more features and better balance. There is no current ETA for the release because real life but most balancing issues and minor bugs in this version will not be addressed until the redesign is complete. This version will continue to be updated as the game is.

Update Log

Scenarios

Other mods







Special Thanks
  • duduluu - Chinese Translation
  • Hennessia - Russian Translation

All versions[github.com]

Forum[ludeon.com]

Support Me
[www.patreon.com]
[discord.gg]
[ko-fi.com]

Popular Discussions View All (55)
26
25 Feb @ 4:56pm
[Bug Report]
«Wyvern»
19
26 Apr, 2024 @ 8:44pm
needs some significant adjustment
Lord Quinton
1
10 Dec, 2024 @ 7:25am
Crafting Time/Work
Natural_Effects
1,724 Comments
no_way_jose 3 hours ago 
how do I produce titanium if I need titanium to build the workbench that produce titanium?
Sam_  [author] 17 hours ago 
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 17 hours ago 
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!