RimWorld

RimWorld

Glitter Tech
Garret  [developer] 14 Sep, 2022 @ 9:12am
Changes
Things that should be changed.
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Showing 1-15 of 17 comments
Garret  [developer] 14 Sep, 2022 @ 9:13am 
I'll start us off..
Coil and other computer components made easier to get/buy/make
Dead Medic 14 Sep, 2022 @ 7:47pm 
Originally posted by Garret:
I'll start us off..
Coil and other computer components made easier to get/buy/make
Yes please! Perhaps make it a setting in the mod?

Frankly, I'd like 10x more coils and computer components. Thanks for the consideration!
WabbaCat 24 Sep, 2022 @ 3:49am 
The two main issues I take, is regarding the three materials, alpha and beta poly. And titanium. Materials I would love to have in my game, but not as they currently are.
1.) Commonality. It should be 0, across the board. Except in specific instances, like maybe a certain faction. If not possible, just zero. Invincible, 30k value tribals early game is just ridiculous. (Not truly invincible, especially if lacking certain coverage... but same point. Its stupid silly and shouldnt be a thing) I end up just gifting these absurd pieces away just to preserve the balance of my own colony. The exception to this is titanium,... it should be rarer than it is, but still obtainable anywhere essentially.
2.) Stat values across the board. They can still be the best of the best, without having anything near what they currently sport. You can slash those values by half and most of the time it would still end up OP.
EDIT: Upon further looking, it appears many of the shortcomings of the mod are very much the same as I remember from years ago. It's not just the stats of these materials, its the stats of EVERYTHING. The guy who made this originally either had no concept of balance at all, or intentionally threw it to the wind because he did not give a crap and wanted it to be this far gone. Likely did it intentionally.

I seem to recall other inflated values, such as a 300% speed suit or something but idk whats still a thing and what isn't other than what I just mentioned. But if not much has changed since the original author, then I imagine most things are broken in this way.
Edit: Just looked. 400% global work speed, and +4 movement
I'd do like +2 movement(still a hefty bonus) and 50% global work speed. Even at that, its still "end game" material. Best of the best,... barring some other broken mod, lol.
And thats being generous. A truly balanced version would be more like +0.5 to +1 speed, and +20% to +40% global speed. Lots of squeeze room to settle on something more appropriate here.

These are issues with the original mod. I discussed it once before with that author and was promptly dismissed as the author thought it was fine just the way it is. Back then, I immediately uninstalled the mod, recognizing this as the trash it is(Dont get me wrong.. its a wonderful mod... but its made by an egoist who can't help but elevate his own mod to absurd cheat level status- which it absolutely is regardless of the "costs" he uses to justify it, which are free by tribal raid standards. The materials alone are just too OP at any stage of the game. Let me say this again, this mod as it is, is a cheat mod with a coat of shiny paint. Changes regarding balance require you to make a decision on rather you want that to continue to be a thing or not.)

if you are looking for changes, most of them are very self apparent. While the proper values of item stats and such would obviously be up for debate, I personally would recommend taking the best normal materials rimworld offers as a base... then applying a bonus over them with a 20% 40% 60% rule or 30/60/90 might also be good. Titanium for example is already doing something like 300% more damage than plasteel or steel? Something like that I think. Poly gear doesn't need to have so much durability as to never need repairing(Such a material would be impossible to work or craft with anyhow)
You have a ridiculous amount of squeeze room to bring the mod back inline with something more reasonable, and even higher than I would personally suggest, and all while keeping it away from the ridiculous levels it is currently at.
The only thing after that is perhaps also lowering the costs to reflect the lowered stats. But personally I wouldn't. Reaching top tier should always come at an disproportionately higher cost to reflect that point that better gear isn't always worth it. Keep the slow grind for top end, regardless of any balance changes. Or at least thats what I would suggest.

Also,... I'd have to look as I don't remember off hand. But most of the value examples I made are without knowledge of the difference between alpha and beta poly. One could be worthless for all I know. Can't remember off hand. If you want help with what values I would use, I can offer suggestions for that but I'd have to look at some more of the details first.

You likely wont get much attention for your request for suggestions because all the battles on this topic were done years ago and summarily shut down by Sam. Most people would have moved on without realizing they were even being given a chance. Or so I assume.

The big problem with the large balancing I would expect from a mod this far gone, is that those that currently use it are likely well aware of it being particularly unbalanced, and expect it to be so. Likely want it to be just that.
Since this is a reupload, IDK what the mods user base looks like... but it might be problematic to make a bunch of changes. A separate mod to patch it, or configuration options might be more desirable.
Last edited by WabbaCat; 24 Sep, 2022 @ 4:59am
Garret  [developer] 26 Sep, 2022 @ 12:27pm 
So...I change the tech lvl of alpha and beta to ultra. Which means you can only get it by buying it or quest reward. So, I just spawned 100 tribe members and none of them had any beta or alpha armor or weapons. Only 4 had titanium weapons and they were less than normal quality.
This is how it should be. If its not then something is messing up with the loot tables and allowing tribe members to have ultra tech. Later in the game, if you get raided by someone with the ability to have ultra tech, then, yes you, might have to deal with some "OP" raiders with Beta armor. Hopefully, by then, you have some of your own and its a semi even fight. This all depends on a bunch of factors.
Does this help? Prolly not :) but maybe look through your mod list and see if there is something modifying the raids.
WabbaCat 27 Sep, 2022 @ 3:34am 
Only the traders loot tables AFAIK. I know I was getting tribals with the stuff, but it wasn't horribly common or anything.

But if they shouldn't be having it, its not like I have tested the mod on its own or anything so disregard that part of my message for now I guess.
Probably Ants 1 Nov, 2022 @ 1:15pm 
Is there any chance the research tree for glitter tech could be moved to its own tab? It is very cluttered unless you use a mod that changes the menu, but those also get messy with many mods.
Probably Ants 1 Nov, 2022 @ 1:54pm 
In fact, if you don't want to bother with it, I have already made a version of the research xml that accomplishes this (literally one file to replace and you can delete the vanilla research offsets) lmk here if you want me to send it over or anything
Last edited by Probably Ants; 1 Nov, 2022 @ 1:55pm
Garret  [developer] 1 Nov, 2022 @ 3:08pm 
Make a pull request here and make your changes:
https://github.com/mdrain18/XaviorsGlitterTech
Probably Ants 1 Nov, 2022 @ 3:57pm 
Alright done. Let me know if I made any mistakes, never worked using other people's stuff on github
Garret  [developer] 1 Nov, 2022 @ 7:52pm 
Originally posted by God?:
Alright done. Let me know if I made any mistakes, never worked using other people's stuff on github
Perfect. Pushed update to Steam workshop
Umptor 13 Nov, 2022 @ 6:47am 
The main problem I have with this mod other than the balance issues described above is that I can easily buy Alpha/Beta poly.

I suggest either

a) Increasing the price of Alpha/Beta Poly so that you can't just buy them in bulk whenever a trader comes around that sells them since they're only worth a couple hundred. As it stands I need 10 Alpha Poly which each needs 20 titanium. So excluding the other materials, beta poly should cost at least as much as 200 titanium (>$6000) and that's excluding the uranium, silicon, and energy use costs associated with creating the material since you first would need to somehow run a machine that uses 65kW. This might have the unintended side-effect of making all alpha/beta poly weapons/armor immensely expensive but I'd say that's how it should be anyway considering how OP they are.

b) Making Alpha/Beta Poly and its derivatives not sold by traders *ever*

Otherwise, it's extremely easy to get Alpha/Beta Poly early into the game (provided you get lucky with traders) and there's really no downside to it either.
Garret  [developer] 13 Nov, 2022 @ 8:10am 
I halved the Alpha and Beta Poly values already. I'm not going to do anything else specific to them. I am building a slider which will allow you to change their values manually.
雨殇 16 Nov, 2022 @ 6:14pm 
Hi just a small request, could you please change the nanoskin and the nanospeed layers back to onskin please? I suppose this two suits are designed to work with the nanosuits, and now they seems a little bit meaningless.

To make them less op I think you can check the recipes from 'Craftable Glitter Tech Weapons and Apparels Continued', which costs poly to craft, so players wouldn't get these suits early in the game :D
Ash 23 Dec, 2022 @ 3:31pm 
i have one gripe with this mod and its the weapons.

There are a few that basically instantly one hit kill and it makes the game especially unfair against basically any faction, modded or vanilla (besides void i guess but who uses void).

The apb weapons are especially broken and one hit kill basically anything but mechs. They do insane burn damage through basically anything.

the oc and mrg weapons are insanely powerful but they dont instantly kill at least.

mods like rimsenal and xeva have some pretty strong weapons but they arent one shot kills.

id like to use this mod but i like some semblance of strategy when im participating in a fight.

maybe tune the burn damage down a bit?
Garret  [developer] 24 Dec, 2022 @ 2:38am 
Okay, I can do that.
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