363 ratings
Antimatter Annihilation
Mod, 1.1, 1.2, 1.3
File Size
15.106 MB
May 30, 2020 @ 7:38am
Jul 26 @ 7:37am
35 Change Notes ( view )

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Antimatter Annihilation

Adds many high tech items, weapons and materials to the game.
Adds many items, weapons, defences, utility buildings, and a new powerful faction that all revolve around Antimatter technology.

If you are getting lag spikes or issues relating to pathfinding, go into mod settings and disable Custom Pathfinding

Github link (and non-steam download)[github.com]
Click here to download the Wiki mod.

Inspired by GlitterTech and other late-game high-tech mods, this adds new endgame goals and items.

  • Can I add it to an existing save?
  • Yes, but you will need to install the Vanilla Expanded Framework mod to have the new faction appear. Remeber to make a backup of your save first!
  • Can I remove it from a save?
  • Generally no, unless you delete all items and remove all faction bases. Make a backup before attempting.
  • Does it support Combat Extended?
  • No. Help wanted.
  • Is it multiplayer compatible?
  • No. Help wanted.

This is a mod that is intended to expand the end-game, adding new goals that are challenging but rewarding, and also to increase the difficulty of late game by sending harder raiders.

This mod also features a fully developed in-game wiki that serves as a guide and also a little extra lore and pretty pictures. You need to install the In-Game Wiki mod to access this wiki.

You will need loads of resources, highly skilled colonists and lots of research to unlock the secrets of antimatter. However, once you do, you can challenge even the power of the Ultratech faction, who will attack you to take back the technology that they consider theirs.

Should be loaded far down as possible, and always after Harmony, In-Game wiki and Core.

This is a WIP mod. There may be bugs and things may break. Please report bugs on the steam page or on Github, providing as much detail as possible, thanks.
See the store page for all plans, and don't hesitate to suggest new features or changes.

Support or commission me (っ◕‿◕)っ:

  • English: Full support (game and wiki)
  • Russian: Full support (game and wiki) by Mutant.
  • Simplified Chinese: Partial support (full game, no wiki) by leafzxg (originally by Arkngs-Lappland).
  • Traditional Chinese: Partial support (full game, no wiki) by Poe.

Highly recommended mod:
Removes texture compression, makes all the textures in this mod look much nicer.
Popular Discussions View All (2)
Jul 29 @ 9:32am
PINNED: Bug reports
Aug 8 @ 3:44am
PINNED: Feature suggestions
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月空 Nov 14 @ 8:20pm 
Epicguru  [author] Oct 3 @ 2:08pm 
You can edit the XML to remove or nerf them if you want. I won't be adding an option.
EverNaughty Oct 3 @ 11:27am 
Hey, it's possible to add options to the mods to disable specific weapons ? antimatter grenades are too dangerous :S
Epicguru  [author] Sep 23 @ 12:47am 
In conclusion, I would suggest to play the mod to see if you like it. Downloading this mod and the wiki mod, and making a temporary new save to test all its features should only take a few minutes. Also feel free to inspect the XML or source code on GitHub, if you don't want to download first...
Epicguru  [author] Sep 23 @ 12:47am 
@Thundercraft hi. There is too much content to list on the workshop page, but more importantly I think it ruins the mystery of new content if I itemize it and give stats on the workshop page.

The trailer, and subsequent images give a fair overview of what the mod is. A few things have changed since I made the trailer but most is the same.

The in-game wiki is intended as a guide for players who are already progressing through the mod.

As for balance, I did mention on this page that you will need many resources, skilled colonists, and lots of research to use the mod. However at the end of the day everyone has different opinions on balance.

The final image on the page is the full research tree, you may have missed that.
Thundercraft Sep 22 @ 8:18pm 
BTW: Am I the only one who feels like this should be an add-on for the Science Never Stops mod?
Thundercraft Sep 22 @ 8:09pm 
Looks and sounds great - what I see of it, anyway. However, the description is so sparse that I feel like we're only given enough to wet our appetite. (Sad that it does not have CE support, yet.)

"You need to install the In-Game Wiki mod to access this wiki."

I'm grateful that it has support for an in-game wiki. That sounds like a wonderful feature. However, if an in-game wiki exists, then why doesn't an online wiki also exist?

I know that I'm not the only one who does not want to install a mod without first having at least a fairly good idea of what it actually does and what it adds. And, like I said, this description seems to barely touch on all the stuff that gets added.

For instance, how many research projects are added? Does this stuff even require new research projects to unlock? (I know a lot of mods that add ridiculously unbalanced stuff which doesn't.) If it does, are all these research end-game Ultratech or similar? Or are there some exceptions?
Zurg The Otter Sep 21 @ 10:47pm 
Alright, thanks. Was just trying to figure out what randomly killed like 11 animals and 6 colonists on a buddy's playthru.
Epicguru  [author] Sep 21 @ 12:44am 
Zurg The Otter Sep 20 @ 8:27pm 
Random Question can these reactors cause sickness in colonists?