RimWorld

RimWorld

691 ratings
Glitter Tech
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
50.429 MB
Jul 26, 2021 @ 12:37pm
Nov 29, 2024 @ 9:41pm
24 Change Notes ( view )

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Glitter Tech

Description
GlitterTech adds a ton of shiny new and futuristic items found on the richer developed Glitter worlds. But, this expensive and illegal tech attracts attention of Glitter world Commandos.

(Unofficial Version for 1.5 and below)
*I am not the original author*
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=725576127
Pulled and updated from: 725576127 mod folder
Original Git Repo: https://github.com/sam23694/GlitterTech/tree/1.0.2059
Current Mod Repo: https://github.com/mdrain18/XaviorsGlitterTech.git

Updating Mod:

It can be said this mod is OP. I think it should be, however, in the spirit of being able to play how you want to I am adding a few changes to this mod.

Currently: Working on getting this CE compatible but I need help with testing to see what needs to be patched
1) Add some Anomaly specific items... ideas are welcome :)
2) Craft Glitter Tech:
- I'm thinking of adding special items which can only be found via quests
3) Glitter tech incidents and quests
- Archotech quest: three abandon glitter tech outposts which have consoles that need to be decrypted. Each gives you 1/3 of the location, collect all three and you will get the location of the archotech factory, which is hidden deep into a side of a mountain. Once there, there will be several boxes with archotech prosthetics, psylinks (if you have the DLC), Archite capsules (if you have the DLC),
4) Glitter Tech Weapons Expanded
5) More..... STUFF! Starting with Glitter swords and Glitter psycasts... I think. Not sure if I will ever get
here but I'm being optimistic

Let me know in the "Changes" discussion what you want done with this mod and I will do my best to make it
happen. Link below:
https://steamcommunity.com/workshop/filedetails/discussion/2558099206/3480742287613877229/

Release Notes: 1.5.40602
- Updated to work with release
- Added Resource Slider - this will change the stat values of the three resources of this mod based on what the slider is set to
- Added Titanium yield setting slider
- Added three army incident where Commandos and OC's fight the Empire!
(includes settings for changing various parts of the incident)


Release Notes: 1.4.04
- Titanium is now Titanium_GT which should fix problems with other metal mods that have titanium in them
- Updated to 1.4: Except:
- Tanks: big problems here which I am tabling for now
not sure why this isn't working
- Tanks have been completely removed and should not spawn so the error shouldn't happen
Popular Discussions View All (5)
72
May 2 @ 6:12pm
Bugs
Garret
17
May 4, 2023 @ 10:39am
Changes
Garret
6
Nov 1, 2022 @ 7:49pm
2 Errors
Giradore
618 Comments
perilous 3 hours ago 
Congrats man!
Garret  [author] 20 hours ago 
Sorry peeps, had a kid :D
Saw 1.6 was coming out so I figured I would drop back in and upgrade some stuff

Ozfresh: classic is the original owner of the mod. He/she came back last update but didnt want to take over this mod
PopeSlayer: sure
Entewilderin: I'll look into that, but prolly is a mod conflict.
Entewilderin Jun 15 @ 10:00am 
various skin suits cannot be made at any crafting station, no clue why or how this has occurred. No errors or anything, you just can't make em.
PopeSlayer May 9 @ 7:05am 
Could you please add the improved flood lamp made with 15 titanium and 1 uranium from the original glitter tech mod?
ozfresh May 4 @ 11:30am 
Whats the difference between this and Glitter tech classic?
pacothegnome Apr 29 @ 2:23pm 
pt 2

Verse.DebugTools_Health/<>c__DisplayClass6_1:<Options_Hediff_BodyParts>b__2 ()
LudeonTK.Dialog_DebugOptionLister:DebugAction (string,single,System.Action,bool)
LudeonTK.Dialog_DebugOptionListLister:DoListingItems (UnityEngine.Rect,single)
LudeonTK.Dialog_OptionLister:DoWindowContents (UnityEngine.Rect)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
pacothegnome Apr 29 @ 2:23pm 
pt 1

Tried to add health diff to missing part BodyPartRecord(Leg parts.Count=3)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.HediffSet:AddDirect (Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
pacothegnome Apr 29 @ 2:22pm 
also i've also got that bug where I can't install advanced bionics onto missing body parts. when i try to add it with the dev console i get an error.
pacothegnome Apr 29 @ 6:36am 
I've got a bit of a minor graphical bug here. The direction the canister turret faces is off 90 degrees from where it should be. Makes it look like the rounds are coming from side of the turret. Haven't done much testing so it might be interfere from another mod but the only one I can think of is gunplay
LanSi Apr 26 @ 5:28am 
we need Chinese orz