769 ratings
Glitter Tech
Mod, 1.0
File Size
16.561 MB
Jul 16, 2016 @ 5:22am
Oct 18 @ 1:14am
32 Change Notes ( view )

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Glitter Tech

Glitter tech 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.

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:

  • 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.


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


Other mods

Special Thanks
  • duduluu - Chinese Translation

All versions[github.com]


Popular Discussions View All (36)
Nov 7 @ 3:44pm
No Orion visitors or caravans
Dec 13 @ 5:04pm
Cruiser missile Countermeasure ?
Nov 28 @ 8:54pm
How to detonate impaction charge?
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This is Nyarc Dec 15 @ 11:54am 
Can someone help me? How do i get cruise missle mortar Tech? There is no research for it available, i have no idea howto get it
Akiyama Dec 15 @ 6:33am 
At the beginning I can buy 6 Speed Skin Suits with 400% Working Speed for 3.000$ each. This looks like super OP, or is it dangerous to use them?
shaki92 Dec 9 @ 5:53pm 

It's some of the weirdest shit I've seen, it seems that my mod list somehow randomly don't generate deep resources in the world. Sometimes it does, sometimes it doesn't. I no longer think it's caused by Glittertech, but probably some weird combination of many different mods I have. Weirdest fucking shit I've ever seen. I guess I'll just find a different way to get resources in this playthrough.

Anyway, learn from me, my fellow Rimworlders, and don't install too many mods. It apparently makes magic happen.
shaki92 Dec 9 @ 5:52pm 

Ok, after some more extensive testing, it's even weirder.

I tried running my full mod list on new colony, and resources didn't generate, deep scanner isn't working. I tried the same without Glittertech, resources show up. So I tried to run it with combination of different mods, and resources generated every time. I finally ran it again with my full modlist, but in different order, and it generated. So I decided problem of my current colony was caused by mod order. But however I rearranged it, it always generated resources. So I tried running my original configuration on new colony again, same mods and order that didn't generate resources in my curent world, and didn't generate it when starting testing and starting new game previously. And it generated, scanner works normally.

shaki92 Dec 9 @ 4:58pm 
Ok, so after playing couple of days with Glittertech, after I built my first deep minerals scanner, I realized it's bugged and doesn't show any resources. Even enabling drawing deep resources in dev mode doesn't show any. It's possible that they simply weren't generated and don't exist.

Anyway, when starting new colony without Glittertech, resources are shown normally, so either Glittertech conflicts with 1.0 version of the game, and no one noticed it yet, or there is a conflict with some other mod I have, tho I have 0 ideas which mod it might be, only ones I can think of are Industrialisation and Quarry, as they're the only ones I have that have something to do with mining, or Medieval Times because it affects world generation (adds some factions). Any ideas wtf is happening, and how to fix it?
anti-troll Dec 9 @ 9:21am 
lols i have no idea how to get silicon
twitch.tv/voltoth Dec 6 @ 11:49am 
I would because I'm a crazy madman. Lol. Either way though, I would love to be able to do that.
Sam_  [author] Dec 6 @ 9:06am 
You probably wouldn't hunt with an incendiary rifle anyway.
twitch.tv/voltoth Dec 6 @ 7:21am 
Seems like this is a little glitchy. The anode particle beam rifles don't count as ranged weapons for the sake of hunting.
Hanfi Dec 4 @ 4:03am 
This mod is... almost awesome. The potential is huge but seems somehow wasted. Seems like a little bit of number tweaking would improve the experience drastically. I know real life is a bitch but please consider looking into it again now that 1.0 is out. Or maybe let someone else do it. I guess you could find someone to take over one of the biggest content mods out there. Big <3 though.