RimWorld

RimWorld

2,653 ratings
Glitter Tech Classic
7
10
2
5
2
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.5, 1.6
File Size
Posted
Updated
17.338 MB
Jul 16, 2016 @ 5:22am
Aug 8 @ 7:42am
48 Change Notes ( view )

Subscribe to download
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)
27
Aug 8 @ 5:10am
[Bug Report]
«Wyvern»
19
Apr 26, 2024 @ 8:44pm
needs some significant adjustment
Lord Quinton
1
Dec 10, 2024 @ 7:25am
Crafting Time/Work
Natural_Effects
1,737 Comments
SaWiX Sep 25 @ 4:03am 
mine all of em out kek
ace726571 Sep 24 @ 5:38pm 
is there anyway to destroy them? just checked dev mode and couldnt find a way to remove them
Sam_  [author] Sep 24 @ 12:19pm 
This is a known issue resulting from adding or removing mods midsave. There's not really anything we can do about it. Something about collisions in hash tables. There's a few mods out there to assist with avoiding these save bugs, but it's unfixable for me.
SaWiX Sep 24 @ 12:04pm 
after adding the mod, my already existing uranium i scanned with ground penetrating scanner turned to cybernetic stomachs that i can deep drill, lmao..
Captain Canada Aug 9 @ 8:37pm 
is it possible to disable raids with the weapons from this mod?

A bit too early in the game, tribes show up with freaken OP guns blowing off my legs.
Gr13nSl1me Aug 8 @ 7:50am 
Hmmm, just checked the XML and in mine it's set to 32,000 W for some reason. I've not edited it previously.
Gr13nSl1me Aug 8 @ 7:48am 
Ah, so mod conflict then? My apologies @Sam_. Thank you for the great mod!
Sam_  [author] Aug 8 @ 7:43am 
Just did a quick update to give nanosuits vac resistance. I haven't played the DLC yet so let me know anything else related that is missing
Sam_  [author] Aug 8 @ 7:33am 
And I've just verified in game it is 320k as well, so that eliminates something in the base game changing it.
Sam_  [author] Aug 8 @ 7:29am 
"<basePowerConsumption>-320000</basePowerConsumption>" this comes directly from the XML. Looks like something else may have changed it