227 ratings
Glitter Tech (No Surgery)
Mod, 1.0
File Size
16.553 MB
Jul 16, 2016 @ 8:06am
Feb 28 @ 7:03am
34 Change Notes ( view )

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Glitter Tech (No Surgery)

Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty in the late game beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

This version removes surgery recipes and all biomic parts from Glitter Tech for added compatibility with other surgery mods that do a way better job.

Using existing saves may be unstable and will be lacking the new factions and generated resources across the map.

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.

Update Log


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All versions[github.com]


Popular Discussions View All (5)
Jun 25 @ 1:40pm
Red line error popup in the debug log
Sep 19, 2018 @ 5:03pm
Issue with new traders
Feb 26 @ 3:49pm
Rocket launcher BUG.
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bearhiderug Jun 1 @ 4:21pm 
To be fair, obtaining and utilizing the exoskelton provide benifits while being a challange to obtian. kinda cool!
RankLord123 Jun 1 @ 3:29am 
@Sam_ Okay i will
Sam_  [author] Jun 1 @ 3:27am 
Oh yes, dozens of people. The only bionic part in this mod is the Orion Corp Exoskeleton. This mod, and vanilla Glitter Tech, haven't been changed since the base game allowed you to manufacture bionic parts, but even if I had kept it up to date in that regard you still wouldn't be able to manufacture the exoskeleton because it's suppose to be a special part of that faction.

Instead of complaining, because nothing is going to change in these versions of Glitter Tech, which should be evident given that the mod hasn't changed in years, why not find a solution elsewhere, like utilizing the Reclaim, Reuse, Recycle mod?
RankLord123 Jun 1 @ 2:05am 
@Sam_ lots of other people say it. We can't make bionics, which is what we asked for. But the enemies can still spawn with them installed, making it ridiculously unbalanced
Sam_  [author] May 31 @ 3:41pm 
It's a good thing you outlined your issue so I could help you further.
RankLord123 May 31 @ 12:39pm 
it would be great if this mod actually did what its supposed to lol
bearhiderug May 29 @ 3:04am 
@Amasteas May 17 @ 9:34pm
is there like any form of documentation as to whats in the mod anywhere?
besides the research, none I have seen..
maybe check the change notes.
bearhiderug May 29 @ 3:03am 
go play on ice sheet newb =p
yeah they more or less require shields to beat in my history of seeing them
Syrup_Johnson May 24 @ 12:57pm 
So I just got raided by a group of people from "The Rifle Men" and they were all using these super powerful guns from this mod. They completely destroyed my defenses easily including my heavy turrets and trenches, and the flak armor all my colonists were equipped with completely dissolved after a few shots from their pin-point accuracy, and the trenches basically did nothing to protect them. So this game I've spent over 20 hours in and decently fought off every other raid up until now is completely gone after one raid. They were even all wearing this nano-suit armor so they were completely impossible to hurt. Completely unbalanced and unfair, uninstalling. And yes, I'm extremely salty.
Amasteas May 17 @ 7:34pm 
is there like any form of documentation as to whats in the mod anywhere?