RimWorld

RimWorld

Glitter Tech Classic (No Surgery)
220 Comments
Goomba Aug 9, 2024 @ 3:23am 
Sorry if its a stupid question, but why is this version a larger File Size than the version WITHOUT all the surgery stuff?
Ovannion Apr 27, 2024 @ 5:59am 
The legend is back! Thank you for updating the mod. I miss this mod
Charlizsz Apr 23, 2024 @ 8:10am 
GOAT IS BACK
Itaros Apr 19, 2024 @ 11:39pm 
Skipping 1.4 and 1.3 is quite based xD
Chicken Kickin Fun Apr 19, 2024 @ 2:07pm 
its ALIVE!
Sam_  [author] Apr 14, 2024 @ 10:17pm 
updated
Kyle Rittenhouse Aug 1, 2023 @ 8:29pm 
God, I remember old Rimworld. This was a must have mod (after the faction was finally, after numerous backs and forths, removed).
[82AD] Silentwolf123 Sep 9, 2021 @ 10:03pm 
any update pleaseeeee?
Vedice Jul 31, 2021 @ 8:07pm 
Any chance this will see a 1.3 update?
Garret Jul 28, 2021 @ 1:29pm 
Updated to 1.3: https://steamcommunity.com/sharedfiles/filedetails/?id=2559817428
Let me know if you get any errors (include the error log please)
RazielRinz Jul 24, 2021 @ 6:47pm 
Any chance this will see a 1.3 update?
Death by coughs Jul 20, 2021 @ 10:36pm 
I doubt it would work givne all the stuff it changes, but I'm going to try it anyways
fatsnowman123 Jul 20, 2021 @ 3:20pm 
Same question as Nekro
Ex Ossibus Fumus Jul 18, 2021 @ 6:39pm 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
Stallion Mar 15, 2021 @ 10:19pm 
There desperately needs to be better documentation of what this adds.
Chaplain Roach Feb 24, 2021 @ 8:36pm 
I don't know why but this version is breaking my deep scanner. it redundantly throws errors until the log force stops it.
Kalisa Jan 25, 2021 @ 12:59am 
Also wanted to also confirm, that there is no recipe to "Burn Apparel" at the crematorium for Orion Corp shirt, pants, combat vest and helmet, thus i can't burn them,
mysiak Sep 29, 2020 @ 12:31am 
Can the Orion weapons no longer be crafted? I'm pretty sure they were hidden behind the research you needed for advanced components, seems not to be the case anymore.
Koningkrush Sep 9, 2020 @ 7:24am 
Could you make Electricity be a research requirement for the industrial power conduit? It always feels odd seeing power conduits being an available construction item for a tribal start.
Rowlurorowf Sep 1, 2020 @ 12:01am 
Seems overly difficult to get Magnetic Coils.
Also would be nice if you added Titanium to the Mineral Finder
Sam_  [author] Aug 10, 2020 @ 10:00pm 
Updated
The Lord Of Lmao Jul 24, 2020 @ 5:55pm 
Could we get a no surgery and weaponry mod? I feel that would alleviate people's concerns as well as my own about some of the weapons being a tad OP lol. I love this mod, I'm just not super keen on the weaponry. I can't live without your buildings and production machines xD :-D
Dreamyr Apr 22, 2020 @ 4:26pm 
So, just noticed that the speed skin suit does not appear to actually cover the legs and lets me wear pants with it. Is that intended?
Enter Name Apr 11, 2020 @ 3:11pm 
Follow up, turns out crash ship parts are also immune to the APB-1 Projector. Is this intended? If so, why does the weapon work against normal structures at all?
Enter Name Apr 10, 2020 @ 5:57pm 
Anyone else having a problem with the mechanoid clusters? I bought an APB-1 Projector, thinking the 80 range would be quite amazing against their turrets. Much to my surprise, the weapon does NO damage to the mechanoid turrets or their other special buildings. I can damage the walls and barricades no issue, but just nothing happens when the weapon strikes the previously mentioned structures.
Ramachandra Apr 1, 2020 @ 8:33am 
Hello Sam. I like and use this mod for few years and I have one issue. The commandos. It is hard to beat them first but as soon I put my hand on their weapons my colonist become unstoppable. I know you have one mod without them, but that come with the surgery. So No surgery and no glitter tech weapons could be great to have in one mod.
I'm currently play without it and I miss badly the titanium and the advanced materials.
Kopiksa Mar 22, 2020 @ 9:05am 
Is there no way to create the weapons bench? I cant seem to research it or find it? One of the turrets needs an ERMG-1 and i dont know how to get that.
Deagroth Mar 7, 2020 @ 1:55am 
You may want to make a new discussion and post your error logs in that so they can be looked at. It could be mod conflicts, or it could be something that changed in the base game or the DLC.

However, it's extremely difficult, if not impossible, to troubleshoot without having the error logs/messages you're getting.
littlefriend420 Mar 6, 2020 @ 11:59pm 
I'm having the exact same issue.

"Smee 14 hours ago
My reambulation pods from this mod are giving some errors and I cannot use dev mode to destroy them"
Smee Mar 6, 2020 @ 9:29am 
My reambulation pods from this mod are giving some errors and I cannot use dev mode to destroy them
CoolSensei Mar 4, 2020 @ 2:40pm 
Hey, just wanted to say that there is no recipe to "Burn Apparel" at the crematorium for Orion Corp shirt, pants, combat vest and helmet, thus i can't burn them, be it clean or tainted. Rimworld version 1.1.
Rook Mar 1, 2020 @ 9:10pm 
I do like this mod better without the bionics. But one complaint - Some doofus raider just walked up to my gate and decided to uninstall my titanium door and run off with as fast as her little Orion Exoskeleton legs could carry her.
Maybe not functioning as intended
Osttruppen Feb 24, 2020 @ 11:46am 
Bravo my man. Anyone who spends their free time into making free content for others need more love.
Sam_  [author] Feb 24, 2020 @ 10:16am 
updated
Kenny Dave Feb 20, 2020 @ 2:08am 
Thank you for the mod, I am having lots of fun :)

The EMRG can't be crafted right? Clue in the name (glittertech)? Or am I being thick again?
Sam_  [author] Oct 29, 2019 @ 10:55pm 
No they have force fields for that. The real threat on glitter worlds are exploding control panels, which happens any time something unexpected happens.
Tenbux Oct 29, 2019 @ 8:47pm 
The face that the new, bigger batteries have the same short problem as the normal ones makes them equally pointless. I guess you can build them if you enjoy having a doomsday rocket launcher detonate at random throughout your base. Do glitterworld powergrids randomly vaporize a couple of city blocks every few months?
Pablo Kickasso Sep 21, 2019 @ 9:22am 
@Sam_, thanks for this mod, it's pretty awesome. I'm still new-ish to adding mods to RimWorld and I think this is one of the better thought-out... except it needs some rebalancing, as I'm sure you've heard countless times. Anyways, mostly just here to leave thanks and I hope that a future version improves on it.
Paul Muad'Dib Aug 30, 2019 @ 9:41am 
@shilum_nehum You can use in-game def editor mod and change the sound effect there. I used that to change my recurve bow into a minigun (with the sound effect too!) that shoots 10 arrows at once lol
shilum_nehum Aug 17, 2019 @ 8:41pm 
I was wondering if there was a way you could remove the massive buzzing/humming sound from the matter fabricator?
RankLord123 Jun 1, 2019 @ 3:29am 
@Sam_ Okay i will
Sam_  [author] Jun 1, 2019 @ 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, 2019 @ 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, 2019 @ 3:41pm 
It's a good thing you outlined your issue so I could help you further.
RankLord123 May 31, 2019 @ 12:39pm 
it would be great if this mod actually did what its supposed to lol
Syrup_Johnson May 24, 2019 @ 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.
Alice (Moth) May 17, 2019 @ 7:34pm 
is there like any form of documentation as to whats in the mod anywhere?
Oniwabanshu Feb 28, 2019 @ 1:39pm 
@Sam_
What changes did you make exactly? the github seems outdated.
Sam_  [author] Feb 28, 2019 @ 7:05am 
It should be fixed.
Big Boss1945 Feb 28, 2019 @ 5:56am 
With the new update the exoskeleton no longer appears.