RimWorld

RimWorld

2,127 ratings
Sparkling Worlds - Full Mod
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
41.727 MB
Aug 29, 2017 @ 7:11am
Jun 14 @ 3:56pm
78 Change Notes ( view )

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Sparkling Worlds - Full Mod

In 1 collection by Albion
A spark from a Glitterworld
5 items
Description
Sparkling Worlds - Glittertech on the Rim
The main features of this mod is to increase the ability to craft advanced Glittertech items and introduce some new advanced weapons, items and buildings from Glitterworlds without breaking the game or deviating to much from the vanilla version.
Glittertech items can be found as rewards in various events or crafted after research Glitterworld technologies.
Enjoy your spark from a Glitterworld!

Sparkling Worlds can be added to any existing savegame, however it is encouraged to start a new game.

Forum thread with more details:
https://ludeon.com/forums/index.php?topic=35373.0

This mod INCLUDES the Sparkling Worlds Core and all other addons and features. This mod is all you need for the full Sparkling Worlds experience.

Main features:

New Events:
  • Spaceship crash - A spaceship from a Glitterworld crashes near your colony. Send a caravan to investigate. In the wreckage you might find riches and dangers. Beware, others might want to disrupt your salvage operation.

  • Thrumbo sighting - A herd of Thrumbos gather nearby. Kill or tame them.

  • Doctor request - The presence of a doctor was requested at a campsite, sending a good doctor will result in an increase of goodwill for that faction.

  • Psychic emitter activation - An ancient glittertech psychic emitter activats and produces a powerful drone. Either go out and destroy it or endure the drone until the emitter shuts down again.

  • Trade fair - Some caravan traders are gathering nearby to trade. Go out and trade with multiple caravans at once.

  • Infested ship chunks - Bugs from space! Some infested ship chunks fall down near your colony. They act like normal insect hives.

  • Hunting lodge - Get the location of a nearby hunting lodge. Facilities to sleep, cook and butcher animals are already there as well as a herd of animals.

  • Weapons cache pods - Some drop pods land on your map but instead of resources they contain weapons.
New Stuff:
  • Three new orbital traders (glitterworld, farming and mining goods)
  • Pain gun and stick - Non-leathal melee and ranged weapon
  • Neutroamine production using Boomalopes
  • Blue Moon Corporation Faction - Spacers with Glittertech equipment
  • Lazarus injectors
  • Three Gauss weapons
  • Burn gauntlet - burn based melee weapon
  • Plasma gun - devastating Glittertech weapon
  • Nuclear power plant
  • Mind Altering Device
More crafting:
  • Healer/Resurrector mech serum crafting
  • Orbital bombardment targeter crafting
  • Plasteel, Synthread and Hyperweave crafting
  • AI persona core crafting
  • Glitterworld medicine and Mechanite injector crafting
  • Craftable Luciferium
  • Rocket launcher crafting

There is also a Sparkling Worlds Core version of this mod with a stripped down feature list:
Sparkling Worlds - Core Mod

Compatibility:
The mod should be compatible with most other mods.
The only incomatible mod is Combat Extended!
If you encounter any other incompatibilities or have questions please feel free to contact me.

Credits:
  • Albion - Creator of Sparkling Worlds and all its code
  • Mehni - helping out by answering questions
  • Shotty - preview and all gun textures
  • MrHoodlum - various event related textures
  • Halno - various building textures
  • Chicken Plucker - mechanite assembly texture
  • Riper - russian translation
  • ShadowTani - original Boomalope chemical extraction idea
  • IzzyHRC - original Mind Altering Device creator

Tags: Sparkling Worlds More Events, Recon and Discovery, Glittertech, Glitterworld, Sparkling Worlds, Ultratech, Sparkling Worlds Glitterworld technologies, Glitterworld trader, Glitterworld items, Glitterworld crafting, Glitterworld weapons, Glitter Tech, Sparkling Worlds Full mod
Popular Discussions View All (7)
175
Jun 30, 2024 @ 7:52am
PINNED: Error and bug report
Albion
2
Jan 9 @ 4:25am
Suggestions
CTH2004
2
Sep 2, 2022 @ 5:26am
most recent non steam 1.0 version would be nice.
SilverXReaver
925 Comments
Kwaan Jun 16 @ 12:09am 
thanks you
Albion  [author] Jun 15 @ 2:09pm 
You should get various errors on loading your savegame since everything related to this mod disappears but apart from that it is safe to remove.
Kwaan Jun 15 @ 7:15am 
Can I remove this mod from my savegame?
horologium Jun 15 @ 12:25am 
im just a sucker for nostalgia with old mods that tend to stick around lol. thanks for maintaining!
Albion  [author] Jun 15 @ 12:24am 
I'm happy you enjoy it. My life changed significantly since I published this Mod 8 years ago. I married my girlsfriend, built a house and had 2 kids. Between demanding job and family there is not much time left over to maintain my mods so I hope you'll have some patience until I fix eventual bugs. I also didn't test the mod super thoroughly but I think it should be fine.
horologium Jun 14 @ 11:29pm 
im glad this mod continues to follow me through the years. thanks for the fun!
Albion  [author] Jun 14 @ 3:56pm 
Updated to 1.6 Enjoy!
Please report any issues.
Albion  [author] Jun 5 @ 4:10am 
@micelus: You'll definitely have some red error messages, especially if you have items from the chemical extraction and/or boomalopes in your colony. Also all related recipes and the neutroglycerine will disappear. Apart from that you should be good to go and should not have any adverse effects whatsoever.
micelus Jun 4 @ 6:15pm 
Hi, first of all, excellent mod! I've been using this for years.

I have a save with the full mod. If I removed it and then used all the modular versions except for the chemical extraction mod, would the save still recognise everything from those modules as identical to the full mod? I.e. no adverse effects on the save?
Albion  [author] May 26 @ 8:43am 
@waffleookiez: the problem is that they are naturally hostile. Even if you befriend them (which you can do) it will require constant care since the relationship will deteriorate on it's own. They are also intended to give a tougher challenge than the normal pirates but have better loot.
If you don't want to have them as an enemy you can open the mod and edit the file in Defs/FactionDefs. Simply remove the line with <naturalEnemy>true</naturalEnemy> and they won't be an enemy in your next colony. Please beware that it might not affect your relationships in your current savegame.