

A massive content expansion focused on enhancing the late-game experience. It introduces new offensive measures against mechanoids, ways to produce previously uncraftable recipes, and brings your colony one step closer to becoming a glitterworld paradise.
You can expect:
The mod is designed to fit seamlessly with the base game, and I’ve done my best to balance it accordingly.
As always, all suggestions about balance and content are very welcome. I can’t promise to implement them all, but I love reading your creative ideas.
If you’re familiar with my previous mod – Glitterworld Uprising – this work will feel very familiar, but this is like the version 2000. It’s been redesigned, rebalanced, redrawn, rewritten, repolished and expanded with care.















































Here's a list of built-in integrations with other mods:
Recommended mods:
Here's a list of less compatible mods:

Q: Why republish instead of updating?
A: Practically everything in this mod is different now. The name, code, descriptions, balance. I wanted to make it stand out and not replace the old one.
Q: How do negative memory cells work?
A: They provide a positive mood boost to pawns normally not effected by the mood debuff (so for example a negative memory of ingesting hemogen will make a sanguophage happy).
Q: Where is the deep mind scanning research and memory cells?
A: These features are 1.6 only. Just a few days for official release :)
Q: Is the source code available somewhere?
A: Yes, my GitHub is BlueEagle421.
Q: CE?
A: No idea.
Q: Can I add it mid-play to an existing save?
A: Yes.
Q: Can I remove it mid-play?
A: I wouldn't recommend it, but if you somehow manage to erase all the mod content from the save, it could work.
Required:
File info