Mod «Glittertech Expansion» for Rimworld (v1.5 - 1.6)

0
15:50
921
Glittertech Expansion


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:

  • Combat quests for obtaining unique items
  • A brand-new production chain
  • A brand-new upgrade system for spacer weapons
  • Multiple new implants and medical drugs
  • Turrets and anti-mech measures
  • Deep progression system
  • Utilizing colonist memories to control their mood
  • Producing previously uncraftable items with balanced mechanics
  • A juicy research tab
  • Special incidents, because in RimWorld, even glittertech can cause short circuits
  • And more!


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:

  • Ideology - makes gamma serum remove certainty
  • Odyssey - adds "ADP rounds" weapon trait


Recommended mods:

  • Vanilla Furniture Expanded - Power - highly recommended for bigger battery storage
  • Vanilla Weapons Expanded - a fantastic set of vanilla friendly charge weapons and more
  • Spacer Arsenal - very cool spacer weapons for overclocking
  • Impact Weaponry - Reloaded - another great set of spacer weapons
  • Other gun mods - all spacer guns are automatically overclockable


Here's a list of less compatible mods:

  • Common sense - bugs with "Pawns are encouraged to pick up all ingredients before hauling them to the crafting place" option and glittertech fabricator


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

Download links will be available via s

You can log in to your account or register on the site to download mods without waiting.

RSS
No comments yet. Be the first to add a comment!