RimWorld
Glitter Tech Classic
1.691 Yorum
Farbott 3 Oca @ 2:25 
Vehicles expanded compatability? Looks like it with the functional tanks
pgames-food 18 Ara 2024 @ 17:58 
hi ive seen some nano suits available in research i think is where i saw them
Rano Cordovan 18 Ara 2024 @ 2:27 
Are there no more fibre skin suits and speed skin suits? Thank you.
Nanook 13 Ara 2024 @ 20:35 
the faction settlement doesnt sell anything except some junk in my case. why is that ?
zerggodmaster 29 Kas 2024 @ 10:26 
well @Zanx since this one is going based on the original glittertech from my experience seeing that many with ABP was a common. remember story tellers throw more at you based on the colony wealth. the neutral glittertech faction has character running around with good shield belts and knives that insta down normal people in a single hit without breaking limbs
Zanx 10 Kas 2024 @ 15:03 
I thought the story tellers had some sort of limit to how much shit they could throw at you?
about 2 years into my game, and a pirate raid of the GT faction just showed up about with 17 raiders all wearing nano suits with ABP rifles.

I mean, that is just game breaking/destroying, you cant prepare for that xD

is there anyway to fix/change this or Do i just uninstall the mod?
DOC 15 Eki 2024 @ 21:56 
ce??
joseph_a_weiss 28 Eyl 2024 @ 14:20 
I get it, but also a shame. Because they caused some trauma for me and my colony and I really wanted to go wipe them off the map. Love the raids though. They are a terrifying enemy.
Sam_  [yaratıcı] 28 Eyl 2024 @ 2:54 
They don't have bases, they are operators from distant worlds, dropping from orbit on some unknowable mission.
joseph_a_weiss 28 Eyl 2024 @ 2:36 
Question! Orion Corp has bases across the world map but I don't see any for the Commandos. Are they supposed to have bases? Or no bases for them?
Tefnut 27 Eyl 2024 @ 16:14 
Honestly have no idea how both ended up enabled.
Tefnut 27 Eyl 2024 @ 16:14 
Wrong glittertech, I forgot theres a second!
Sam_  [yaratıcı] 27 Eyl 2024 @ 4:32 
This mod doesn't add any new events, including three way battles. What it does add is a powerful faction that combines elements of mechanoids and pirates. All events used exist in the base game and behave as the base game.

Either your search continues for the offending mod or you're blaming me for vanilla Rimworld mechanics.
[82AD] Silentwolf123 27 Eyl 2024 @ 0:36 
Sounds like a skill issue
Tefnut 27 Eyl 2024 @ 0:27 
Soooooo, this is the mod that added the unannounced, drop pod center raids. I finally found it. Little pro-tip. If youre gonna add a major event, theres a whoooole letters system so players arent left lost and confused as to why theres suddenly hostile space marines in the middle of their base. It even pauses the game for you so you have time to actually think and respond.

Yes I'm being passive aggressive, I just had four of these before i finally found out your mod was the cause. "Three way battles" was just too innocuous, like it wasnt a bullshit silent event.

Why, the hell, isn't there a warning about these? I swear they werent here last time I used the mod.
Nörr 2 Eyl 2024 @ 21:12 
very not compatible with CE if anyone was wondering :]
Brüno 1 Eyl 2024 @ 13:56 
where to produce advanced bionic parts? I can't find the bills on fabrication bench. I did the research
Krid 31 Ağu 2024 @ 17:41 
It appears to be impossible to fix this mods machinery when it breaks down.
秋梨膏 22 Ağu 2024 @ 4:15 
Why am i getting cybernetic stomachs from my deep drill lmfao,and it increases itself after collection.
Lord Rugdumph 27 Tem 2024 @ 5:34 
Why am i getting cybernetic stomachs from my deep drill lmfao?
I can 20 Tem 2024 @ 2:58 
Chinese incompleteness!plz
kceeri 20 Tem 2024 @ 1:26 
Can you make an option to disable alpha and beta poly? maybe for the sequel mod?
hksteg 6 Tem 2024 @ 13:55 
i dont think so i get some errors refering to compatability with CE when using this
CoolEtto 25 Haz 2024 @ 19:22 
CE compatible?
spoon 21 Haz 2024 @ 14:47 
ok nevermind for anyone wondering and who made the same eror as me its a different mod
spoon 21 Haz 2024 @ 14:44 
the new scenario doesnt work for me could anyone help and if its a bug could you please fix it
[82AD] Silentwolf123 18 Haz 2024 @ 9:17 
Id be interested in any other mods too, think i play with all your mods installed (other than the ones which clash obviously)
ddmer 18 Haz 2024 @ 1:18 
Can this mod be removed midway through the game? I noticed that I don't seem to be able to use the content in the mod
Sam_  [yaratıcı] 16 Haz 2024 @ 4:27 
At this stage I consider this mod completed, and future updates will only be for bugs and game updates. All my focus is now on new mods, including glitter tech 2, which is where I would consider things like the vehicle framework integration.
PewPewsAlote 16 Haz 2024 @ 0:42 
Just a quick question, do you have any intentions of integrating this mods tanks with the vehicle framework mod? or are you going to keep them in the bounds of your mod?
PewPewsAlote 11 Haz 2024 @ 2:55 
YAY :D, its safe for me to add then. TYSM!!!
Sam_  [yaratıcı] 10 Haz 2024 @ 9:27 
That's one of the things I fixed, their commonality is 0, so the only source is from manufacturing yourself.
PewPewsAlote 10 Haz 2024 @ 8:37 
before I add this to my save and potentially destroy it, has this updated version of the mod fixed NPCs spawning with betapoly and alphapoly gear? I dont want to install this mod if a tribal is gonna spawn in with alphapoly plate armor.
[82AD] Silentwolf123 6 Haz 2024 @ 14:04 
shoot it
Storkious 4 Haz 2024 @ 22:19 
How do I detonate the impaction charge?
pgames-food 27 May 2024 @ 16:44 
hi i think you can search for some using a machining table, and assemble some using gold and silicon (if you install a mod like dubs mint menu, or categorised bill menus, they can help you to search for recipes etc in mods, especially if you sort by Mod) :lunar2019piginablanket:
Arctic Rains 27 May 2024 @ 6:15 
how do you make computer components?
pgames-food 18 May 2024 @ 11:03 
ah ok, maybe something changed, (a new feature, or a bug), time will tell but at least you can get them friendly to call for assistance if needed :lunar2019piginablanket:
kara35 18 May 2024 @ 10:42 
@pgames-food,I tried using dev mode,I increased the goodwill to be allied with them,I can send caravan(as before) but I cannot trade/gift with them(as before)
pgames-food 17 May 2024 @ 19:09 
hi if you make a backup of your save/ludeon folder, what happens if you enable god mode and use the comms console to increase goodwill that way? (you can then always drop some items on a clear tile and zap them, as though you gifted them) :lunar2019piginablanket:
kara35 17 May 2024 @ 5:01 
@sam_ if anyone asked b4 sorry my mistake,I cannot gift/trade Orion corp settlements,I can attack them,I can release their prisoners to increase my goodwill and thats it?any thoughts?
Ada 5 May 2024 @ 2:06 
Removes the contents of my floors tab, for some reason.
Crying with Fear 4 May 2024 @ 10:13 
it seems like the implants don't register as implants if you have transhumanist as a ideology I have a colonist that has an advanced bionic ear and leg, along with two cybernetic lungs but still has the 'no artificial enhancement' negative mood thing
I can 4 May 2024 @ 5:52 
The Chinese translation is incomplete,plz!!!
KX 3 May 2024 @ 19:12 
Yeah I'm having the same issue about the Cybernetic Stomach, the funny part is the more you drill it instead of lowering the amount it keep adding to it.
Captain Kalenekov 2 May 2024 @ 18:29 
This mod buried hundreds and hundreds of Cybernetic Stomachs under the map (accessible via Deep Drills). One square alone contains 300 (that's approximately 1.5 million silver per square, lol).
egg 1 May 2024 @ 10:08 
There are too many raids from commando faction... I get that they exist, but so do 12 other factions who also hate me. It makes zero sense for them to be the only one attacking me
Ronin 27 Nis 2024 @ 22:46 
All raids that I get are from commando faction, is there a way to "pause/disable" them mid game?
ozfresh 26 Nis 2024 @ 1:04 
Is there no EMP version of the automatic/cluster mortar anymore???
ozfresh 26 Nis 2024 @ 0:41 
It turns out that electromagnetic disassembly is not set as a prerequisite in the research tab, but it is a prerequisite for the automatic mortars. That's the problem i was facing.