Rimworld glitter tech обзор

Обновлено: 07.07.2024

Хотите присоединиться к обсуждению? Для этого нужно войти или создать аккаунт. 12 1 0 1 Тема закрыта 13 янв. 2017 в 1:00

in my opinion those two weapons have way too much DPS. APB-1 projector can take entirely raids and sieges alone. When I first encountered enemies with OC Defence rifle, I didn't stand a chance. later I had two OC Defence rifles and at that point no raid was able to do anything against them (I threw my APB-1 projector to stockpile and didn't use it anymore). It just felt that there is no reason to use any other weapons. Since I started new game I balanced those weapons to what felt good for me. I really feel that those two weapons are possibly making game less fun to play and really needs nerfing. I just simply lowered rate of fire values but less accuracy or other nerf would maybe balance those. As far as I know you can't craft those weapons so that adds a little balancing. Other than that this mod is insanely great, thank you!

Your comment has explained my exact reasoning behind the design choice. You stood no chance until you had the same weapons of your own, and then vanilla raids stood no chance against you.

This will be expanded upon in the future, but it's supposed to have that effect, as if your combat abilities levelled up.

13 янв. 2017 в 3:47 I see. But at least for me the game got boring from that point on. Well we can edit the files so it is no problem for me. Thanks for answering. 14 янв. 2017 в 6:39

Having ONE gun turn the game from impossible to ezz-mode is just plain broken.

If someone has a file where the def rifle is a bit more "balanced" feel free to share.

14 янв. 2017 в 8:39 You can edit it on your own. Its in Weapons_OCGroup.xml and gun is named oc rilfe in the file. Just nerf rof or whatevs you like. And if you think OC Defence rifle is OP just try APB-1 projector :D. 2 фев. 2017 в 22:16 Yeah lowering the damage 4 or 6 points per shot would prolly do it for me. It's highly accurate so I don't think it'd hurt it much.

I finally tried Rimworld myself two weeks ago and took a headstart into mods - so I obviously stumbled over this one too. Tried it in 2 games with different mod setups and I can confirm, that the OC is massively overpowered. Don't know about the APB-1 since I never tried it, but I got a very early raid (at least I think I got it from there) that gave me the OC Rifle. From this point on a soley good marksman was able to kill waves of enemies without even maximizing the mechanics of killszones and corridors. I'm on this train, that the OC Rifle is overpowerde and gamebreaking even within the balancing of Glitter Tech itself.

Another problem arises if you use Glitter Tech with other mods (I really like Rimsenal) - because here this overpowered weapons completely negate the need for other modded weapons that fit better into the vanilla curve of advancing in tech.

That's the one thing.

Since you guys here are talking about tweaking the weapons stats by yourself - did anyone of you came up with concrete values that nerf the OC while still keeping it a good weapon?
I will look into the weapon list of Rimsenal myself and maybe balance the OC this way for my (quite well thought out) mod setup, but since documentation on Rimworld mods is quite. 'bland'. this could take me some time. So I would appreciate every recommendations on values.

12 фев. 2017 в 14:06 I have just increased ranged cooldown for both weapons:
- ABP1 projector to 5.0 sec
- OC rifle to 1.5 sec

Thx - I'll try this values. Will see if this balances things out enough. I left the pistol variants untouched - put I guess I will play around in dev-mode a while if I find the time for it. The mod-system using .xml is heaven for balance-nazis like me. :)

Since the OC rifle was the only reason for me to ditch the mod - maybe this will give it a second chance. ^^

13 фев. 2017 в 9:25 Cant find the file Weapons_OCGroup.xml. Where can I find it? 13 фев. 2017 в 10:12 Found it: "D:\Steam\steamapps\workshop\content\294100\725576127\Defs\ThingDefs\Weapons_OCGroup.xml" for me. 13 фев. 2017 в 13:04 17 фев. 2017 в 10:30

OC rifle is a "defence gun" so it should fire fast. The defender staying still should have the advantage BUT instead reduce its power a bit and make it fire less rounds per burst.

Half the power, 4 rounds per burst, down from 8.

I havent found the "Projector" being all that imba. Havent tested it enough tho.

25 фев. 2017 в 5:54

after 150h+, I found GlitterTech completely umbalanced. If you developed correctly, there is no fun at all during the raid even after day 300.

Too much long range weapon (proctector has a range of 80)

automatic turrets too OP (just have 1 cruise turret and you destroy anything).

Too much OP weapons.

Too much OP close combat weapons (make a small squad of 2-3 guys equiped with Orion knife and H1-shield = OP)

My conclusion is everything is this mod is too much.

I had a lot of trouble getting everything from this mod (alpha and beta matters for instance) but it feels always too hard or too easy. No real strategy

8 мар. 2017 в 18:50

while i enjoy the concept of added end-game tech and production to add more value to well developed colonys, glittertech as a whole does NOT gain my vote for a good mod to do this well with, its not for new players? true, for COMPLETELY bullshite reasons, vertually any weapon made with glittertech added materials becomes ABSURDLY more powerfull then even the best crafted base game weapons, a normal titanium gladius would do more damage per strike and fast attacks then a lengendary plasteel longsword, which leads to instances where even if you know what your doing, even if youve gotten dam lucky with pawns, locations, events ect, ONE raid with GT level weapons can end your colony,

notice how i mentioned melee? because thats still somewhat within reason, guns as a whole base game wise are fair about there strengths and weaknesses, snipers snipe well but are ♥♥♥♥♥ close, vice versa for shotguns.

glittertech tier guns however. are COMPLETELY op, as the dev said there meant to be, op is fine if there meant to be late game and are clearly better weapons, OP is NOT FINE, when even a piece of crap shoddy gun from glittchtech given to a guy who barely knows which end of the stick to shoot from can decimate ENTIRE ENDGAME RAIDS, ON. HIS. OWN. THAT is blatently poor balenceing, its supposed to be stronger as its end game tech? fine, can end the world once you obtain it? not fine, and when a raid comes with it and you either A get completely smashed by said gun, or B manage to somehow kill the guy with the gun and take the gun effectively skipping right to end game in tech on weapons. makeing a HUGE portion of the games events raids and content. stupidly easy, untill raids show up with more glittertech weapons, effectively turning into a who shoots 1st instagib bananza, which nobody likes, unless your a sadist or something,

glittertech armor? get normal quality on it and its basicly maxed out on protection, higher tiers offer only barely increased defs and longevity, why? because there allready insanely durible armors that block dam near all damage. how can you make that more powerfull when its allready capped? add shields you say? how strong? oh can tank GLITTERtech level guns? effectively makeing that person immortal? oh sounds fair,,

all in all? glittertech needs to rework the NUMBERS on most of the guns, armor, and accessibleity, to be considered a good addition in my eyes, it does what it set out to be, adding a layer of end game late game content, but it does this by REMOVEING most of the early-mid to early-late game, once glittertech gear shows up, either you die or immediately advance pass any other techs being usefull,

but hey thats just my oppinion on glittertech as a whole, as for the actual discussion this post is in? OC def rifle effectly fires with the rate of a minigun, the damage of a charge rifle per bullet, and the acceracy of a sniper with the range as well,
the APB-01 projector? baaaasically a nigh 'infinite' range instant-gib with the fireing speed of DED DED DED DED, (say them, thats how fast) so yeah they need a huge nerf if only to ya know NOT do everything above XD


Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

Using existing saves may be unstable and will be lacking the new factions and generated resources across the map.

This mod builds upon the existing information in the game that mentions "glitter worlds". These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds a number of factions from those worlds as well as the ability to produce and purchase more advanced items in almost every category, such as:

  • High tech energy weapons and armor
  • Advanced bionic limbs and organs
  • Advanced power generation and storage
  • Advanced research
  • Advanced recipes and resources
  • The ability to manufacture medicine and glitter world medicine
  • Advanced furniture and medical beds
  • Powerful turrets and automatic mortars
  • Wall lights, windows and blast doors
  • Much more planned

It is recomended that you have some experience playing the vanilla game before using this mod. This mod is intended to be a hardcore experience that will ruin your colonies with a higher frequency then the vanilla game. This is not unbalanced or poor design, it is by design. Do not fight the factions in this mod directly until you have their level of technology.

This mod and my other mods are currently being redesigned into a modular Glittertech pack with many more features and better balance. There is no current ETA for the release because real life but most balancing issues and minor bugs in this version will not be addressed until the redesign is complete. This version will continue to be updated as the game is.


Мод Glitter Tech — включают в себя добавление высокого уровня передовых элементов для компенсации множества средневековых аспектов игры. При этом баланс сохранен. Старые угрозы ванили больше не являются критичной проблемой, используя новые технологии мода. Но, с другой стороны у вас есть новые угрозы, которые связанные с использованием передовых и эксклюзивных технологий от черного рынка, которые привлекают внимание пиратов, рейдеров и новых отрядов.

Рекомендуется создать новую игру, чтобы полностью погрузиться в игру Glitter Tech.

Использование существующих сохранений может быть нестабильным, и на карте будут отсутствовать новые фракции и генерируемые ресурсы.

Этот мод основан на имеющейся в игре информации, в которой упоминаются «блестящие миры». Предположительно, эти миры представляют собой очень высокотехнологичные человеческие общества с передовыми производственными, коммуникационными и оборонными технологиями. Этот мод добавляет ряд фракций из этих миров, а также возможность производить и покупать более продвинутые предметы почти в каждой категории, например:

  • Высокотехнологичное энергетическое оружие и доспехи
  • Продвинутые бионические конечности и органы
  • Современное производство и хранение энергии
  • Продвинутое исследование
  • Расширенные рецепты и ресурсы
  • Возможность производить лекарства и блестки мировой медицины
  • Современная мебель и медицинские кровати
  • Мощные турели и автоматические минометы
  • Настенные светильники, окна и противовзрывные двери
  • И многое другое.

Присутствует русский язык.

Мод проверен на версии игры: 1.0 , 1.1 , 1.2 , 1.3

Glitter Tech 0
Glitter Tech 1
Glitter Tech 2

Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.

Рекомендуем ознакомиться с полным руководством на тему: "Как установить моды для Rimworld?"

Информация о файле

  • Добавил: Dmitry6
  • Автор: Garret
  • Формат файла: ZIP
  • Размер: 16.0 mb
  • Источник: Перейти

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I decided to go big on several major mods that I have avoided in the past. One is Glitter Tech. But after seeing a sword for sale by a traveling caravan that deals over 200 dps a second. I think its going to be one of thoes broken mods that has no idea what balance is. I avoid weapon packs because they all think their guns have to be the best. with the highest damage, highest acc and near instant attack speed. And seeing as the first thing a raider attacked me with was a MRG-5 pistol with just thoes traits. Im thinking im going to either have to uninstall this garbage or go through and spend some major time rebalancing everything.

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I found it way too OP. The EMRG rifles and pistols are crazy strong. Throws the balance all out of whack

Till the Orion commandos come to raid you with their super op rifles, god tier armour, bionics, and speed suit which makes them 400% faster.

I use over 200 mods and avoid this one like the plague.

When I used it back in A17, the enemies weapons would cause whatever they hit to catch on fire, which was exceptionally aggravating to have happen.

The wealth values on items from the mod are also pretty crazy, which can really mess with how raids end up hitting you.

I remember using a part of the mod that let you turn plasteel into titanium but the numbers for that were hardly worth it and I ended up balancing that myself.

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