RimWorld

RimWorld

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Ecotech
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Mod, 1.5
File Size
Posted
Updated
11.971 MB
12 Nov, 2024 @ 10:31am
22 Apr @ 3:17pm
12 Change Notes ( view )

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Ecotech

Description
Mod Version: 1.0.71 (last updated @ 4.22.2025, ~3:10PM PST)


Introducing a high fantasy, tribal-oriented mod that introduces the ability to grow weapons and defenses in your garden, rather than machining them together.... while also figuring out how to be balanced!

Currently introduces several terraweapons, new materials, and new structures, all of which only require a green thumb to plant, and patience to grow. They are just as effective as fabricated weapons, giving you a 100% all-natural, viable alternative to your colony defenses.

No more need to be forced into higher tech levels to defend yourself! The goal of this mod is to provide a tribal-friendly way of upscaling your tribe, without being overkill or OP.

This is NOT an overhaul, meaning it'll work with most mods!


MOD COMPATIBILITIES:
HugsLib allows the mod to show in-game messages that summarize updates, allowing you to know when new things are added.
Christmas Trees Expanded: adds the current Elderwood trees as possible Christmas trees, complete with festive decor!


EXTRA NOTES:
-This mod is the successor to the 1.3-1.4 "Terrasecurity" mod. But now, this aims to be more than just weapons.
-The mod concept known as "Anima Synthesis" has many aspects integrated into the mod (with permission). So if you are looking for that, here's where it may be!


-Please report balancing and bug issues on the workshop page!

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[ko-fi.com]

Popular Discussions View All (1)
8
8 Feb @ 2:46pm
Ecotech Wish-List
Spindles
188 Comments
Aulie 7 Jun @ 10:45pm 
yay
SepphorisVT  [author] 5 Jun @ 6:22pm 
For anyone coming by and using the mod: an update will release later this month that adds A LOT of stuff, and balances/fleshes out what already exists.

Some renames and changes might change or delete some stuff you have (such as a few weapons), but it'll all be recoverable. You just might have to do some more replanting or research.

A new playthrough is recommended regardless, so you can interact with the upcoming faction.
SepphorisVT  [author] 20 May @ 5:47pm 
@rout you are welcome!
Head 20 May @ 5:46pm 
This is a great mod, thanks for making this!
aio569710 18 May @ 5:42am 
Okay, I understand, thank you.
SepphorisVT  [author] 18 May @ 5:21am 
@aio569710 yes, giant mod lists tend to do that. I'd recommend joining the Rimworld discord server and getting help there, as they can guide you way better than I can (that isn't my expertise).

That said, my personal method for fixing issues like that in the future: remove half your modlist (the lower half), and see if the issue persists. If it does not fix it, remove the next bottom half. Continue until you find the section that has the "bad" mod, then you can repeat the process until you locate the bad mod.

As a side note: I'd highly advise you practice lowering your mod lists in general, as mod lists that big often end up problematic... and Imo smaller lists that focus on a theme or playstyle (i.e. a tribal run, hi-tech run, magic run, etc.) are much more fun, less overwhelming, and allow you to get a little more involved with the included mods mods.
aio569710 18 May @ 4:36am 
Hello, I encountered a conflict with this mod that caused the game to crash before reaching the main menu. After some investigation, I discovered that once I removed Alpha Bees from my mod list, the game no longer crashed. However, since the error log doesn't provide any related information, I can't determine the exact cause. Could it be because I have over 1,000 mods?
SepphorisVT  [author] 18 May @ 3:36am 
@aio569710 no, because as of yet I have heard no incompatibilities; anything that had issues was fixed (i.e. Rimpikmin) or is something that's just an unexpected interaction (like VPE Crop Burst creating a field of growable weapons).

If incompatibilities do pop up, and this mod simply cannot be played alongside another mod without errors, it will be posted here. But that has not happened yet.

CE is excluded from this since it doesn't have a CE patch, making it so it's not compatible (but that sound be a given).
chrisque1 18 May @ 2:50am 
Great mod! Love playing tribal, and this mod keeps the essece of it. :8bitheart:
SepphorisVT  [author] 10 May @ 6:37pm 
@Deankiller Turnupseed CE support is low on my to-do list, due to much more of the mod requiring attention.
However if someone else comes along with a CE patch I'd be happy to look into implementing it.