Ecotech (Birthday Release)

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Author: RadielVT

Last revision: 8 Jun at 00:34 UTC

File size: 38.18 MB

On Steam Workshop

Description:

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Mod Version: 1.3.2 (last updated @ 6.7.2026, ~5:30PM PST)

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REQUIRES ANY SINGLE DLC BESIDES ROYALTY!

EcoTech is a high fantasy, tribal-oriented mod that utilizes the forces of nature as a means of progression, rather than relying on machinery. This alternate path of technology is known as TERRATECH.

Terratech doesn’t just utilize only plants and trees, however; the earth, ocean, winds, and even the stars are aspects it puts to use. Terratech only relies on what nature provides, rather than creating artificial improvements.

Currently introduces two terratech paths, many terraweapons and armors, growable structures, and nature-thematic mechanics, all of which are tribal-friendly, infinitely renewable, and only require skill and patience. Everything can be just as effective as fabricated technology, giving you a 100% all-natural, viable alternative to your colony approach.

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

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



Known as ‘Genomes’ in Organic Terratech, these are fields of terratech that have proven to be extremely valuable. They may be highly expansive, flexible, offer incredibly powerful benefits, and so on. Many other classes exist, but such ones are generally smaller, or are segments of a primary class.


EXTRA NOTES:

-Technically my birthday was 4 days ago from today (June 7th), and the plan was to re-release it then. I’ve been working on this update for nearly a year, and I wanted it to coincide. Unfortunately that didn’t happen… but I’m still counting it as a birthday release.
-This mod is the successor to the 1.3-1.4 "Terrasecurity" mod. But now, this aims to be more than just weapons. WAY more.
-This is a re-release of my prior "EcoTech" mod; however, much was readded, rebalanced, and renamed. Updating would have bricked any saves, so this will be the new version going forward!
-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!

-I am the only one working on the xml and art for this mod, and this is a BIG mod. Updates for the mod may be both erratic and slow!
-I am also redoing much of the art in the mod in a new personalized style, so the artstyle will be inconsistent. None of it should be bad, however.

-Please report balancing and bug issues on the workshop page ASAP! I will be VERY active on adding content for the next couple weeks, so anything that feels off or comes up, please bring it up!

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Much content planned for the release hasn’t yet made it in, mostly due to art and burnout.
Such content includes:
-The storyteller, their mechanics, and their questline.
-More Midas content, including targetted alchemization (such as on mechs and body parts).
-Another organic path genome.
-More lithic processing structures (current ones can be get bit crowded on recipes).
-Broader applications for lithic terratech (such as temperature control).
-And much more. Lots of this content is under the research options that’s labelled as "Pattern" technology.
I plan to add all this day by day, at a pace. I just didn’t have it in me to grind it all for this release. There’s a lot planned.

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[ko-fi.com]

SOCIALS:

-I’m really bad with socials, so just find me on the Rimworld Discord server.


-Art mostly done by me
-Code mostly done by NightmareCorporation
-CVN Team for additional coding help and contributions
-Another helped with many art pieces and guidance, but asked to not be named

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