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Superhero Genes - Combat Extended Edition
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Mod, 1.4, 1.5
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7.080 MB
25 May @ 2:37am
15 Jun @ 10:11pm
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Superhero Genes - Combat Extended Edition

Description
This is a sort of a reworking of Alite's superhero genes mod for Combat Extended. It is also somewhat patched for More Injuries. Just don't forget to add the True Invulnrablility gene when making xenotypes in that mod. That said, this is Alite's mod and if he wishes, I will take it down. Additionally, don't try this mod with vanilla. Otherwise,
you will get complete nonsense damage numbers like 12000 damage punches.
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Superhero Genes - Villain and Stereotypes adds xenotypes that use these genes and a hostile faction. It's separate from this one so that people don't have a bunch of extra xenotypes filling their list, or a hostile faction of strong opponents disrupting their colony constantly.

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Superhero Genes - Supers Everywhere gives all xenotypes the superhero gene, and replaces many negative genes with anti-super genes. The end result is that all of the negative aspects of each xenotype become more significant, and if you're using Villains and Stereotypes it makes it easier to find pawns that can fight Villains one on one.

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Want to make the super genes feel a little more balanced? Superhero Genes - Activatable Super Genes moves many of the innate bonuses super genes provide into an activatable ability. When activated, the super will gain the full extent of that power for half an hour in exchange for multiplying the rate their body consumes nutrition by 1.2. This is kept separate because some people aren't here for balance, they just enjoy making godlike pawns.

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If you're just want the base superhero gene cost to be the same as what all of the unsupers combined give you, Superhero Genes - Expensive Base sets the metabolic cost of the superhero gene to -8 and adds a new archetype called Dormant Super, which combines all of the unsuper genes into one gene.

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For those who expect to have a superhero pawn alive for a REALLY long time, check out my Always Very Fertile mod. It removes the effects of fertility caused by old age.

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For anyone who's tempted to actually make religions based on a group of supers, I made Increased Max Deities in Theist Relgions, which increases the max gods you can assign to a theistic religion from 4 to 20.

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Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods


[github.com]
[ko-fi.com]


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While genes from this mod are not balanced for the game, they are supposed to be balanced for each other. If any one superhero gene feels useless or overpowered compared to other genes in its category, let me know. A monster might have eaten my balance when I wasn't looking.

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Want your superhero to be truly overpowered? The Metabolic Adjusters mod that Green Giggler made throws balance out the window by allowing you to add a bunch of metabolic efficiency for free.

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To help avoid weird inheritance issues, try using the Consistent Gene Inheritance mod that Sea made. With how the inheritance system is set up in the vanilla game, there's a chance that your pawns won't properly inherit superhero genes from their parents in situations where they logically should, and this mod should help protect you from that situation some.
3 Comments
Roktuti 21 hours ago 
@Mousetrap CE hasn't been officially released for version 1.6 yet — only the dev branches are available, which you can download from GitHub with the latest changes and try out CE 1.6 in a "non-official" form. So I don't think this mod will be updated until CE is officially released for 1.6
Mousetrap 20 Jul @ 6:55pm 
Does this needs an update or should work in 1.6?
I want to try the superheroes modlist with CE <3 :)
Frickingweeb 30 Jun @ 6:32pm 
Yoooo great stuff. I've wanted to use the superpower genes mod since forever but it's integrated CE patch wasn't great. Thanks alot:steamhappy: