RimWorld

RimWorld

Superhero Genes - Base
444 Comments
Alite  [author] 20 Jul @ 5:30am 
I encountered some weird bugs and errors when attempting to move pawns around on the map that I wasn't able to resolve, so I decided the safest way to avoid risking someone's game breaking would be to just stop them from using it space altogether.

In the case of Odyssey, there weren't outright errors, but it certainly wasn't acting quite right. I choose to stop it from being in used in space to avoid potential future issues
@Alite may i ask why world flights had to be banned in SoS2 biome? I'm not familiar with SoS2 lore...
Alite  [author] 19 Jul @ 9:54am 
Super Durable pawns now have higher innate temperature resistance, and when Odyssey is active Super Durable pawns have 100% vacuum resistance, a Summon Archean Seed gene is available, and world flight abilities can't take you to space for the same reason they had to be banned in the SoS2 Space Biome
Alite  [author] 17 Jul @ 5:25pm 
You're going to have to be a lot more specific, because I just checked it again, and I'm still able to use it to fly from tile to tile.
Dummychar 17 Jul @ 3:26pm 
It seems like the "world travel" ability doesn't work like it's supposed to
Alite  [author] 16 Jul @ 3:04pm 
Thank you for catching that. I forgot to relink that when I did my code rework.
Aniril 16 Jul @ 10:11am 
In the VAE Achievements xml def for 1.6, there is a def for SHG_Hemomancer_StarfishSplitting which isn't defined. I backtracked and found it should be tied to the def SHG_Hemomancer_StarfishSplit.
Alite  [author] 14 Jul @ 6:02pm 
While an interesting idea, luck isn't really something I am personally capable of reliably applying in this game. The closest that my genes will likely get is the hefty damage resistance one gets by stacking a lot of the durability/armor stuff, and using enough negative genes to halve how much food a pawn needs.
LifeIsAbxtch 14 Jul @ 3:04pm 
Hey Alite I have a mod idea request can you make a gene or trait called "Good Luck" where a pawn with this gene/trait will always have good fortune. They can dodge or enemy pawns miss when they shoot at them with bullets with the good luck gene/trait...or something close to that. Or when this pawn is very hungry or is downs aid and special cargo events drop at the nearest location...I just though it would be really cool!
Alite  [author] 13 Jul @ 5:26am 
I also assumed that's how it functioned, but my best guess was that it saw there weren't any loose things on that cell and tried to spawn them there, but couldn't because there was a wall. I'll have to experiment with it to get a better grasp of the conditions when it can and can't happen though.
AmaDeus 13 Jul @ 3:59am 
@Altine no worries. I thought it is something like that :) I am just surprised that it does not spawn them automatically on next available tile for example, you know, the way if you spawn something from dev mod, and even if you keep clicking on the same tile, once its full, it slowly starts spawning the item around it on next available tile in a circle. I thought that was default behaviour :steamfacepalm: But it is OK as you do not need all pawns mining constantly AND all the time so as you said, OFF when mining ON the rest of the time. Easy. Thank you for the reply :heart_eyes_yeti:
EnglishGigaChad1---8 12 Jul @ 9:31pm 
Downloading the github version fixed all of the XML issues for me. Steam kept sending me an incomplete version with missing textures, so I deleted the steam download cache.
Alite  [author] 12 Jul @ 4:08pm 
I'll take a look, but I'm guessing that because the phasing effect relies on VEF code, there's not anything I can do to correct it, and they usually won't do anything if there aren't errors or warnings in the log. Unfortunately the most I can probably do is recommend that you leave it disabled on pawns that mine stuff unless you need them to specifically walk through some walls.
AmaDeus 12 Jul @ 3:41pm 
Not sure if it is mod conflict as I am not getting any errors, but if the phasing is enabled, and pawn mines a wall (i dont have drills etc to test) no matter what they mine (machinery or steel etc) it does not drop on the floor jsut disappears. Trees are fine, must be problem with collision.
Alite  [author] 12 Jul @ 5:25am 
i get zero errors, so without any logs I can't even guess why you'd be having issues. My best guess is that Steam has failed to update this mod properly, and you need to force it to redownload this mod. You should also have steam verify file integrity to make sure nothing is going wrong with the Rimworld files themselves
EnglishGigaChad1---8 11 Jul @ 11:59pm 
I have encountered hundreds of XML errors from Superhero genes.
Quilava 11 Jul @ 12:45am 
Lmao, i wonder ... what will happen if my pond just too strong and whip all the mech drop in the new DLC story :cool_seagull:
Alite  [author] 10 Jul @ 11:45am 
Final 1.5 and First 1.6 update:
- It is strongly recommended you start a new save for 1.6 as the changes I had to make in my code will probably have weird effects on old saves
- Phasing can now be toggled through an ability added by the gene. This only applies for 1.6
- CE Patches have been removed so people who actually use CE can maintain them. See above the comments for a link to the most recent patch I know of
- More rebalancing and rewording as I continue making the wiki
- Several specialization powers are a bit stronger now
- Major anti-power auras now only take around 2 days to recover from instead of the old nine and a half days. They're strong, but not THAT strong
- The speed and strength anti-powers now have a higher metabolic cost
- Some of Psionic Soldier powers scale slower
- Some minor bug fixes
Alite  [author] 20 Jun @ 4:36am 
Yes there will be. It's still a work in progress at the moment, but if all goes well I'll have the update for this mod out next week and the updates for the addons either next week or early the following week.
backshot master 20 Jun @ 1:28am 
will there be an update to 1.6?
Alite  [author] 16 Jun @ 5:06am 
That's definitely not the ideal way to handle patching, but I'll link to your mod so CE users have a more permanent link.
EnglishGigaChad1---8 15 Jun @ 10:16pm 
I made a CE variant of the mod. I added in a superhero gene called true invulnerability, which reduces incoming damage to 0 in order to simulate true Superman or Homelander level durability in Rimworld.
Alite  [author] 22 May @ 1:22pm 
I don't use CE, so I haven't the slightest clue what most of that really means. If it gets uploaded to the workshop or implemented directly into CE let me know and I'll remove the existing patches and add stuff in the description so CE users know.
EnglishGigaChad1---8 22 May @ 1:13pm 
I am making a better combat extended patch for this mod, if you do not mind. I have given super durability the armour values of an M1 Abrams tank's frontal armor and a new gene under resistances that requires super durability called true invulnerability, which reduces incoming damage to zero. I am going to add an ability that allows superpowered punches to cause sharp damage in the form of gunshot wounds. Basically, it simulates the effect of superpowered characters literally punching holes into people, and that is combat extended only. Might even cool effects like secondary explosions and shrapnel to the ability.
Ros[É] 22 May @ 10:07am 
Ty!
Alite  [author] 22 May @ 6:48am 
Minor update:
- A bunch of minor rebalancing and rewording to make things more consistent throughout the mod
- Related to that, I've made some stuff for the wiki. It's a slow process, but it's in progress
- Moved the resistance and weakness genes from the special SHG group to the end of the vanilla version because I haven't the slightest clue what past me was thinking there
- Went through all of the hediffs to make sure they weren't going to get accidentally removed through something like the healer mech serum
Alite  [author] 22 May @ 4:33am 
Huh. I thought I had remembered to add that to all my hediffs already, but I guess not. Looks like I forgot it for all the ever evolving hediffs. I'll have a fix uploaded soon.
Ros[É] 21 May @ 6:53pm 
Can you add <isBad>false</isBad> to the Evergrowing powers hediff? It helps with compatibility with some other mods that removes hediffs that don't have it.
Vartarhoz 20 May @ 1:13am 
How many framework you need? ALL OF THEM
Alite  [author] 10 May @ 11:40am 
There's an updates page on the wiki [github.com] for those who happen to be interested.
Dummychar 10 May @ 10:46am 
where can I see the changelog?
忘念尘 20 Apr @ 9:43am 
有大佬汉化这个MOD吗?有一个汉化过期了,还有一个和更好的自动灵能MOD冲突,不明白为什么一个汉化会和别的MOD冲突
Alite  [author] 18 Apr @ 10:39am 
With just this mod, only xenotypes you create can appear in the world, but if you download the other SHG mods in the description you can add factions full of pawns with these genes.
Vakstov 18 Apr @ 9:40am 
Does adding this mod make it so that supers will appear randomly in the world, or will only my superhero exist?

If so either way is that toggle-able?
kanid99 18 Apr @ 8:52am 
Thanks! Ill take it up with them and see if I can get any traction.
Alite  [author] 17 Apr @ 4:50pm 
Yes. Flight only uses the code from this mod, but doesn't allow pawns to even pass a wall. Phasing is the only thing in this mod that uses VEF, specifically the VFECore.HediffComp_Phasing compClass.
kanid99 17 Apr @ 4:33pm 
VEF as in Vanilla Expanded Framework ? I didnt realize this used that as its not listed as a requirement on Steam for your mod.

Does the phasing and flight abilities in your mod equate to any specific functions on their side that I could relate to them ?
Alite  [author] 17 Apr @ 1:16pm 
Unfortunately, that code is all VEF based, so I am unable to fix bugs like that. If you send them the error logs in their bug report discussion they may be able to take care of it.
kanid99 17 Apr @ 9:09am 
Sorry - I think its actually 'phasing' that causes that.
kanid99 17 Apr @ 9:04am 
Having a minor issue - a pawn who has the 'Flight' ability for some reason gets stuck in the wall when they want to get food from the shelves.
Alite  [author] 11 Apr @ 5:31pm 
Fixed a bug where ever-growing power's defense boost gained progress at 1/10th the speed it was supposed to be gaining progress. Not sure how I missed the extra 0 so many times.
Alite  [author] 7 Apr @ 12:30pm 
There already is one. You have to manually enable it in the settings and restart Rimworld so those settings take effect.
Hugo GhX 7 Apr @ 12:17pm 
is there any plans to add an autocast feature for the abilities?
Alite  [author] 30 Mar @ 7:08am 
It is intended that they are sad about it, similar to how those who revere bloodfeeders are still sad about hostile sanguophages dying. The value being that high is a typo though, so I'll try to get a fix uploaded soon.
Spiffo 30 Mar @ 6:59am 
Is super supremacy death meant to trigger on hostile supes? Just fought a superhero team and now my villains are all depressed.
Your Friend Toad 29 Mar @ 7:31am 
Oh, thanks for the info! :upvoted:
Alite  [author] 29 Mar @ 5:34am 
Looks like the issue was something the EBSG Framework was doing. It should be fixed now, though if anyone is still encountering the issue, you may need to force steam to redownload that framework.

The only update I made for this mod today was a minor code improvement that probably won't actually do much of note.
Alite  [author] 29 Mar @ 5:09am 
So it would seem. I guess that's what I get for saying I successfully fixed something in the middle of the night. I'll take a look to see why it would be doing that.
Your Friend Toad 28 Mar @ 8:50pm 
Unfortunately, the issue seems to still be occurring. It briefly changed to the correct value before reverting to default.
Alite  [author] 28 Mar @ 8:01pm 
I forgot to update that code previously. Just uploaded an update that will hopefully make the maximum get properly recalculated whenever one of the proficiency genes is added or removed mid-game, though with the way hemogen is set up you'll have to let me know if other issues pop up.