RimWorld

RimWorld

SHG - Just the Radiomancer
11 Comments
Alite  [author] 23 May @ 5:30am 
The mod this originates from has 10k subs and 50k viewers, which is why I'm kind of surprised. I used biohazard instead because I couldn't get radioactive to work well since I'm not an artist, and biohazard felt accurate in some ways since you are turning a human into a weapon.
Maya 23 May @ 5:16am 
Only about 3.3k people have viewed the mod, it's not that weird I'd be the first to notice, or perhaps others noticed but didn't choose to point it out
Alite  [author] 23 May @ 5:01am 
It does, though I'm impressed that you're the first person to actually notice that.
Maya 23 May @ 3:51am 
I'm fairly certain the symbol in the image is a bio-hazard symbol not a radiation hazard symbol
Alite  [author] 30 Apr, 2024 @ 2:00pm 
Realized I had a bit of a mistype with the Infused Muscles, Energized Neurons, and Energy Armor genes that caused them to lose charge at under half the rate they were supposed to. I've uploaded a fix for it that should make them fall faster now when not at maximum radiation, which may help some with the issues people were having regarding the expelled radiation stuff.
Alite  [author] 20 Apr, 2024 @ 2:27pm 
It means you have Infused Muscles, Energized Neurons, or Energy Armor on a pawn, and have regenerated radiation faster than the radiomancer could expel it. As those genes state in their descriptions:

"Reaching 120% charge will start causing radiation loss as the body starts to expel radiation before it becomes harmful to the radiomancer"
"While dispelling energy this way, nearby non-radiomancer pawns have a risk of developing carcinoma"

The best way to counter this is occasionally use abilities that use radiation so they don't remain at the maximum for several days, ideally something that doesn't have potential downsides like these:
- refocus energy (wake)
- condense radiation
- reform part (even when not missing parts)
- reverse aging
- ever evolving
- explosive blows
- instant recharge

In the future I'll be looking at having an option to autocast some of those abilities, but for now it will need to be done manually if you find yourself gaining radiation faster than you use it.
아몰라묻지마 19 Apr, 2024 @ 10:06am 
Sorry for commenting here as I need a detailed description of my ability.

I love this mod, but lack of information about the penalty for the job led me to comment.

Phones in my settlement are suffering from a debuff called 'Expelled radiation'.

I started with Radiomancer not knowing what penalties there were, and when I learned about them later, I erased all those abilities and genes, but the penalties were still there.

Can you explain to me why this penalty is created, and what do I need to do to completely erase this penalty and gene?
Alite  [author] 10 Mar, 2024 @ 6:49pm 
You technically don't. There is an ability that you can use that will turn 50 radiation into a radiation orb that can be absorbed later for 40 radiation, but that's intended as a way of storing the energy and using it elsewhere or to give it to another radiomancer. Your main source of energy is going to be various abilities (i.e. decay's draining abilities, fission's refocus energy, or fusion's bioreactor abilities) and the solar recharging gene.
Endevouz 10 Mar, 2024 @ 6:37pm 
How do i acquire radiation packs?
Alite  [author] 9 Mar, 2024 @ 8:37am 
Knew I forgot something. The description has been updated.
Pasaway 9 Mar, 2024 @ 8:20am 
Can you post a little bit about what this gene does? I have played with some of your other mods, but I am unfamiliar with this one.