RimWorld

RimWorld

Expanded Biotech Style Abilities
26 Comments
InertialMage 5 Jun @ 10:23am 
Thanks a ton, ill test it out, but all of this is very nice, nice mod. i had balancing issues with my mods as well lol
Head 5 Jun @ 7:11am 
Cool mod!
Alite  [author] 5 Jun @ 5:47am 
I discussed it with some people, and have been informed that my lack of prisoners in all my colonies gave me a very skewed view on that one. I've dropped the steel output from 50 to 25. The infographic won't be updated for a bit until the artist who made them is available, but it should already be changed in-game.
InertialMage 4 Jun @ 11:36pm 
is it possible for hemo-metallize to have a higher cost or something? 50 steel feels like a lot for 50 hemogen, but if you disagree, if you're fine with it i can make a patch of my own for my own sanity
Alite  [author] 6 May @ 5:06pm 
That definitely is a bug. I'll get that fixed as soon as I can.
Vartarhoz 6 May @ 5:04pm 
Hemometallize can't be used if pawn is "incapable of violence" should be a bug.
Joselito 29 Mar @ 4:57am 
Alite, the best <3
The Lord Pootis 18 Jan @ 8:28pm 
Something interesting I thought of but idk how hard it would be to implement but what about the blood spew ability being able to kind of "synergize" with special blood genes, namely ones from alpha genes which would make the blood spew ability gain the properties of the user's special blood type if they have any? Since the ability is basically them spewing out the blood from their body, I thought it would be kinda cool but granted i'm no modder myself so I'm not sure just how hard something like that would be to actually implement properly.
M 17 Nov, 2024 @ 2:14pm 
lobes it :D and funny with this site full of animated avatars and profile backgrounds now hahaha cheers
Alite  [author] 17 Nov, 2024 @ 8:34am 
I have no clue. I don't know what that is, or how it gets their abilities, but my guess is that if it adds genes directly, then it will add them, otherwise it won't.
Average Genestealer 17 Nov, 2024 @ 8:16am 
Can these abilities be gained through the VRE Sanguophage invocation matrix?
Опарыш мощный 17 Nov, 2024 @ 6:04am 
Amazing one!
waczko 17 Nov, 2024 @ 3:46am 
Very fun modpack i lobe it
MagicRobo 16 Nov, 2024 @ 6:22pm 
i lobe this mod
Endoskeleton_Jim 16 Nov, 2024 @ 4:14pm 
I lobe the fix
Alite  [author] 16 Nov, 2024 @ 3:39pm 
Fix has been uploaded. Due to the way that Rimworld handles hediffs, any pawn in a save that has one of the messed up hediffs will need to have the ability cast on them once more for the timer to properly start. Alternatively, the messed up version of the hediff can be removed via Dev Mode (activated in the options menu), or through the character editor mod.
Alite  [author] 16 Nov, 2024 @ 3:28pm 
Looks like I just forgot a bit of code that makes the hediff know it needs to go away. I'll have a fix uploaded soon.
Melon 16 Nov, 2024 @ 3:13pm 
Deadened Nerves is last way longer than 2 hours for me. Might be a mod conflict though, as always.
wheatlite 16 Nov, 2024 @ 10:14am 
Lobe this!
Endoskeleton_Jim 15 Nov, 2024 @ 12:20pm 
Lobe it
Dr Jimothy 14 Nov, 2024 @ 12:43pm 
This is awesome!
Nooberson 14 Nov, 2024 @ 9:01am 
no way! he lobes it!!!1
SoakieCat 14 Nov, 2024 @ 3:32am 
he lobes it
kenjibruh28 11 Nov, 2024 @ 6:59pm 
Nice lobe it!
HIM 10 Nov, 2024 @ 4:10pm 
hella cool
ShadowEater25 10 Nov, 2024 @ 3:49pm 
good mod, I am surprised no one else commented yet