RimWorld

RimWorld

VPE - Biohazard | Biosoother
32 Comments
Ryuuoo_ 4 Jul @ 5:53am 
Royalty expansion should be on requirements, because required mod requires Royalty.
Sentinel  [author] 3 Jul @ 4:18am 
Update: 1.6 port
Sentinel  [author] 28 Jun @ 2:13pm 
@Ziro Not until VPE gets updated, the steam version isn't and i'm not sure how stable the github version is.
EternalProvidence 28 Jun @ 2:06pm 
work with 1.6?
Imagine12 28 May @ 3:40am 
Thanks, adding this to my run now
Sentinel  [author] 27 May @ 12:26pm 
@Imagine12 it's CE compatible since there is no projectile based abilities, I just reuse the same file template which has a CE folder when I make mods.
Imagine12 27 May @ 7:06am 
Is this really CE Compatible cause I open the folders and the CE patches are empty?
Sentinel  [author] 5 May @ 6:14pm 
@BigGovernment That's intended
BigGovernment 5 May @ 4:13pm 
T2 Biosoother generates toxic packs for me
Steven Legstrong 2 May @ 5:44pm 
I'm radioactive baby!
BroadFlatNails 2 May @ 1:30pm 
Is there ever a reason to summon acidic smog? I don't think the -5 to mood and slight increase in item decay can ever be worth the psycast point.

Consider including wastepacks somewhere in either tree. Wastepack infestations on demand would be more useful than anything in the biohazard tree. Maybe except using toxin skip to take down overpowered critters from other mods.
HakimiBil 1 May @ 11:56pm 
i can do this psycast irl (fart)
Get Donked On 28 Apr @ 11:20am 
nice
Sentinel  [author] 28 Apr @ 9:59am 
@Get Donked On Vertigo is in the anima tree I made!
Get Donked On 28 Apr @ 9:57am 
honestly would be funny if we could get a vertigo psycast tree. vertigo pulse didnt make it into VPE and its a damn shame it didnt.
Dr Jimothy 27 Apr @ 4:31pm 
AND THAT'S WHY HE'S THE GOAT. THE GOAT
LetTheMossReclaimYou 27 Apr @ 8:38am 
How about VPE Skipsummon Rebloated
Alpharius 27 Apr @ 6:54am 
oh boy oh boy, another mod from the GOAT
I frequently enjoy fucking with the environment during my mechhive runs
and my dumbass friend provoked something else that involves NOT fucking the environment
one might even say - unfucking the environment
ANYWAYS, I'm able to do both with this mod!
Thank you Sentinel!
Sentinel  [author] 27 Apr @ 6:50am 
@OkranGalliard it appears I was wrong, it's easy enough to make it so that you can raise a shambler for longer, I'll make a psycast to raise shamblers in the AOE for a quadrum or so.
Sentinel  [author] 27 Apr @ 4:48am 
@OkranGalliard changing how shamblers work is out of scope for this mod but i added the ability to summon corpses that you can then resurrect as shamblers in the version i'm making

I'll make it so the friendly deathpall resurrects shamblers faster than normal pall, that way T6 is a perma shambler spell for a day
OkranGalliard 27 Apr @ 3:11am 
To add to the necromancy idea, some psycasts could be based around giving a easier and quicker method of turning living slaves and prisoners into ghouls, could also make a psycast that can enhance shamblers into "great shamblers" or really just make it so they don't drop dead in a few hours or days. If you feel like going beyond the mindless undead drones maybe also a psycast to turn someone into a sanguophage seeing as they are basically just the rimworld version of a vampire.

Honestly, I feel like if you do make a necromancer psycast path your biggest focus should be on either allowing for more powerful versions of "undead", allowing the caster to keep an endless momentum as everything that dies just gets right back up and keeps going, or turning the colony into a beautiful necropolis of sheer undead efficiency. (Some combat psycasts maybe?)

Sorry for the rant lol, I just really love the idea of a necromancer psycast path to satisfy my evil all powerful lich urges.
Sera 26 Apr @ 9:35pm 
sorry took me so long.

ideas I had was take the tecnomancy golems.

Sword skeleton is like the steel golem but high damage and low tanky

worker skeleton is like the stone but can do jobs like building cleaning crafting farming and so on but it's like level 5

skeleton gunner is pretty much the sword one but uses a lever action rifle

Shield skeleton really tanky but low damage

Ghost knight pretty much think the ghost army from lord of the rings. They are really good at tank and damage but would cost more upkeep.

Living armor like the ghost knight but is better for safety. Maybe not as strong but has some healing it can do with a medical of 8

Skeleton king He is just raw power. High damage high def, summons his own sword skeletons like a warqueen would drones but really costly upkeep.
Ryanisunique107 26 Apr @ 7:59pm 
peak mod itd be cool if you made a biotech psycast with a random gene swap psycast and a create embryo psycast
Mad Marl 26 Apr @ 4:58pm 
righteous, look forward to see what you come up with
kyenn_zeratul 26 Apr @ 4:55pm 
Dude, I don't tend to waltz in and comment stuff but - man, what a great mind you are! I'd love to help you with some ideas or suggestions - I'm always trying to increase consciousness, myself, for instance. Yet, no matter what you build, you surely got a Brazilian fan here! I can always help building upon your ideas, if you want too! Anyhow, keep up the good work!
BigGovernment 26 Apr @ 4:50pm 
Oooooh can't wait for a deadlife one!
Sentinel  [author] 26 Apr @ 4:23pm 
@Mad Marl

I've got some ideas already for now

T1:
Release deadlife dust ability

T2:
???

T3:
???

T4:
Summon structure that spews out deadlife dust, useful for ranged reanimation.

T5:
Resurrect from Necropath without the finger loss, the drawback would be a "Psychic burnout" that makes your psysensitivy capped to 0 for a day or two.

T6:
Friendly death pall
Mad Marl 26 Apr @ 4:19pm 
could make the necromancer ghoul and shambler based. maybe some abilities to send friendly ghouls and/or shamblers into a frenzy, making them more deadly in combat
Sentinel  [author] 26 Apr @ 3:49pm 
@Sera Necromancer does seem possible as I've just learned how to make a friendly deathpall, that could be the T6 of that tree already, would need more ideas for the rest though.
Sentinel  [author] 26 Apr @ 3:49pm 
@Jork Glad you like the mods!
Sera 26 Apr @ 3:44pm 
Im starting to wonder if you are looking at my mod list for ideas. Your knocking out like 4 of 5 mods every upload and i love it. Wonder if you plan do to a real actual necropath and not that brooding edgy cleric path VPE calls a necropath. If so I can uninstall skeletons skeletons skeletons and skeleton mech. ....what I like skeletons as undead. Zombies are overused and skeletons in plate armor with a sword remind me of Sir Daniel Fortescue. That and a skeleton wouldn't smell as bad building a house in 90c temps.
Jork 26 Apr @ 3:10pm 
I love your mods, I'm using all of them and they're fantastic. Please keep up the great work!