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RimWorld

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Biotech Expansion - Mythic
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Mod, 1.4, 1.5, 1.6
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2.413 MB
1 Nov, 2022 @ 4:32pm
3 Jul @ 5:21pm
35 Change Notes ( view )
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Biotech Expansion - Mythic

In 1 collection by Lennoxicon
Biotech Expansion - All Modules
4 items
Description
The Biotech Expansion Project
The BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This mod focuses on a few complex xenotypes based on mythological creatures. Check back frequently for new genes and other mods in the BEP!

CORE MOD: REQUIRED!
Biotech Expansion - Core https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884018485

Other Biotech Expansion Mods
Biotech Expansion - Ear Hair Color Patch https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879641542
Biotech Expansion - Mammalia https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878084431

MYTHIC GENE PACK
This module of Biotech Expansion focuses on a few complex xenotypes, all bearing immense power from their archite born genetics to manifest the might of mythical beings! Due to the complexity of these xenotypes, this module will not have as many xenotypes as other BTE mods, but will instead focus on a few of them with their own special mechanics. Some possible xenotypes include dragons, phoenixes, and other candidates! This pack has special resources such as Aurum, ultra conductive mechanites that feed on silver and gold, which can be used to power mighty dragon wings, burning claws, hides and scales tougher than armor, and fiery and explosive fire powers!


Important Note: The only way to see these xenotypes is to enable their faction when starting a new game. Due to their general strength, they have a low chance of appearing even when their faction is enabled, and their raid point modifier is extremely high to prevent them from popping up too early in the game. Alternatively, befriending them's a good way to see them too! Occasionally.




Resources
Aurum - User must eat gold and silver based foods. Abilities revolve around fire and electricity. Aurum can be increased from aurum idols, obtained from quests and occasionally shaman merchants.

Reverence - User must have other pawns worship a totem, which generates reverence for them to eat. Abilities revolve around psychic powers. Royalty/Ideology is *NOT* required but STRONGLY RECOMMENDED. Ideology rituals can also be used to refill reverence. Revered motes also regains psyfocus for anyone. Reverence can be improved and new abilities can be obtained from building higher level totems.

Xenotypes and Their Most Important Genes!
Glintscale - Dragon Xenotype

Ashfeather - Phoenix Xenotype

Tailbinder - Fox Xenotype [Mammalia Required, Royalty Preferred]



Factions


Originally posted by Mythic House of Fire:
A tribe ruled by a clan of extremely powerful draconic xenohumans. With a strong preference for warmer climates and an endless lust for gold, the glintscales in control of this tribe rarely leave their den of decadence, instead sending "lesser" xenotypes to obtain gold for their draconic masters. However, places that have proven themselves especially wealthy may attract the notice, and ire, of a glintscale, and they may send themselves along with a warband to confiscate what they see as rightfully theirs.

Glintscales only rarely appear on raids compared to other xenotypes, and have extremely high combat point modifiers, as a result they will not be seen until the colony is fairly rich or enough time has passed. Or you somehow get very unlucky.
Popular Discussions View All (6)
28
28 Nov, 2023 @ 3:32pm
gene ideas
maxwellccm
16
5 Nov, 2022 @ 1:01pm
error on starting rimworld with biotech expansion mythic gene pack and required mods.
Abisius Xarvenius Carbensius
3
20 Sep, 2024 @ 10:21pm
Errors
Endeo
359 Comments
Lennoxicon  [author] 3 Jul @ 5:21pm 
1.6 - Fixed slider bug
Gafronkis the Boot Maker 3 Jul @ 4:02pm 
A recent update changed the Gizmo_Slider so any mod that used that is throwing errors and stopping the actions menu in the debug mode to not work. That includes this one for Reverence and Aurum.
soehner18 22 Jun @ 2:42pm 
Update for the missing head bug:
[CAT] Show Hair With Hats or Hide All Hats for some reason is incompatable and makes the game unable to find the head texture for Biotech Expansion faces
soehner18 20 Jun @ 8:35pm 
Having a weird bug with Tailbinders where the Fluffy Fox Head gene is just making the head disappear
Lennoxicon  [author] 20 Jun @ 3:13am 
1.6 - Removed copy localed assemblies
Jack Salem 12 Jun @ 4:38pm 
I am observing the situation. If a pawn with an aurum requirement is a ghoul, then it cannot consume aurum fuel. Writes unsuitable food.
Jack Salem 12 Jun @ 11:05am 
I just want to say that I'm glad that you and your mods are here. I hope you're developing this idea with aurum.
Lennoxicon  [author] 11 Jun @ 11:38pm 
1.6 Hotfix - Fixed bug with eating resource fuel.
Lennoxicon  [author] 11 Jun @ 4:47pm 
1.6 Update
Sorry for basically falling off the map, been pursuing my own game dev projects so most of my mods are on maintenance mode for now.
Marcellinio99 19 Mar @ 2:02pm 
So I am having trubel with my colonists/Animals using reverece motes as food. I have disabel them as a meal but they still somtise go mising in big cunks with is how i know that it was not my tailbinder consuming them.