RimWorld

RimWorld

266 ratings
Superhero Genes - Base
4
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.554 MB
24 May, 2023 @ 7:32am
19 Jul @ 9:54am
126 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Superhero Genes - Base

In 2 collections by Alite
Super Genes Collection
4 items
Alite's Gene Mods
13 items
Description
Ever wanted your pawns to be able to lift extreme weights? Want them to be able to research things at frankly ridiculous speeds? This mod allows you to give pawns various super powers that, much like in superhero movies, allows them to ignore the laws of common sense. This currently adds hundreds new genes that aim to make pawns significantly more powerful without becoming so overpowered that they are completely untouchable. This mod will also remove the armor cap for vanilla, assuming a mod before it in your list hasn't already done so.

This wiki gives a full list of the genes available and a generic explanation of their effects[github.com]
_______________________________________________________

Superhero Genes - Villain and Stereotypes adds xenotypes that use these genes and a hostile faction. It's separate from this one so that people don't have a bunch of extra xenotypes filling their list, or a hostile faction of strong opponents disrupting their colony constantly.

Superhero Genes - Hero Organization adds non-evil super factions, and for those with royalty it adds a few quests including one to two end-game quests.

_______________________________________________________

The Royalty DLC is required for the Psionist archetype and related paths

The Vanilla Expanded Framework is required for the phasing passive.

The Big and Small Genes Framework is required for the size changing genes.

The EBSG Framework is required for a variety of genes, including the equipment flaws, forcefields, and specialized damage boosts.

_______________________________________________________

Dynamic Carry Capacity helps fix a vanilla bug that causes carry capacity to not function outside of hauling.

To help avoid inheritance issues caused by the vanilla system, try using a mod like the Better Gene Inheritence mod made by RedMattis.

If you want to give a pawn a bunch of powers, you may need something like Scrollable Gizmos to make the abilities easier to go look through.

_______________________________________________________

The preview and mod icon were made by Elseud
Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
[discord.gg]


CE users should use this patch of the mod. If someone informs me that the CE team has put a patch within CE itself, I'll change this note.
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.