RimWorld

RimWorld

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Expanded Biotech Style Abilities
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Mod, 1.5, 1.6
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471.147 KB
27 Oct, 2024 @ 6:57am
29 Jun @ 6:27am
11 Change Notes ( view )
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Expanded Biotech Style Abilities

In 1 collection by Alite
Alite's Gene Mods
13 items
Description
This mod requires the EBSG Framework for the ability comps and the think tree stuff. If you want your colonists to automatically cast certain abilities, you will need to go to the EBSG Framework mod menu to enable them individually. Please remember that the check marks next to the mod names in that list are not for toggling all the options, but for hiding that mod from the list temporarily.

If you aren't seeing Bloody Eclipse, Pacifying Needles, or Siren Call, make sure you have ignore restrictions set to true at the bottom right of the menu.



This mod seeks to make the genetic abilities list feel a little more robust than what vanilla has to offer, because normally you only have 8 ability options if you want to include bloodfeeder, which I usually don't. Unlike the other mods in the Biotech Style series (MBSG, EBSG, and EAG), I'm not planning on turning the vanilla abilities into a range from minor to hyper, because unlike most genes, there isn't much reason to have that kind of variance. Instead, this mod will be adding new types of abilities, from the unoriginal fire spray and acid spew to the almost original idea of Hemometallize (hemogen to steel conversion).

At the moment this adds 21 new abilities (including blood spew's hemogen variant), 4 of which are for hemogenic pawns (including that variant). Three of the abilities are from archite genes, so if some appear to be missing, make sure you have ignore restrictions active.


























The preview and mod icon were made by Elseud, and the gene and ability icons were made by Sir Van.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

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

This mod does not have any CE patch. If someone would like one, please contact the CE devs through whatever channels they have set up for requesting CE patches.
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.