RimWorld

RimWorld

95 ratings
Expanded Biotech Style Abilities
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
985.151 KB
27 Oct, 2024 @ 6:57am
16 Nov, 2024 @ 3:37pm
8 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
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.
18 Comments
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.