RimWorld

RimWorld

Not enough ratings
EBSG - Slayer Genes
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
712.651 KB
May 2 @ 6:21am
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
EBSG - Slayer Genes

In 1 collection by alite
Expanded Biotech Style Genes
24 items
Description
Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

This time around we're going to talk about murder. Got some pesky mechanoids that keep ignoring your hail of bullets? Got some entities you need to make "disappear"? This mod adds 57 new options for how effectively a xenotype can kill things, 12 that impact all outgoing damage and up to 45 that impact their damage against specific targets like animals, insects, mechanoids, humans, and (if you have Anomaly) entities.

For the universal outgoing damage genes, the go up by 5% for each metabolic loss, and 10% for each metabolic gain. For the specialized damage genes, they increase by 15% for each point of metabolic loss, and decrease by 20% for each point of metabolic gain.

Expanded Archite Genes has archite levels of these genes if you're looking for even stronger options.

Sovereign helped me with art stuff by not letting me near said art stuff. You can find check out his xenotype mods here!

For those wondering why the penalties are more severe on the metabolic increase genes than the bonuses on the losses, it is because the penalties are more easy to counter through the use of weapons with a low damage and high attack speed. In contrast, the bonuses are much more noticeable with attacks that have a higher base damage like sniper rifles. At the higher ends of factors and weapon damages, the carrier can start destroying more than just fingers and toes with a single attack.

If you're wondering if this is compatible with CE, I have no clue. I assume so with how I coded it, but CE may change the damage calculation process in ways that I am not presently aware of.

If you're wondering why I used the word slayer instead of killer, it's because "killer genes" sounded too much like it was just a bunch of ways to help pawns kill other humans rather than kill a variety of things. I felt like slayer genes makes it a bit less open to that interpretation.

For those wondering why I keep starting these with something about you wondering instead of just making it a FAQ,

Included in Expanded Biotech Style Genes - All in One.

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]

The wonderful wonder of wondering about wonders.
2 Comments
alite  [author] May 6 @ 4:29am 
Unfortunately, I cannot do anything to assist with character editor issues due to how character editor functions, so I recommend making a bug report over on their page so they can take a look at it.
Suckeychicken May 6 @ 12:01am 
this appears to cause some issues with character editor preventing modifications