RimWorld

RimWorld

820 ratings
Biotech Expansion - Mythic
6
4
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
2.216 MB
Nov 1, 2022 @ 4:32pm
Apr 16, 2024 @ 12:04am
31 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
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://steamcommunity.com/sharedfiles/filedetails/?id=2884018485

Other Biotech Expansion Mods
Biotech Expansion - Ear Hair Color Patch https://steamcommunity.com/sharedfiles/filedetails/?id=2879641542
Biotech Expansion - Mammalia https://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
Nov 28, 2023 @ 3:32pm
gene ideas
maxwellccm
16
Nov 5, 2022 @ 1:01pm
error on starting rimworld with biotech expansion mythic gene pack and required mods.
Abisius Xarvenius Carbensius
3
Sep 20, 2024 @ 10:21pm
Errors
Endeo
350 Comments
Marcellinio99 Mar 19 @ 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.
Des92 Mar 16 @ 3:14pm 
Yep, tailbinder thing is happening to me, too. Any way I can diagnose/log it to help figure out what's causing it?
Folid Dec 21, 2024 @ 2:40pm 
also having the issue of my tailbinder just standing over a mote until i manually order him to take it
Sphinxthegamecrasher! Nov 21, 2024 @ 9:09am 
For some reason my Glintscale pawn wont eat any gold or silver, even when its not reserved, all drugs are allowed and I cant even make him consume it manually. Help?
TheTrueJohnMadden Oct 25, 2024 @ 2:00pm 
Quote the wiki: "Hemogenic genes, chemical dependencies, *ability-granting genes,* and violence disabled will become inactive." Ghouls can't use abilities.
agusmf11 Oct 16, 2024 @ 1:41pm 
BUG: The Ghoul can't use genetic habilities
Daenim Oct 11, 2024 @ 2:06pm 
Nevermind my question - just found answer after some messing with mod
If anyone has the same question - use "human jaw" gene, it overrides head "slot"
Daenim Oct 10, 2024 @ 11:50am 
First thing: big thanks for a cool mod! I love "mystical and magical" stuff that is actually sci-fi behind the scene :)

Second:
Is there any option for default human head?
Heads from recent update do look better than separate noses, but I can no longer block animalistic head/nose genes with "human nose" from biotech
Is there any "ordinary human head" gene in this mod? or any other mod?
Gamerhell Sep 20, 2024 @ 10:22pm 
P.S, having them carry a small supply of motes on them at all times does seem to alleviate it a bit.
Gamerhell Sep 20, 2024 @ 10:21pm 
Anyone else getting the revered mote bug where the Tailbinder just stands on top of the motes until their reverence finally drops low enough to consume. My poor bastard has starved and collapsed from exhaustion multiple times to this bug. Log posted in Errors.