RimWorld

RimWorld

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Superhero Genes - Base
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Mod, 1.4, 1.5
File Size
Posted
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7.073 MB
May 24, 2023 @ 7:32am
Apr 11 @ 5:30pm
119 Change Notes ( view )
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Superhero Genes - Base

In 2 collections by Alite
Super Genes Collection
4 items
Alite's Gene Mods
13 items
Description
Note about mod requirements: If, for whatever reason, you cannot or do not want to have one of the listed requirements, this mod will still work. This mod was designed in a way that made it so genes related to the requirements will not be added if the mod is disabled. If you cannot find a power that should be on the list please make sure all listed mods are enabled. Harmony is the only exception to this, and is a hard requirement, but I doubt that will be an issue.

Psionist, Hemomancer, and Radiomancer note, they require an archite capsule. If you can't find them, you probably forgot to remove restrictions. If you can see other archite genes but can't see them, you've found a bug.

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 some of the more mundane super powers, like super strength and super speed. Much like in superhero movies, there is little balance in what they can do, but you didn't come here for common sense. In this base, there are 3 categories of powers, and 6 powers within each one, each power influencing a different aspect of the pawn, along with a straggler or two as a bonus. All superhero genes, from this mod or any that may or may not be made after this, have a prerequisite superhero gene that provides boosts to numerous aspects of the pawn at no cost.

This currently adds over 350 new genes that aim to make pawns significantly more powerful without becoming so overpowered that they are completely untouchable.

A list of updates can be found here, along with the next planned update.[github.com]

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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.

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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. Requires Villains and Stereotypes.

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

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For anyone who's tempted to actually make religions based on a group of supers, I made Increased Max Deities in Theist Relgions, which increases the max gods you can assign to a theistic religion from 4 to 20.

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While genes from this mod are not balanced for the game, they are supposed to be balanced for each other. If any one superhero gene feels useless or overpowered compared to other genes in its category, let me know. A monster might have eaten my balance when I wasn't looking.

This mod will remove the armor cap for vanilla.

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Want your superhero to be truly overpowered? The Metabolic Adjusters mod that Green Giggler made throws balance out the window by allowing you to add a bunch of metabolic efficiency for free.

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To help avoid weird inheritance issues, try using a mod like the Better Gene Inheritence mod made by RedMattis. With how the inheritance system is set up in the vanilla game, there's a chance that your pawns won't properly inherit superhero genes from their parents in situations where they logically should, and this mod should help protect you from that situation some.

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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. This likely won't work with anything else that messes with gizmos.

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


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


For those who are wondering, yes, I have added a CE compatibility patch. Not a particularly good one, but it's there. I do not, nor do I ever plan to, use CE, so the patch is about as balanced as I am personally capable of getting it to. I am not planning on updating the patch unless it's to handle errors that pop up due to a CE update, so outside of CE adding a patch in its own mod, the balance of the CE patches is not likely to change.
413 Comments
忘念尘 Apr 20 @ 9:43am 
有大佬汉化这个MOD吗?有一个汉化过期了,还有一个和更好的自动灵能MOD冲突,不明白为什么一个汉化会和别的MOD冲突
Alite  [author] Apr 18 @ 10:39am 
With just this mod, only xenotypes you create can appear in the world, but if you download the other SHG mods in the description you can add factions full of pawns with these genes.
Vakstov Apr 18 @ 9:40am 
Does adding this mod make it so that supers will appear randomly in the world, or will only my superhero exist?

If so either way is that toggle-able?
kanid99 Apr 18 @ 8:52am 
Thanks! Ill take it up with them and see if I can get any traction.
Alite  [author] Apr 17 @ 4:50pm 
Yes. Flight only uses the code from this mod, but doesn't allow pawns to even pass a wall. Phasing is the only thing in this mod that uses VEF, specifically the VFECore.HediffComp_Phasing compClass.
kanid99 Apr 17 @ 4:33pm 
VEF as in Vanilla Expanded Framework ? I didnt realize this used that as its not listed as a requirement on Steam for your mod.

Does the phasing and flight abilities in your mod equate to any specific functions on their side that I could relate to them ?
Alite  [author] Apr 17 @ 1:16pm 
Unfortunately, that code is all VEF based, so I am unable to fix bugs like that. If you send them the error logs in their bug report discussion they may be able to take care of it.
kanid99 Apr 17 @ 9:09am 
Sorry - I think its actually 'phasing' that causes that.
kanid99 Apr 17 @ 9:04am 
Having a minor issue - a pawn who has the 'Flight' ability for some reason gets stuck in the wall when they want to get food from the shelves.
Alite  [author] Apr 11 @ 5:31pm 
Fixed a bug where ever-growing power's defense boost gained progress at 1/10th the speed it was supposed to be gaining progress. Not sure how I missed the extra 0 so many times.