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[abandoned] Superhero Genes - Villains and Stereotypes
   
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Mod, 1.4
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May 24, 2023 @ 5:53pm
Nov 19, 2023 @ 12:27pm
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[abandoned] Superhero Genes - Villains and Stereotypes

Description
This mod adds two things, xenotypes containing the Basic Superhero Genes, and an always hostile supervillain gang that uses them. The xenotypes start with "SHG-" to indicate that they contain the SuperHero Gene, and only use the genes from the Superhero Genes mod.

WARNING: The super villains shouldn't start raiding until a while into the game, but they tend to be very deadly. For those familiar with the raid system, the weakest ones will start showing up at 175 raid points. For those not familiar with raid points, if pirates or tribals are arriving in groups of 3, you're probably going to start seeing some of the less combat focused villains.

This version is being abandoned into the void in favor of an updated version.

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]

If you downloaded the Metabolic Adjusters mod that Green Giggler made I did make a xenotype that uses that to get every single super gene. If you somehow manage to make a pawn of that xenotype angry, find a psychic shock lance. They just need a nap.
21 Comments
Alite  [author] Mar 13, 2024 @ 9:15pm 
This is a message to let everyone know that I will not be updating this for 1.5 due to the existence of the other updated one . When 1.5 comes out in a month your should be able to roll back to 1.4 for the duration for the save, or a new save can be made using the new villain faction from the link above
Alite  [author] Nov 19, 2023 @ 2:59pm 
If you still have errors try unsubscribing and resubscribing to the mod. Let me know if the issues persist after that. If steam's reverting didn't work I can try to make github give me an old version of the mod to upload.

My goal with the update was to avoid completely breaking saves by making the only missing things be some xenotypes, which does appear to have gone poorly. Just making it a new mod works a lot better, but hindsight is 20 20.
indrageerts Nov 19, 2023 @ 2:42pm 
Thank you SO MUCH. I thought I had either lost hundreds of hours of gameplay, or was going to have to spend days troubleshooting to fix the break (I am not the best at it, I am afraid).
You have saved my Sunday, and possibly my week. My pawns thank you, and I am removing the 10,000 silver warrant I placed on your head.
Seriously, the mark of a professional is listening to feedback and working with others. Thank you.
Alite  [author] Nov 19, 2023 @ 12:41pm 
In theory Steam has reverted this back to its July version.
Alite  [author] Nov 19, 2023 @ 12:31pm 
Here's a new version of the mod that won't be changing . If you're not attached to an old save use that one since it has all of the new stuff, and won't be suffering from my inept fiddling for a long while.
Alite  [author] Nov 19, 2023 @ 12:24pm 
I'll see if I can find a way to revert the changes to the old one, but I've never really looked at that stuff so it might take me a bit.
Alite  [author] Nov 19, 2023 @ 12:18pm 
Because I didn't think of that at the time, and it's a little late now.
indrageerts Nov 19, 2023 @ 12:16pm 
Your change broke my save. Its the world map not generating properly, so Im guessing I have a base from the old version thats not on the new map.
Why not do what other designers do: release the new version as a new ID? That way those of us playing the old version continue to do so, and other people can play the new version.
Alite  [author] Nov 14, 2023 @ 11:42am 
The Base has a few updates between now and then, but yes, I am planning on adding super heroes later this year or early next year.
Raith Nov 14, 2023 @ 9:56am 
will you do super heroes next?