RimWorld

RimWorld

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Expanded Biotech Style Abilities
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Mod, 1.5
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985.151 KB
Oct 27, 2024 @ 6:57am
Nov 16, 2024 @ 3:37pm
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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.
20 Comments
Joselito Mar 29 @ 4:57am 
Alite, the best <3
The Lord Pootis Jan 18 @ 8:28pm 
Something interesting I thought of but idk how hard it would be to implement but what about the blood spew ability being able to kind of "synergize" with special blood genes, namely ones from alpha genes which would make the blood spew ability gain the properties of the user's special blood type if they have any? Since the ability is basically them spewing out the blood from their body, I thought it would be kinda cool but granted i'm no modder myself so I'm not sure just how hard something like that would be to actually implement properly.
M Nov 17, 2024 @ 2:14pm 
lobes it :D and funny with this site full of animated avatars and profile backgrounds now hahaha cheers
Alite  [author] Nov 17, 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 Nov 17, 2024 @ 8:16am 
Can these abilities be gained through the VRE Sanguophage invocation matrix?
Опарыш мощный Nov 17, 2024 @ 6:04am 
Amazing one!
waczko Nov 17, 2024 @ 3:46am 
Very fun modpack i lobe it
MagicRobo Nov 16, 2024 @ 6:22pm 
i lobe this mod
Endoskeleton_Jim Nov 16, 2024 @ 4:14pm 
I lobe the fix
Alite  [author] Nov 16, 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.