RimWorld

RimWorld

Superhero Genes - Base
521 Comments
Alite  [author] 6 hours ago 
Minor Update:
- I made an offer to an artist that they choose not to refuse, and now the projectiles for abilities in this mod should look a lot less off
- For those who are using the Hero Organization mod and have radiant quests active, captive heroes will now usually have the Heroism ideology instead of the Villain's Ideology
Alite  [author] Sep 23 @ 4:48am 
There's already a setting to remove the base superhero gene as a prerequisite for all of the genes
☿ Filio! ☿ Sep 23 @ 4:45am 
Great mod, but I wish I didn't need the base Superhero Gene to get skills like those that let you summon things. I'd love to just get the ability (for roleplaying purposes) without the insane buffs the base gene gives you.
Alite  [author] Sep 19 @ 6:02pm 
In that case no, you shouldn't be able to target normal pawns. I just double-checked the code, and canTargetHumans is set to False, so if you can target humans either Steam gave you a bad version of this mod or some other mod is doing something that is messing with the ability.

I recommend verifying file integrity and/or forcing steam to reinstall this mod, but if that doesn't work then I'm not sure what could cause that to happen
谁在背后天天射我 Sep 19 @ 5:43pm 
no,normal pawn
Alite  [author] Sep 19 @ 5:38pm 
If you are referring to the wild people pawns, it isn't intentional but it also isn't something I can prevent. Unfortunately, the way that Ludeon coded the ability targeting parameters means that wild people are checked by canTargetAnimals instead of canTargetHumans for some reason, so wild people are left targetable by both command animal from this mod and animal warcall from base Biotech
谁在背后天天射我 Sep 19 @ 5:25pm 
1.6 Command Animal can target pawns,is is intentional?
Snowy Sep 13 @ 1:33pm 
Someone should make a mod that retextures all the super pills to be Devil Fruits from One Piece lol
Alite  [author] Sep 10 @ 6:31pm 
If asteroids are not reachable via world flight, then you should have steam verify file integrity and/or reinstall this mod.

Activation of the ability is similar to launching a drop pod, though if you are targeting a place that has multiple arrival options (i.e. settlements allow for landing at center or edge) you'll usually need to let the game run a couple ticks because the way that the game handles abilities causes there to be a slight delay in that drop down.

If it still doesn't work after the verify/install, you'll have to clarify on what way it isn't working
Vakstov Sep 10 @ 5:58pm 
Sorry if this is answered somewhere, point me in that direction but does flight not allow flight to asteroids or platforms in 1.6?

I can't seem to get it to work, if I select world travel I get a yellow hexagon but can't seem to travel to them.

What am I doing wrong?
Alite  [author] Sep 9 @ 12:24pm 
Without the full log I can only guess what's going on there, but my best guess is that what you saw was just the list of all the mods that have a harmony patch in that line of events. The way the CE version is set up means that it won't work with 1.6 CE until that author redoes that mod with the current version of this one, and that version won't cooperate with this one since it's a replacement instead of normal patches
oinko sploinko Sep 9 @ 6:05am 
It references mods like Tabula Rasa, Stuncasrer, VEF patches... something that comes up a lot is the term "skyfall" I think? Granted I am using both this and the CE patch, which seems like it could cause the issues. I'd have to check... it'll be a real shame if that's the case though
Alite  [author] Sep 9 @ 4:18am 
@Oinko can't say I've encountered that issue, nor am I sure why it'd be checking for any mods in general. I recommend verifying file integrity just to make sure Steam didn't give you a bad/corrupted version, and if that doesn't work I'll be trying to replicate the issue when I get back from work

@Efrain From what I can tell, they just copied this mod's files instead of making patches, so using both at the same time may cause issues. If you're on 1.6, you'll need to wait for them to update as their 1.5 version will probably throw errors in 1.6.
Efrainx117xKill Sep 8 @ 8:43pm 
If I use CE is it necessary to have both versions of your mod or just the CE version?
oinko sploinko Sep 8 @ 7:43pm 
Exception ticking SuperLeaving102523 (at (161, 0, 117)). Suppressing further errors. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref CBC78028]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00003] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.Planet.WorldObjectMaker.MakeWorldObject (RimWorld.WorldObjectDef def) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.FlyShipLeaving.LeaveMap () [0x000ff] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Skyfaller.Tick () [0x001f6] in <24d25868955f4df08b02c73b55f389fe>:0

This is with the nonsense cut out to fit here
oinko sploinko Sep 8 @ 7:42pm 
Anybody else having problems getting flight to function? It's spitting out some vague errors about a lot of random seemingly unrelated mods and making the pawn basically break
hoteldoor538 Sep 4 @ 11:31am 
My inability to read has hampered me once again, thank you author
Alite  [author] Sep 4 @ 11:28am 
It gives a type of ever evolving based on thing thing consumed, and all of the options are mentioned at the end of the gene description
hoteldoor538 Sep 4 @ 11:02am 
How does the beelzebub power works exactly and what gives the lethality evolution? I just randomly got the ever evolving lethality and was wondering what other hidden evolution is available
jagdpenguin Aug 30 @ 5:04pm 
ah yea I am playing on 1.5, I probably should have opened with that
Alite  [author] Aug 30 @ 11:55am 
There was a bug in my pre-1.6 code that caused hediffs to not properly be removed on gene removal, but that's been fixed for a couple months now. if you are playing on 1.6, I recommend verifying file integrity and manually deleting the hediff, and that should stop the issue in the future
jagdpenguin Aug 30 @ 10:55am 
I added a passive shield to a pawn but after realizing how powerful it is I kinda want to replace it, but for some reason changing the gene using character editor doesnt work.
Seal King Aug 28 @ 7:19pm 
ok, that sounds fair enough, thanks again,
Alite  [author] Aug 28 @ 2:17pm 
My sloppier CE patches were removed from this mod since someone with more experience using CE made a patch mod. Ideally, someone on the CE team will ultimately implement patches directly in CE, but I doubt that process has been started and don't know what would be required for it to happen. At this point, I'm planning on leaving the CE side of it to people who use CE so CE users have a non-sloppy version.
Seal King Aug 28 @ 9:29am 
Hi, love this mod, it has been working great, but with combat extended it doesnt give durable heroes any armour, or atleast, not as much as it did before i think. Is this a known issue? thanks for ur hard work keeping up with all this
Alite  [author] Aug 22 @ 3:12pm 
After a lot more work than I expected it to take, Gate and Teleportation Rift have been completely reworked to allow you to teleport between the surface and orbit.

Any layer accessible through world abilities should also allow for teleportation, though settlements on layers that don't allow caravans to be made (i.e. orbit) cannot be visited this way, only attacked.

In related news, teleportation should now properly find allies on the map for more precise targeting when available, and teleporting to sites now enters the map immediately instead of requiring that random caravan step in-between
Alite  [author] Aug 21 @ 2:36pm 
My next recommendation would be to see if verifying file integrity somehow fixes the issue. Not sure how much impact it will have, but it's worth a shot
Alite  [author] Aug 21 @ 2:35pm 
That's really weird because a lot of those genes aren't even using special code (i.e. Emergency patch and stasis both only use the basic abilities stuff)
QuarianRex Aug 21 @ 1:37pm 
Played around a bit. Seems to be affecting both Soldier and Empath gene categories. All of the pre-req genes (Psionic Immortal/Placater/etc) attach and remain fine, but all other genes in those categories disappear (Gizmos for associated powers, like Psionic Flight, don't appear either). All other categories show and can be used without issue (tested Hemomancer genes as well and they are fine). Genes appear in Devtool to be added but fail to do so when selected. Devtool removal of genes show that the missing genes are not present, not merely invisible.

Never seen this before. Weird as hell.
Alite  [author] Aug 21 @ 12:07pm 
Just realized my phrasing of the EBSG Framework settings was accidentally a bit misleading. Those settings only affect hair and skin, so it wouldn't have an impact in this case, though other mods might have a more general condition for when genes are hidden, if this is a case where the genes aren't completely removed
Alite  [author] Aug 21 @ 12:02pm 
I tried both with dev tools and vanilla's xenotype creation menu, and didn't have any psionic soldier genes vanish. If nothing pops up in the logs, please double-check that the gene is completely gone (doesn't appear in the remove genes section of the dev tool).

If it is completely gone, please check to make sure there aren't any other effects or mods which forcefully set what genes the pawn can and cannot have, and if not gone see if you have any mods that alter what genes pop up on the list of shown mods (i.e. EBSG Framework has a toggleable setting that hides genes that aren't active).
QuarianRex Aug 21 @ 11:41am 
None of the genes from the Psionist - Soldier category (other than the pre-req's Psionic Soldier/Commando/Immortal) seem to be 'sticking'. They are showing in Character Editor but have disappeared on the pawn in game. Attempting to manually add the genes to the pawn with Devtool fails as the gene immediately disappears after being added.
Alite  [author] Aug 21 @ 11:35am 
In that case it probably was included in the meteorite since the game wasn't restarted after disabling the setting. If another one pops up even with the setting disabled after the game is restarted, then we have a weird bug on our hands that I'll have to take a look at
BigGovernment Aug 21 @ 11:13am 
Super compacted* sorry
Alite  [author] Aug 21 @ 9:49am 
If you remove all genes and items added by this mod from your save, maybe? Much like with most mods, this is never going to be truly safe to remove mid-save, the best you can do is minimize how many errors pop up
Quilava Aug 21 @ 9:38am 
Can i disable the mod mid game? I may put too much power into my pawn :cta_emo10:
Alite  [author] Aug 21 @ 8:56am 
Super condensed or just condensed? The condensed version is the vanilla one, which that setting doesn't alter
BigGovernment Aug 21 @ 8:40am 
I hadnt restarted after changing the settings. This was condensed plasteel.
Alite  [author] Aug 21 @ 6:46am 
I can't replicate the issue on my end. Did you restart the game after disabling the setting? If so, can you let me know what type of meteor it say fell? If you have the letter it'll say something like "Meteorite: Super Compacted Steel" or "Meteorite: Super Compacted Silver", and if you've already closed the letter the mineables it leaves behind will have a label like "Super Compacted Steel" or "Super Compacted Silver"
BigGovernment Aug 21 @ 6:09am 
Just a heads up, condensed meteors still fall even after disabling them in the mod options.
Alite  [author] Aug 20 @ 11:43am 
In theory when you hover over an island it should show the hexagon in-which the super can reach. If it doesn't show that I recommend checking the settings menu to make sure you have the two new settings involving the jammer and the SHG Base prereq. If either of those settings aren't there you'll need to get steam to redownload the mod so the update is actually implemented
Breadmond Aug 20 @ 11:32am 
ah ok I just need more speed then I suppose, sorry
Alite  [author] Aug 20 @ 9:28am 
A setting has been added that removes the signal jammer check
7:39 PM Aug 20 @ 8:06am 
Is it easily editable if I wanted to disable it? for rp reasons.
Alite  [author] Aug 20 @ 8:00am 
No, I intentionally put that restriction in place
7:39 PM Aug 20 @ 7:57am 
Is there a way for world flight to bypass signal jammer stations?
Alite  [author] Aug 20 @ 5:21am 
I haven't tested the sky islands, but I didn't exclude their layer, so assuming the travel to orbit is working as expected for everyone, travel to those islands should probably be doable as well. If the game still does not allow travel too and from orbit, force steam to redownload the mod to make sure your version actually has the update.
Alite  [author] Aug 20 @ 5:17am 
Did you not read the update notes I sent 6 hours before your message?
Breadmond Aug 19 @ 11:29pm 
please let flight reach orbit and also maybe reach the sky islands from that new sky islands mod, please
Alite  [author] Aug 19 @ 5:39pm 
Minorish update:
- Added a setting to remove the SHG Base Gene as a prerequisite. All other prerequisites will remain the same
- Related to this, I reworked my settings code. If something happens to go wrong let me know
- Completely reworked the world travel abilities. They should be usable to get to and from orbit now, and for places like settlements that normally have multiple options (i.e. visit and attack), those options are now usually available
- Important note about those options, if your mouse moves too far from the menu the game automatically cancels the flight without refunding the cooldown, so please make sure to click cancel if you don't want to fly
- Another note: While unlikely, this rework may cause saves to error if a pawn is mid world flight. If this happens, download this version [github.com], let your pawns land, then saves from that point on should be safe