RimWorld

RimWorld

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Biological Warfare
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
10.994 MB
Apr 13, 2024 @ 12:53pm
Jul 22 @ 8:21am
26 Change Notes ( view )

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Biological Warfare

Description
[blueeagle421.itch.io]



Biological Warfare aims to introduce a whole new type of deadly arsenal: biological weapons. They can be used in both defensive and offensive strategies, providing balanced firepower. Everything is presented in vanilla-style graphics and described with original lore.


Biological Warfare introduces two new machines, five buildings, over 30 new items, and three completely new production chains. It allows the player to turn sick colonists into weapons and a great advantage. Sickness will no longer be viewed as a negative event, but rather an opportunity to strengthen your colony.

I tried to make everything as balanced and vanilla friendly as possible. If you have some ideas how to improve that, please let me down in the comments.



































Biological weapons have a large damage radius but a relatively long time to kill. Classical explosions have a small blast radius but kill everyone around it instantly in most cases. That's why I believe the arsenal added by this mod is balanced and fair when compared to the vanilla game.

Additionally pathogen gas can only apply infection twice to a pawns before disappearing. So it can be deadly against smaller groups of pawns and at the same time won’t completely wipe out giant tribal raids for example.

Main damage factors are fully customizable in mod options. You can disable most of the infection damage or make it more powerful if you feel like it.



Here's a list of built-in integrations with other mods:
  • Anomaly - adds necroa archovirus (that includes all weapons and antigens items related to it)
  • Biotech - patches perfect immunity gene to work with necroa and developing scaria infections
  • Vanilla Genetics Expanded - greater scaria is a samplable disease that yields regular scaria samples

Here's a list of less compatible mods:
  • Tweaks Galore - gas missile launchers can't be configured like the rest of powered buildings, but there are no other issues



Q: Can enemies spawn with pathogen weapons?
A: Yes, rarely.

Q: Will you add more pathogen weapons for diseases?
A: Probably not. A bunch of weapons were added from the release of this mod and I feel like the arsenal is complete now. But if you have any more suggestions you can of course still leave them in the comments.

Q: Will you add more diseases to the game?
A: This mod never was intended to add new diseases. The only exception is the necroa archovirus.

Q: Why you can't sample mechanite diseases like sensory mechniates for example?
A: By the lore they can't be reproduced. I might consider adding something related with mechanites to this mod, but can't promise it.

Q: CE?
A: Yes, CE includes a patch for Biological Warfare.

Q: Can I add it mid-play to an existing save?
A: Yes.

Q: Can I remove it mid-play?
A: I wouldn't recommend it, but if you somehow manage to erase all the mod content from the save, it could work.

Q: Why do I need Vanilla Expanded Framework for it?
A: Biological Warfare operates on toxic gas system (OPToxic) from VEF.

Q: Is this mod part of Vanilla Expanded?
A: No, it's not.



While reporting a bug, please always use HugsLib and always check your mod load order. Every bug report is very valuable to me, but try to include as much information as possible. Thank you.


All the graphics, XML and programming done by me - BlueEagle421 (Ushanka back in the days). I decided to use my old nick here, because it was used in all the other mods.

Special thanks goes to GreenFireSound for publishing free sound effects!

Rimworld is owned by Tynan Sylvester.

[ko-fi.com]
Popular Discussions View All (7)
4
Aug 2 @ 4:30pm
Additional Pathogens/ diseases
Guineatown20806
7
Jul 6, 2024 @ 10:42am
diseases progress too fast
8^y
5
Apr 20, 2024 @ 9:09am
Certain gas masks dont stop infections
Clown
654 Comments
bigd Nov 27 @ 9:07pm 
I infected some prisoners with the Necro bacteria so that I can produce more samples. Soon as it reaches 0 sec, nothing is produced from the infected.
japrice Nov 20 @ 10:38am 
Or if easier add a vent alternative receipe that use Tox Gas shells ... Whatever is the easier ... I dunno ha ha
japrice Nov 20 @ 10:35am 
I have a question (sorry if it has already been asked in the 66 previous pages XD ) what is the compatibility with tox gas from biotech ? Would you be able to add a "Tox gas" patogen in it ? So like that every shell, and other things get override by your recipe ? I am desperatly looking for a good gaz vent mod that uses tox gas from biotech ha ha ... If its not in your plans or impossible you could maybe add it in the FAQ or Compatibility section. Anyway your work look very very cool and inspiring . Thanks .
King Matt 👑 Nov 13 @ 2:46pm 
Currently using this mod with 414 other mods in my current save on day 465. Working well for me but worth noting that I don't use HAR
TheMuffinMan Nov 9 @ 10:54am 
cant use the mod for some reason?
TheMuffinMan Nov 9 @ 10:54am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
󠀡󠀡󠀡⁧⁧melty Oct 27 @ 4:45pm 
yay
bin Oct 23 @ 9:41am 
this could just be a incompatibility but i cant seem to use the sampler,
UmbraStar Oct 9 @ 8:13am 
@Omar Perez I like the way you think! Really we need the ability to make orbital weapons now in general
Mimoso Gutierrez Oct 5 @ 1:10am 
i swear to got it would be so ♥♥♥♥♥♥♥ cool if we could launch chemical warfare from orbit