RimWorld

RimWorld

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Biotech Expansion - Core
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Mod, 1.4, 1.5, 1.6
File Size
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2.526 MB
3 Nov, 2022 @ 4:33pm
17 Jul @ 3:49pm
26 Change Notes ( view )
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Biotech Expansion - Core

In 1 collection by Lennoxicon
Biotech Expansion - All Modules
4 items
Description
The Biotech Expansion Project
The BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This is the core mod for the Biotech Expansion series. Does mostly nothing on its own. Mandatory for every mod on there! Be on the look out for other biotech expansions! Check back frequently for new genes and other mods in the BEP!

This core module was designed to ensure that each BE mod is independent of each other (except for Core).

Universal Genes
In addition to providing a framework to the rest of BTE, Core also adds genes that are or are likely to be included in multiple modules at once. These are:

- Feral Might: Deal 1.25x melee damage while unarmed (native and natural/implanted weapons only, no weapons!). This stacks with other melee damage genes.
- Carnivore: Guarantees food poisoning for NonMeat foods, but carriers don't care about eating corpses. Processed/foods with "Any" foodkind are still ok, however.
- Herbivore: Guarantees food poisoning for Meat foods. Processed/foods with "Any" foodkind are still ok, however.

Some of the Biotech Expansion Mods!
Biotech Expansion - Mammalia https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2878084431
Biotech Expansion - Mythic https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2883216840
Biotech Expansion - Ear Hair Color Patch https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2879641542
143 Comments
Vespi 23 Sep @ 2:55am 
Would it be too much to ask for maybe another gene that allows pawns to not care about eating corpses, but still be able to eat non-meat foodkinds? I'm trying to make essentially a bioweapon xenotype and they would logically not care too much about what they eat as long as it feed their horribly inefficient bodyplan.
Aurus 27 Aug @ 7:43am 
pingas
[FAI] HavenOnline 11 Aug @ 2:37pm 
pingas
Wereton Furcas 10 Aug @ 6:57pm 
Bug report, theres sth strange, it seems like adding this mod will turn the open cryptosleep casket picture as they re still closed......it stopped when i re-download the mod, or re-download the game, but it happens later whem i reload the game, im using rimsort for mod sorting and texture managing, yet im pretty sure this bug is related to this mod(i post this twice but since that time the problem was solved somehow so i deleted, but now the problem no more solve it self when i try the old tricks TwT) certainly need your help!
Heroman3003 17 Jul @ 4:16pm 
Much appreciated for that! Many thanks!
Lennoxicon  [author] 17 Jul @ 3:51pm 
Added statue fix: Statues throw an error when adding gene hediffs due to how the fake pawn it generates is created (genes are added before kinddef is, causing a null reference when checking the pawn's state)
Heroman3003 17 Jul @ 11:12am 
I'll post it in bug report thread of Mammalia mod since its too big for the comment section
Lennoxicon  [author] 17 Jul @ 4:44am 
Please post it. BTE genes seem to show up fine on my end.
Heroman3003 17 Jul @ 3:16am 
There's been a weird issue that I have tracked down to BTE mod series - it appears that when exotic trader ships are generating a BTE xenotype of some kind, one of the assigned genes causes an error which makes the trader show up with 0 stock and no money to trade. I have she stack trace if necessary.
Telumi Wryvele 12 Jun @ 3:45am 
Thank you for still updating your mods despite being busy!