RimWorld

RimWorld

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Superhero Genes - Base
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.577 MB
24 May, 2023 @ 7:32am
22 Aug @ 3:05pm
134 Change Notes ( view )
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Superhero Genes - Base

In 2 collections by Alite
Super Genes Collection
4 items
Alite's Gene Mods
13 items
Description
Ever wanted your pawns to be able to lift extreme weights or research things at frankly ridiculous speeds? This mod allows you to give pawns various super powers that, much like in superhero movies, allows them to ignore the laws of common sense without becoming so overpowered nothing can touch them.

This wiki gives more in-depth details about what this mod contains.[github.com]

This mod probably won't cause issues if added mid-game, and probably will cause issues if removed mid-game.
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Superhero Genes - Villain and Stereotypes adds xenotypes that use these genes and a hostile faction. It's separate from this one so that people don't have a bunch of extra xenotypes filling their list, or a hostile faction of strong opponents disrupting their colony constantly.

Superhero Genes - Hero Organization adds non-evil super factions, and for those with royalty it adds a few quests including one to two end-game quests.
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The Royalty DLC is required for the Psionist archetype and related paths

The Vanilla Expanded Framework is required for the phasing passive.

The Big and Small Genes Framework is required for the size changing genes.

The EBSG Framework is required for a variety of genes, including the equipment flaws, forcefields, and specialized damage boosts.

Better Gene Inheritence is recommended for avoiding some weird issues.

Scrollable Gizmos may be needed if a pawn has too many abilities.

CE users should use this patch of the mod. If someone informs me that the CE team has put a patch within CE itself, I'll change this note.

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The preview and mod icon were made by Elseud
Link to the discord server[discord.gg]

[github.com]
[ko-fi.com]
496 Comments
Alite  [author] 22 Aug @ 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] 21 Aug @ 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] 21 Aug @ 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 21 Aug @ 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] 21 Aug @ 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] 21 Aug @ 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 21 Aug @ 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] 21 Aug @ 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 21 Aug @ 11:13am 
Super compacted* sorry
Alite  [author] 21 Aug @ 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