RimWorld

RimWorld

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Expanded Biotech Style Abilities
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Mod, 1.5, 1.6
File Size
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470.915 KB
27 Oct, 2024 @ 6:57am
7 Oct @ 6:23am
13 Change Notes ( view )
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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.

[github.com]
[ko-fi.com]
[discord.gg]

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.
43 Comments
Alite  [author] 7 Oct @ 6:34am 
Just realized I forgot to specify in my note about the 1.5 spam that it only applies to non-player pawns. Player pawns will still require a manual cast happening once to be able to auto-cast smoke cloud, but still have the safeguard against spamming it afterwards
Alite  [author] 7 Oct @ 6:29am 
Fixed a bug where pawns with smoke cloud couldn't autocast it if it had never been manually cast before. For those still using 1.5, this will mean that they will spam it as this fix required some C# work that only exists in the 1.6 version of the framework.

As usual, if you encounter errors or unexpected situations, verify file integrity and force steam to reinstall this mod and the framework as Steam may have failed to properly update or install your version.
Melon 27 Sep @ 2:29pm 
Wow thanks
Alite  [author] 27 Sep @ 6:15am 
After a bit of work, I managed to convince the AI to stop randomly casting the following AoE abilities without any enemies around them so often:
- Chemburst
- Blinding Luminescence
- Disorienting Screech
- Startling Screech

If you get errors or NPCs are still consistently casting those abilities without a nearby enemy target, verify file integrity and/or force Steam to redownload this mod and the EBSG Framework
Alite  [author] 25 Sep @ 2:14pm 
Weird. I'll have to see if I can pull some C# shennanigans to stop that from happening
Melon 23 Sep @ 7:06pm 
Yeah I just had a pawn autocast it from a friendly caravan. There were no enemies around. I'll just disable npc use for now.
Alite  [author] 20 Sep @ 7:24pm 
The ability is marked as hostile, so outside of completely disabling their ability to cast it, I wouldn't know of a way to prevent that. In theory, they shouldn't be able to view non-enemies as their primary target though unless something really weird is going on in the vanilla code that I'm not aware of. They might fail to notice that their allies are also in the radius, but it shouldn't be picking them as the primary target
Melon 20 Sep @ 6:59pm 
Is there a way to make enemy pawns with the screech abilities not count their fellow raiders as viable targets for <ai_SearchAOEForTargets>True?
Melon 24 Aug @ 1:48pm 
Yeah I've had issues with steam updates before but it's never actually missed an update between two mods that got a new version at the same time before. Really wish steam just had an "update mods" button somewhere to solve this. Or ya know, just update the mods when I have nothing running instead of doing nothing.

Anyway thanks for the help. Keep up the great work.
Alite  [author] 24 Aug @ 1:39pm 
Ahh, I didn't think that'd be the case since Steam had just updated, but considering I've had games fail to validate immediately after a fresh download I probably should have. Glad to hear it works though