RimWorld

RimWorld

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VPE - Biohazard | Biosoother
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Mod, 1.5, 1.6
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2.909 MB
26 Apr @ 12:00pm
29 Sep @ 10:14pm
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VPE - Biohazard | Biosoother

In 1 collection by Sentinel
Too many VPE Paths.
21 items
Description
Github and license here, click on the green code button and download zip: https://github.com/Sentinel297/VPE---Biohazard-Biosoother

Fight or spread the pollution of the Rim!

Psycasts:

------ BIOHAZARD TREE ------

T1:

Tox-Gland Mutation:
Mutate the target to grant them the ability to spew out tox gas from themselves. Doesn't make them immune to toxic gas.

T2:

Unstable Tox-Mine:
Skip a distant tox IED from a waster colony to your base, the skip process will make that IED unstable, causing it to be far more fragile than a standard one.

T3:

Toxic Shock:
Skip toxic waste directly inside of the target, greatly reducing their consciousness as well as breathing and moving capabilities. Ignores resistance. Considered an horrible action by the target's faction.

Waste Focus:
Absorb the primary chemical present within wastepacks and convert it into psyfocus, the process will cause leftover chemicals to pollute the nearby area.

T4:

Manifest Toxic Fallout:
Manifest a cloud of toxic fumes in the area, causing plants to die and toxic buildup on anyone outside for a day.

Manifest Acidic Smog:
Manifest a cloud of acidic smog in the area for a day.

T5:

Induce Toxic Buildup:
Skip toxic waste directly inside of the target, causing them to get poisoned, bypasses resistances. Considered an horrible action by the target's faction.

T6:

Toxic Shell:
Steal a shell of toxic gas from a distant laboratory, the shell will break upon arrival, causing toxic fumes to spread around the target area.

Leaking Nuclear Reactor:
Skip a leaking nuclear reactor from a distant ruin to your base, it will quickly pollute the local area and cause toxic fallout in the region.

Polluswarm:
Trigger a chemical reaction at the target location, causing a swarm of insectoids to set up cocoons at this position, the insectoids will attack anyone that disturbs these cocoons. The infestation will be twice as big if used on a polluted area.

T7:

Tox Catalyst:
Force the toxins present within the target creature/corpse/wastepack to burst out in the form of a cloud of noxious gas, dealing acid damage to nearby creatures depending on the severity of the target's toxic buildup or the amount of wastepacks in the stack.

T8:

Wastepack Nuke:
Unleash a large-scale explosion of various chemical agents, covering the land with great amounts of pollution and toxic gas. The radius of the explosion scales with psychic sensitivity (800% sensitivity = maxed out, resulting in a 60 cells pollution radius, and a 80 cells gas radius.)

---- BIOSOOTHER TREE ----

T1:

Manifest Polux tree:
Psychically alter a spot of dirt to grow a polux tree sprout.

T2:

Skip Temporary Pollution Pump:
Skip a distant pollution pump from local ruins to help you in the fight against pollution, this pump will instantly clean a small patch of pollution before failing.

T3:

Skip Large Pollution Pump:
Skip a distant pollution pump from local ruins to help you in the fight against pollution.

T4:

Clear skies:
Provoke a blast high in the clouds, dispersing weathers such as fog and rain for a day.

T5:

Tox-Immunization Mutation:
Mutate the target to grant them immunity to toxic buildup at the cost of slight breathing reduction.

T6:

Skip Massive Pollution Pump:
Skip a distant pollution pump from local ruins to help you in the fight against pollution, this pump is self-powered thanks to its waste-fueled internal generators.

T7:

Skip Reconfigured Wastepack Atomizer:
Skip a distant wastepack atomizer prototype to help you disolve wastepacks, requires 1.5kW to run.


These paths can be found in the "Misc" tab and are CE compatible.

[www.patreon.com]
39 Comments
Sentinel  [author] 3 Oct @ 1:12am 
@Doom I like the idea, that would make the two ability synergize well, i'm working on another mod atm but i'll keep that one in mind.
Doom 3 Oct @ 12:16am 
Biosmoother should maybe have a more Tox absorbing theme rather than the removal via the ancient tech. With that in mind you could have various abilities allowing for the absorbing of pollution in exchange for buffs/resources.

Say something like
T2: Tox Adaption: For each tile of pollution absorbed withing a the given range the caster gains a bonus to their Tox Immunity. The buff is permanent but upon using it it also gives the caster a level of Toxic Buildup relative to the amount of pollution absorbed during casting.

The overall idea being the caster is pulling the toxins from the space around them and using their body and Psychic prowess to break it down. With the example I gave its the based on the idea of drinking a small or survivable amount of a poison until you gain a full immunity but drink to much all at once and you'll die.

I love your psychic expanded series and I hope this helps!
Sentinel  [author] 29 Sep @ 10:00pm 
Accepting ideas for new abilities concerning Biosoother.
Sentinel  [author] 29 Sep @ 9:52pm 
(Part 2)

T7:

Tox Catalyst:
Force the toxins present within the target creature/corpse/wastepack to burst out in the form of a cloud of noxious gas, dealing acid damage to nearby creatures depending on the severity of the target's toxic buildup or the amount of wastepacks in the stack.

T8:

Wastepack Nuke:
Unleash a large-scale explosion of various chemical agents, covering the land with great amounts of pollution and toxic gas. The radius of the explosion scales with psychic sensitivity (800% sensitivity = maxed out, resulting in a 60 cells pollution radius, and a 80 cells gas radius.)



Misc:

Muted toxic shock's effecter.

Reduced the cost of the reactor summon ability to 70% psyfocus.
Sentinel  [author] 29 Sep @ 9:52pm 
Update for 1.6: Part 1

New psycasts:

T3:

Waste Focus:
Absorb the primary chemical present within wastepacks and convert it into psyfocus, the process will cause leftover chemicals to pollute the nearby area.

T6:

Polluswarm:
Trigger a chemical reaction at the target location, causing a swarm of insectoids to set up cocoons at this position, the insectoids will attack anyone that disturbs these cocoons. The infestation will be twice as big if used on a polluted area.
Leatherneck 28 Sep @ 3:39pm 
☢️ THIS WORKSHOP UPLOAD WAS APPROVED BY THE WASTER ASSOCIATION OF THE RIM☢️
Sentinel  [author] 14 Aug @ 3:39pm 
Update:

New psycast for Biohazard tree:

T5:

Toxic Shell:
Release a deadly toxic gas in the target area.
Sentinel  [author] 20 Jul @ 7:55pm 
Update: Removed DDS textures from the files, some users are having issues with loading these.
Ryuuoo_ 4 Jul @ 5:53am 
Royalty expansion should be on requirements, because required mod requires Royalty.
Sentinel  [author] 3 Jul @ 4:18am 
Update: 1.6 port