RimWorld

RimWorld

Superhero Genes - Villains and Stereotypes
90 Comments
Alite  [author] 30 Sep @ 4:20am 
There's a medieval villains setting that restricts what they can spawn with, and if you have the Hero Organization mod there's a similar setting for that one as well
Bones 29 Sep @ 7:55pm 
Can this work in a Medieval playthrough?
Alite  [author] 22 Sep @ 8:23pm 
If you're referring to the label that the throne shows for satisfies title, that's a mistake on Ludeon's part where it only shows the last title that accepts the throneroom despite it working for both of them (i.e. if the throne says satisfies tier 5 villain and you assign a baron to it, the baron will still be happy).

You can still assign the throneroom and get the proper alerts for the pawn's Empire title even though the throne will continue to claim it's trying to satisfy the reqs for a different type of title. I wish I had an actual fix for it, but because it's a bug in the vanilla code any solution I try to come up with risks causing more problems than I solve.

If you aren't using any mods that change the Empire's throne reqs, the throneroom requirements are the same between the two similar tiers (i.e. Acolyte and Tier 2 are mostly the same, Knight and Tier 3, etc), with the main exception being that villains don't mind Anomaly buildings.
[193rd] Sunrise 22 Sep @ 7:34pm 
Sorry, I wasn't clear. The throne room's title requirement says "Villain tier X" and I'm trying to figure out how to revert it to the standard Acolyte, Baron, ect.
Alite  [author] 22 Sep @ 7:24pm 
No clue what you mean by "switch the title requirements". If you just mean the permits, you can go back to the Empire's menu the same way you got to the Villain's. There isn't anything else I can think of that involves switching anything
[193rd] Sunrise 22 Sep @ 7:01pm 
Hi, sorry to pester you, but is there a way to switch the title requirements back to vanilla royals? I've been trying to figure it out for a while and haven't found the switch, if indeed a switch there be.
oinko sploinko 8 Sep @ 7:19am 
Thanks, honestly never made sense to me that laborers wouldn't be good at labor
Alite  [author] 7 Sep @ 7:04am 
Laborer skills should be fixed now. It won't impact existing laborers, but future ones should now have okay levels in construction, crafting, and mining, with a chance for some other bonus skills. If new laborers are spawning with below level 8 in any of those skills, verify file integrity and/or force steam to redownload this mod (and hero organization).
Alite  [author] 6 Sep @ 5:58pm 
They use the same information as the Empire's laborers, though now that I think about it I don't recall those laborers having very good skills either. I'll make myself a note to look into doing some skill override stuff for the villain laborers
oinko sploinko 6 Sep @ 4:58pm 
Are villain laborers supposed to have such awful labor stats? Both groups I've gotten so far are borderline useless
dom 21 Jul @ 3:51pm 
Thank you so much for your quick reply and fix! No worries, it may genuinely just be that I have too many mods so turning off the setting should work. Thank you again! :lunar2020ratinablanket:
Alite  [author] 21 Jul @ 9:43am 
I'll release an update shortly that may fix it, but unfortunately if it doesn't I'm not sure how to go about stopping the issue. In the SHG settings menu there is a setting to disable those radiant quests, so if my fix doesn't work you may unfortunately have to disable them.
dom 21 Jul @ 9:19am 
Hi there. Sorry for the comment, I do play with a lot of mods so it could just be a mods mismatch, I apologize if that's the case.

Occasionally (quite often) the superheroes and villains send me the camp quests to clear, or other types of quests, but the variables don't seem to work properly. This happened across multiple playthroughs, some with less mods, some with more mods. I know in the description of the core (?) of this mod it said it shouldn't give out many quests, but I keep getting flooded by them sometimes.

Sorry again for the bother as it could be a mod mismatch, and thank you for your hard work on this mod!

https://imgur.com/a/z7ZxkFM
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
Rosenqueen 10 Jul @ 1:48pm 
Thank you for your hard work
Alite  [author] 10 Jul @ 11:49am 
1.6 Update is out. For those who use the Hero Organization mod, please let me know there if the villain complexes start throwing errors. It is strongly recommended you start a new game for 1.6 due to the code changes I needed to make.
Alite  [author] 15 Feb @ 5:00am 
Depends on the super, but they usually are. The genes themselves usually don't influence the chance directly, but their higher stats usually result in the interval being shorter.
SAUCE__GODD 14 Feb @ 7:23pm 
Are superhumans more likely to escape imprisonment
Alite  [author] 12 Feb @ 11:04am 
You're welcome!
hoteldoor538 12 Feb @ 10:31am 
It is working, thank you very much from the bottom of my heart
Alite  [author] 12 Feb @ 7:40am 
Should be fixed now. If you're still having the issue, force steam to redownload the Base so it actually gives you the up to date version.
Alite  [author] 12 Feb @ 7:29am 
I forgot to fix that. I'll make an update to correct that shortly.
hoteldoor538 12 Feb @ 7:24am 
also i have a psionist with me but she's also considered non super and triggers the mood debuff
hoteldoor538 12 Feb @ 7:06am 
THANK YOU
Alite  [author] 12 Feb @ 4:58am 
Nope. Looks like I forgot to add a slave check and never noticed. I'll try to have a fix up soon. The update will pop up in the SHG base mod.
hoteldoor538 11 Feb @ 1:35am 
Also having mundane slaves still gives my pawns the mood debuff, is this intended?
Alite  [author] 8 Feb @ 5:18pm 
Minor Villains update:
- Reworded some quests to hopefully be more clear
- Villain traders and settlements now have a chance to include slaves
- More Villains should spawn with tiers now
SAUCE__GODD 6 Feb @ 3:28pm 
Based
Alite  [author] 6 Feb @ 2:33pm 
The weaker supers are henchmen. Why would they want humans in their base unless its to harvest their organs or sell them. They are clearly far too weak to trust with anything important.
SAUCE__GODD 6 Feb @ 2:27pm 
No baseliners? Shame.

What's a villain without some henchmen
Alite  [author] 6 Feb @ 12:23pm 
Made an update so Villain factions should no longer be able to spawn baseliners randomly.
BigGovernment 27 Dec, 2024 @ 3:25pm 
Okay, thanks!
Alite  [author] 27 Dec, 2024 @ 3:13pm 
Not at the moment. I've been meaning to make a wiki of sorts that lists them all, but haven't had the time. The xenotype creation menu is probably your best bet at the moment.
BigGovernment 27 Dec, 2024 @ 2:39pm 
Is there a full list of thr genes somewhere?
Alite  [author] 7 Dec, 2024 @ 4:37pm 
Added psionist, hemomancer, and radiomancer stereotypes, and villains and hero factions can now spawn them very rarely.
Alite  [author] 31 Aug, 2024 @ 7:46am 
Released Superhero Genes - Hero Organization . This mod adds non-evil super factions, and for those with royalty it adds a few quests including one to two end-game quests.
Alite  [author] 22 Aug, 2024 @ 5:11pm 
A weird bug with the end-game quest was reported, and I have theoretically killed it.

I've also added a setting for those using the Supers Everywhere setting called Mutations Anywhere, which gives all non-custom xenotypes the same chance as any other super to have a mutation when created.
TheGodDave 31 Jul, 2024 @ 10:59pm 
All right, thank you!
Alite  [author] 29 Jul, 2024 @ 8:47am 
Uploaded a fix for the stereotypes and another fix on the base mod for the creating pill variants.
Alite  [author] 29 Jul, 2024 @ 5:23am 
I forgot about expensive base. I'll work on adding some genes to the randomizers that balance them out when expensive base is active.
TheGodDave 28 Jul, 2024 @ 11:56pm 
Is it possible to have something that adds more unsuper/anti-super genes if you have the expense base setting on? So that all of the supers that appear don't have such low metabolic efficiency.
Halita Silverblood 20 Jul, 2024 @ 12:18pm 
Likely a multi-mod interaction I've yet to nail down. Will keep an eye out if it occurs again!
Alite  [author] 20 Jul, 2024 @ 4:50am 
I wasn't able to get the error to pop up even with multiple tries. I made sure to add Sparkling Worlds so I'd have the faction your errors are referencing, and that doesn't appear to have made much of a difference. I'm guessing there's another mod that's interfering with that one, but outside of removing mods to experiment, I'm not really sure how to figure out which one is causing issues.
Alite  [author] 20 Jul, 2024 @ 4:34am 
Weird. I don't remember having that issue, but I'll try messing with it to replicate the issue.
Halita Silverblood 19 Jul, 2024 @ 7:59pm 
Only consistently occurs with the custom storyteller. Rest I have work, including Vanilla Expanded and vanilla ones...which is odd. Something brought it out.
Alite  [author] 19 Jul, 2024 @ 7:18pm 
The villain storyteller doesn't mess with pawn generation at all. Sometimes the game has weird issues with the initial colony creation stuff, and I've never really figured out what the trigger is for it. Try verifying file integrity and starting again. It's likely only an issue if it consistently occurs.
Halita Silverblood 19 Jul, 2024 @ 6:51pm 
Getting an error using my pack and only the Super Villian storyteller upon worldgen which nullifies all faction generation. Can't generate a pawn with required shooting skill.

https://pastebin.com/RbYbRJkL
Latex Santa 11 Jul, 2024 @ 10:19pm 
@alite
At least you'll consider PROTOTYPE / inFAMOUS powers for future updates, and that's enough for me.
Also, thanks for the upcoming superhero faction.
Alite  [author] 11 Jul, 2024 @ 6:40pm 
I'm working on making a hero faction at the moment. I'm not sure when it'll be done, but I'll post about it here once it's on steam.
Dr Jimothy 11 Jul, 2024 @ 6:10pm 
Is there any mod adding a (non-villainous) superheroes faction? Or would that just be achieved by using xenotype spawn control on an existing faction?
Alite  [author] 12 Jun, 2024 @ 5:46am 
I have considered making some genes with a theme similar to the powers from Prototype, but that's probably going to end up being a more distant future thing due to all the stuff I have to do between now and that.