RimWorld

RimWorld

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Biological Warfare
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
10.994 MB
13 Apr, 2024 @ 12:53pm
22 Jul @ 8:21am
26 Change Notes ( view )

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Biological Warfare

Description
[blueeagle421.itch.io]



Biological Warfare aims to introduce a whole new type of deadly arsenal: biological weapons. They can be used in both defensive and offensive strategies, providing balanced firepower. Everything is presented in vanilla-style graphics and described with original lore.


Biological Warfare introduces two new machines, five buildings, over 30 new items, and three completely new production chains. It allows the player to turn sick colonists into weapons and a great advantage. Sickness will no longer be viewed as a negative event, but rather an opportunity to strengthen your colony.

I tried to make everything as balanced and vanilla friendly as possible. If you have some ideas how to improve that, please let me down in the comments.



































Biological weapons have a large damage radius but a relatively long time to kill. Classical explosions have a small blast radius but kill everyone around it instantly in most cases. That's why I believe the arsenal added by this mod is balanced and fair when compared to the vanilla game.

Additionally pathogen gas can only apply infection twice to a pawns before disappearing. So it can be deadly against smaller groups of pawns and at the same time won’t completely wipe out giant tribal raids for example.

Main damage factors are fully customizable in mod options. You can disable most of the infection damage or make it more powerful if you feel like it.



Here's a list of built-in integrations with other mods:
  • Anomaly - adds necroa archovirus (that includes all weapons and antigens items related to it)
  • Biotech - patches perfect immunity gene to work with necroa and developing scaria infections
  • Vanilla Genetics Expanded - greater scaria is a samplable disease that yields regular scaria samples

Here's a list of less compatible mods:
  • Tweaks Galore - gas missile launchers can't be configured like the rest of powered buildings, but there are no other issues



Q: Can enemies spawn with pathogen weapons?
A: Yes, rarely.

Q: Will you add more pathogen weapons for diseases?
A: Probably not. A bunch of weapons were added from the release of this mod and I feel like the arsenal is complete now. But if you have any more suggestions you can of course still leave them in the comments.

Q: Will you add more diseases to the game?
A: This mod never was intended to add new diseases. The only exception is the necroa archovirus.

Q: Why you can't sample mechanite diseases like sensory mechniates for example?
A: By the lore they can't be reproduced. I might consider adding something related with mechanites to this mod, but can't promise it.

Q: CE?
A: Yes, CE includes a patch for Biological Warfare.

Q: Can I add it mid-play to an existing save?
A: Yes.

Q: Can I remove it mid-play?
A: I wouldn't recommend it, but if you somehow manage to erase all the mod content from the save, it could work.

Q: Why do I need Vanilla Expanded Framework for it?
A: Biological Warfare operates on toxic gas system (OPToxic) from VEF.

Q: Is this mod part of Vanilla Expanded?
A: No, it's not.



While reporting a bug, please always use HugsLib and always check your mod load order. Every bug report is very valuable to me, but try to include as much information as possible. Thank you.


All the graphics, XML and programming done by me - BlueEagle421 (Ushanka back in the days). I decided to use my old nick here, because it was used in all the other mods.

Special thanks goes to GreenFireSound for publishing free sound effects!

Rimworld is owned by Tynan Sylvester.

If you enjoy the content I'm making, you can buy me some coffee. Thanks!
[ko-fi.com]
Popular Discussions View All (7)
4
2 Aug @ 4:30pm
Additional Pathogens/ diseases
Guineatown20806
7
6 Jul, 2024 @ 10:42am
diseases progress too fast
8^y
5
20 Apr, 2024 @ 9:09am
Certain gas masks dont stop infections
Clown
641 Comments
dimondduk 5 Sep @ 4:07pm 
@Broverman Same issue here, no idea what the issue is bc it works find standalone but just not with my current modpack
Myrkrios 31 Aug @ 6:48pm 
VIRUS REPLICATOR ISSUE (OR ME ISSUE)

I could have missed something and/or this may be user error, however I can't seem to get the flu sample working with the virus replicator. I am successfully getting the flu sample from a pawn with the Flu (Animal) on cows and chickens. When I put it in the replicator, it gives option to activate it and when I activate, the sound FX triggers as expected, but then nothing happens. I built it in a room exactly the diameter of the effective coverage area. I'm trying to use a tamed Ibex Ram in the room when I activate, and nothing is happening.

Am I the problem or is this some sort of bug?
Kokoro 29 Aug @ 10:47am 
This mod seems to be incompatible with Kurin Deluxe Edition. Maps won't generate with them together. Wish I'd seen the comment below earlier. :/
格林祈祷中 26 Aug @ 5:25am 
Could not find class BiologicalWarfare.BiologicalWarfareSettings while resolving node ModSettings. Trying to use USH_BW.BiologicalWarfareSettings instead. Full node: <ModSettings Class="BiologicalWarfare.BiologicalWarfareSettings" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:SaveableFromNode<USH_BW.BiologicalWarfareSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<USH_BW.BiologicalWarfareSettings> (USH_BW.BiologicalWarfareSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<USH_BW.BiologicalWarfareSettings> (USH_BW.BiologicalWarfareSettings&,string,object[])
Verse.LoadedModManager:ReadModSettings<USH_BW.BiologicalWarfareSettings> (string,string)



and had a conflict with Kurin

The specific situation is that the map cannot be generated
Broverman 26 Aug @ 2:09am 
To my surprise this mod, for some reason, causes my pawns to drop their meal after "eating" it, the animation plays but the hunger meter isn't replenished. I am certain this is what causes this and this didn't use to happen on 1.5 as I was playing with the exact same modlist.
BlueEagle421  [author] 14 Aug @ 1:18pm 
It should however be harmless I can can fix it on my end, but I'm focusing on developing something different now
BlueEagle421  [author] 14 Aug @ 1:17pm 
It is an incompatibility with some mod that appears to add more techprints and the error will be gone without that mod
тетеря, блин 14 Aug @ 1:12pm 
is there a point in finding which mod? or it's not about compatibility and we shouldn't bother?
BlueEagle421  [author] 14 Aug @ 7:18am 
It’s probably caused by another mod related to research. It’s about techprint, but non of the research projects from this mod require techprints.

The errors should be generally harmless and are caused by my formatting system that I will need to completely rework at some point to avoid similar messages
тетеря, блин 13 Aug @ 9:42am 
(many similar errors after that one)