RimWorld

RimWorld

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Expanded Biotech Style Abilities
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Mod, 1.5, 1.6
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471.147 KB
27 Oct, 2024 @ 6:57am
29 Jun @ 6:27am
11 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.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

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

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.
35 Comments
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
Melon 24 Aug @ 1:31pm 
So I restarted Rimworld and it validated my files. It installed the latest EBSA with it and now it works. So basically steam sucks. ESBG and ESBA weren't updated at the same time for me.
Alite  [author] 24 Aug @ 1:00pm 
I just double-checked my edits over the past 3 weeks, and none of them should be capable of removing ability gizmos. I don't think any of those mods would cause it either though, including AG in this case since Sarg didn't edit anything that could cause that. Do any of them pop up in the pawn's bio tab? If not, could you download this version of the framework [github.com] to see if the issue persists
Melon 24 Aug @ 12:39pm 
Unfortunately I haven't been able to get any errors in my log other than one from BetterInfoCard when trying to pull up the description of the genes effects. Seems unrelated.

The only other mods that updated in that time frame are:

Det's Xenotypes - Half-foot
Rimworld: Soundscape Enhanced (Sound mod)
New Anomaly Threats (Anomaly mod)
XML Extensions (Used for a research mod)
No Version Warning (Removes version warning tags)
Alpha Genes (Since this and EBS are both gene mods maybe this is related)
Regrowth 2 (Terrain mod)
House Sanguin 1.6 (Faction)
Vehicle Framework

So other than perhaps Alpha Genes interfering somehow, I don't know what else it would be. This isn't my whole mod list by any means, but it was working fine yesterday. I'm going to run a test with just EBSA and see if its working.
Alite  [author] 24 Aug @ 12:27pm 
Weird. Only one of the genes in this have a special class, and none of the abilities have anything that would change how their gizmos work. Did anything pop up in the log, and if not did you have any other mods that updated in the past week or two?
Melon 24 Aug @ 12:17pm 
Yeah the genes are still there but I can't use them. I've tried removing and adding the genes and nothings working. It was working yesterday before my EBSG Framework was updated.
Alite  [author] 24 Aug @ 12:08pm 
I've read both, and nothing in my update should've been capable of removing gizmos. Are the genes still there?
Melon 24 Aug @ 12:07pm 
Gonna repost this here because I'm not sure which one will get read first but the latest EBSG Framework update made all of the ability gizmos disappear
InertialMage 5 Jun @ 10:23am 
Thanks a ton, ill test it out, but all of this is very nice, nice mod. i had balancing issues with my mods as well lol