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Biotech Expansion - Mythic
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Mod, 1.4, 1.5
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2.216 MB
1 Nov, 2022 @ 4:32pm
16 Apr @ 12:04am
31 Change Notes ( view )
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Biotech Expansion - Mythic

In 1 collection by Lennoxicon
Biotech Expansion - All Modules
4 items
Description
The Biotech Expansion Project
The BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This mod focuses on a few complex xenotypes based on mythological creatures. Check back frequently for new genes and other mods in the BEP!

CORE MOD: REQUIRED!
Biotech Expansion - Core https://steamproxy.net/sharedfiles/filedetails/?id=2884018485

Other Biotech Expansion Mods
Biotech Expansion - Ear Hair Color Patch https://steamproxy.net/sharedfiles/filedetails/?id=2879641542
Biotech Expansion - Mammalia https://steamproxy.net/sharedfiles/filedetails/?id=2878084431

MYTHIC GENE PACK
This module of Biotech Expansion focuses on a few complex xenotypes, all bearing immense power from their archite born genetics to manifest the might of mythical beings! Due to the complexity of these xenotypes, this module will not have as many xenotypes as other BTE mods, but will instead focus on a few of them with their own special mechanics. Some possible xenotypes include dragons, phoenixes, and other candidates! This pack has special resources such as Aurum, ultra conductive mechanites that feed on silver and gold, which can be used to power mighty dragon wings, burning claws, hides and scales tougher than armor, and fiery and explosive fire powers!


Important Note: The only way to see these xenotypes is to enable their faction when starting a new game. Due to their general strength, they have a low chance of appearing even when their faction is enabled, and their raid point modifier is extremely high to prevent them from popping up too early in the game. Alternatively, befriending them's a good way to see them too! Occasionally.




Resources
Aurum - User must eat gold and silver based foods. Abilities revolve around fire and electricity. Aurum can be increased from aurum idols, obtained from quests and occasionally shaman merchants.

Reverence - User must have other pawns worship a totem, which generates reverence for them to eat. Abilities revolve around psychic powers. Royalty/Ideology is *NOT* required but STRONGLY RECOMMENDED. Ideology rituals can also be used to refill reverence. Revered motes also regains psyfocus for anyone. Reverence can be improved and new abilities can be obtained from building higher level totems.

Xenotypes and Their Most Important Genes!
Glintscale - Dragon Xenotype

Ashfeather - Phoenix Xenotype

Tailbinder - Fox Xenotype [Mammalia Required, Royalty Preferred]



Factions


Originally posted by Mythic House of Fire:
A tribe ruled by a clan of extremely powerful draconic xenohumans. With a strong preference for warmer climates and an endless lust for gold, the glintscales in control of this tribe rarely leave their den of decadence, instead sending "lesser" xenotypes to obtain gold for their draconic masters. However, places that have proven themselves especially wealthy may attract the notice, and ire, of a glintscale, and they may send themselves along with a warband to confiscate what they see as rightfully theirs.

Glintscales only rarely appear on raids compared to other xenotypes, and have extremely high combat point modifiers, as a result they will not be seen until the colony is fairly rich or enough time has passed. Or you somehow get very unlucky.
Popular Discussions View All (6)
28
28 Nov, 2023 @ 3:32pm
gene ideas
maxwellccm
16
5 Nov, 2022 @ 1:01pm
error on starting rimworld with biotech expansion mythic gene pack and required mods.
Abisius
2
21 Jul, 2023 @ 7:56am
Errors
Endeo
337 Comments
Claervo 25 Jun @ 4:26am 
I'm having an issue with my tailbinder pawn standing on top of motes wanting to eat one, but never picking it up and doing so unless I order it to eat it. She'll stand there until she passes out from exhaustion.
Xerkus 28 Apr @ 10:42pm 
Beware: implanting glintscale with xenogerm resets consumed aurum idols to 0 even though new genogerm has aurum thirst too!
Xerkus 27 Apr @ 2:10pm 
Nevermind. There was a null reference error with the combination of genes that somehow led to torso enhancements getting reset. Removed problematic gene from xenogerm and it installed while properly adding scales to torso instead of overwriting.
WabbaCat 18 Apr @ 4:56am 
are animals eating revered motes to?
Or piggin out mental break doing it?
WabbaCat 17 Apr @ 1:54pm 
why do my revered motes keep disappearing? I'd get like 50 or so stored up and then the next time I look suddenly im down to 4 or so.
Lennoxicon  [author] 16 Apr @ 12:06am 
1.5 Stable
- Aurum/Revered fuel preferability changed slightly
- Multifox tail art errors fixed
- Minor change to aurum/revered fuel ingest job
Xerkus 15 Apr @ 11:12pm 
trained animal entered stockpile and ate aurum fuel too despite meat and meals present a bit further from its location. Nutrition stat thing must be reworked.
Xerkus 15 Apr @ 12:23pm 
Yep, glintscale consumed 5 aurum fuel in just several days while it was at 95 when I was writing previous comment and should not have even reached 80 threshold.

Even worse - I have set consume aurum material off for this pawn. Is it supposed to be disallowed in food restrictions?
Xerkus 15 Apr @ 11:55am 
Something is not right.

With a single glintscale in my colony and autocrafting set to keep 5-10 aurum fuel available I went through at least 30k silver in under 2 years. In fact, it was all silver I ever had and I left with only 9 currently. There is only 2 aurum fuel on my map right now including inventories so it is not overproduction.

At 2 aurum/day only 1200 silver should have been consumed. Consume aurum slider is set to 80 so there should not be such outrageous over-consumption from trying to top up 1%.

With CE outfits I have 2 aurum fuel to be carried around in the inventory. Since it has miniscule nutrition stat could it be consumed as food because it is already in the inventory and they would need to travel for a meal?
Lennoxicon  [author] 10 Apr @ 4:15pm 
1.5 Unstable
- Tailbinder powers have their ranges buffed, can now affect mechanoids.
- Tailbinders may now appear in mythic house of fire raids.
- All xenotypes are now inheritable.