RimWorld

RimWorld

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Superhero Genes - Base
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.841 MB
24 May, 2023 @ 7:32am
1 Nov @ 7:25am
137 Change Notes ( view )
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Superhero Genes - Base

In 2 collections by Alite
Super Genes Collection
4 items
Alite's Gene Mods
13 items
Description


Ever wanted your pawns to be able to lift extreme weights or research things at frankly ridiculous speeds? This mod allows you to give pawns various super powers that, much like in superhero movies, allows them to ignore the laws of common sense without becoming so overpowered nothing can touch them.

This wiki gives more in-depth details about what this mod contains.[github.com]

This mod has settings. A lot of settings. I recommend taking a look at them.



This mod probably won't cause issues if added mid-game, and probably will cause issues if removed mid-game.

CE users should use this patch of the mod. If someone informs me that the CE team has put a patch within CE itself, I'll change this note.



Superhero Genes - Villain and Stereotypes adds xenotypes that use these genes and a hostile faction
Superhero Genes - Hero Organization adds non-evil super factions, and for those with royalty it adds a few quests including one to two end-game quests
The Royalty DLC is required for the Psionist archetype and related paths
The Big and Small Genes Framework is required for the size changing genes
The EBSG Framework is required for a variety of genes, including the equipment flaws, forcefields, and specialized damage boosts
Better Gene Inheritence is recommended for avoiding some weird issues
Scrollable Gizmos may be needed if a pawn has too many abilities



The preview and mod icon were made by Elseud
The projectiles were made by Van

Discord Link[discord.gg]

[github.com]
[ko-fi.com]
530 Comments
Alite  [author] 8 Nov @ 5:20am 
It probably won't cause stuff to break, but some stuff might not pop up unless it's a new game
MercenaryGrok 7 Nov @ 10:51am 
I would assume not, but safe to add midgame?
Alite  [author] 1 Nov @ 7:25am 
Looks like I missed a spot while I was updating those. Should be fixed now
AN3 1 Nov @ 6:05am 
[Superhero Genes - Base - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/HediffDef[defName="SHG_SuperCreatingPill" or defName="SHG_SuperMutationPill"]/comps/li[@Class="SuperHeroGenesBase.HediffCompProperties_GainRandomGeneSet"]/alwaysAddedGenes"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=34
Anubis 25 Oct @ 2:47pm 
NVM the error I posted before was apparently from rimsort loadorder, using vanilla mod sorter fixed the errors I was getting.
yn.dung 14 Oct @ 4:11am 
any1 can give me a combo for superhero but not too strong please
dreamur1 13 Oct @ 3:15pm 
oof, fair enough. Thankfully, it's not the biggest issue in the world - it just has potential to create a bit of an incident, so to speak.

Thanks for getting back to me so quickly! I'm liking the mod so far, otherwise - keep up the good work!
Alite  [author] 13 Oct @ 12:12pm 
I haven't encountered that issue, not sure what would cause it, and the C# for phasing is entirely from VEF so I can't do anything to correct it unfortunately.
dreamur1 13 Oct @ 8:02am 
I'm not sure if it's been called out before, but there's some sort of gene that supers can spawn with that allows 'em to walk through walls. I think it's called "phasing."

When a tribute collector has the gene, they often walk into my gravship's walls & think they've gotten "stuck" - so they wind up digging through the gravship's walls & promptly leaving the map because they think they were trapped.

Is this something that someone else has seen too, or does it sound more like a weird interaction w/ other mods I might have installed?

If it doesn't sound like a mod incompatibility, then would it be possible for you to add a setting that disallows spawned supers from phasing through player structures unless the super in question is hostile toward the player? I'm afraid that one day they're gonna phase into my gravship while I'm in space - or at minimum phase into the walls of my prison & release my prisoners
Alite  [author] 27 Sep @ 8:18am 
Minor Update:
- I made an offer to an artist that they choose not to refuse, and now the projectiles for abilities in this mod should look a lot less off
- For those who are using the Hero Organization mod and have radiant quests active, captive heroes will now usually have the Heroism ideology instead of the Villain's Ideology