RimWorld

RimWorld

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Biological Warfare
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.260 MB
13 Apr @ 12:53pm
18 May @ 9:40am
25 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.

Q: When Luciferium Expansion for 1.5 ?!
A: It's out now ;)



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 (5)
7
6 Jul @ 10:42am
diseases progress too fast
Deleted Profile
5
20 Apr @ 9:09am
Certain gas masks dont stop infections
Clown
4
20 Apr @ 9:17am
visual bug for gas launchers
Deleted Profile
458 Comments
SilentSword0900 8 hours ago 
@Raphael Ambrosius Costeau I didn't expect to see a Sabaton Reference here, although I was thinking the exact same thing when I saw this mod, so maybe I should have been.
Turmoil at the front
Wilhelm's forces on the hunt
There's a thunder in the east
It's an attack of the deceased
They've been facing poison gas
7,000 charge en masse
Turn the tide of the attack
And force the enemy to turn back:frontovik::cossacks:
ricksteveslol 23 Jul @ 10:10pm 
I can't wait to use this on my prisoners!
Gerewoatle 22 Jul @ 6:27pm 
"This is too much!" they shouted while directing their pawns to continue harvesting from the Nugget Baby Farm in their prison.
Neco arc (real) 22 Jul @ 3:17pm 
jesus christ this is going too far
Zeven 22 Jul @ 2:16pm 
As I've read it multiple times. A 100% Toxic Environment Resistance should provide protection from a Toxic Fallout.
Am I wrong somewhere here? I thought I could release my 100% ToxEnvRes Colonists out into the open with a set of iron lungs, but that just kills them from Toxic Buildup. Does it then have to do about armor/clothing etc.?
TheBronzeWarrior 21 Jul @ 6:21pm 
(a caravan showed up selling necroa mortar shells and they were weird)
TheBronzeWarrior 21 Jul @ 6:20pm 
uhh, necroa will load even without anomaly running and the game gets mad pls fix
Gerewoatle 20 Jul @ 11:23am 
Tox gas is next to useless in an actual battle since it takes forever and a day to actually do anything unless you tweak it yourself.

Tox weapons also don't give you or your enemies the zombie virus. Or make Shamblers infectious.
BlueEagle421  [author] 20 Jul @ 10:51am 
Yes, but these are much more powerful ;)