RimWorld
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Biological Warfare
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Mod, 1.4, 1.5
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1.260 MB
13 ABR a las 12:53 p. m.
18 MAY a las 9:40 a. m.
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Biological Warfare

Descripción
[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]
Discusiones populares Ver todo (5)
7
6 JUL a las 10:42 a. m.
diseases progress too fast
Deleted Profile
5
20 ABR a las 9:09 a. m.
Certain gas masks dont stop infections
Clown
4
20 ABR a las 9:17 a. m.
visual bug for gas launchers
Deleted Profile
505 comentarios
BlueEagle421  [autor] hace 19 horas 
Good idea ;)
Lennybolt7 hace 19 horas 
Is there any chance it can be made so that only bleeding wounds spread necroa virus? (as in not bruises or armor deflects)
BlueEagle421  [autor] 4 SEP a las 6:40 a. m. 
I got comments earlier that they work fine together ;)
Leeky 4 SEP a las 6:05 a. m. 
hey, cool mod overall, but I see that the Necroa virus does something similar to the Plagued Shambler gene from Alpha Genes. Will those two thing cause issue together?
archibald peanutbutter the 3rd 1 SEP a las 8:17 a. m. 
your response got flagged by the content check system
BlueEagle421  [autor] 1 SEP a las 6:40 a. m. 
Glad you like it, but all the credits go to CE team ;)
Boss 1 SEP a las 6:17 a. m. 
Thank you for the CE patch, it's welcome to see.
BlueEagle421  [autor] 1 SEP a las 12:10 a. m. 
@DoubtfulGuest its not intended, it might be an incompatibility with something
BlueEagle421  [autor] 1 SEP a las 12:10 a. m. 
Yes, you should be able to buy or find some weapons but it’s quite rare
archibald peanutbutter the 3rd 31 AGO a las 6:15 p. m. 
I wanna test out the Necroa but i dont wanna spend my time crafting it, is there a way to spawn the vials in? or possibly the weapon versions?