RimWorld

RimWorld

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Biological Warfare
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.254 MB
Apr 13 @ 12:53pm
May 6 @ 1:56pm
23 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: 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 (3)
6
Apr 21 @ 9:33pm
diseases progress too fast
Deleted Profile
4
Apr 20 @ 9:17am
visual bug for gas launchers
Deleted Profile
5
Apr 20 @ 9:09am
Certain gas masks dont stop infections
Clown
324 Comments
BlueEagle421  [author] 6 hours ago 
Update for 1.5:

- fixed a bug with necroa shamblers faction saving
- fixed an error with already build vents
- improved pathogen infections for mutants

Note: Unfortunately, this means that shamblers can't die from pathogen gas anymore.
I personally really liked it, but it makes more sense that dead bodies can't get infected with flu for example.
BlueEagle421  [author] 7 hours ago 
No, it doesn’t touch it in any way. The latest update made gas vents throw some errors so you might consider rebuilding them if you have any. I will address already build vents issue in the next update
ElConvict 8 hours ago 
Hey, does your mod touch the Dark Entities faction? Trying to hunt down a redtext error that I've been spammed with post rimworld update and I can't test the save with your mod removed because the sheer amount of errors from pawns ticking brings the game to a crawl.
flo.vall 11 hours ago 
Rebuilding the vents fixed it
flo.vall 11 hours ago 
Since the update vents spam errors
BlueEagle421  [author] 13 hours ago 
Update for 1.5:
- made it so shamblers raiser by necroa die after 3 days

Fixed bugs:
- vents gas spreading while the game is paused
- vents gas spreading not saving properly
- vents controller that prevented a vent from activation with no direct path
- settings defaulting to zeros for freshly downloaded mod

This update unfortunately will reset saved mod settings.
BlueEagle421  [author] 15 hours ago 
I will consider making them more like vanilla shamblers (with a 6h lifespan). But I also think it's a cool mechanic that you need to defeat them afterwards. So for example when using necroa gas you can "exchange" 100 raiders for 30-40 shamblers (which are much weaker) and fight them instead
Chosas May 5 @ 3:57pm 
Hey uh are the shamblers made from the necroa virus (either with the weapons or from another shambler hitting them) meant to be alive forever? Defended a few raids with shamblers and now half my map is littered with walking shambler allies and i dont even have to defend anything else lol
BlueEagle421  [author] May 5 @ 10:14am 
I’m aware of the paused game vent gas spreading. There are several problems that would need to be fixed for it first. Might look into it someday again. I also will fix the default setting and no path detected bug. Thanks for reporting!
OpGamer97 May 5 @ 10:02am 
Also I found the problem with the infections not spreading, the gas severity multiplier defaulted to 0%, which effectively canceled the effects entirely