RimWorld

RimWorld

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SHG - Just the Radiomancer
   
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Mod, 1.4, 1.5
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1.195 MB
9 Mar @ 7:53am
1 May @ 6:20pm
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SHG - Just the Radiomancer

Description
This mod has all of the radiomancy stuff from Superhero Genes Base without all the other stuff. Due to the amount of extra code involved, this will require the EBSG Framework, but other than taking the code from a different source it should work exactly the same as the SHG variant. One of the genes (Mutate) is not available in this version due to it relying on the existence of SHG specific genes.

The Radiomancer gene itself is in the Archite section, and requires you enable seeing those at the bottom of the Create Xenotype menu.

Radiomancers are pawns that use raw energy that can accomplish many effects based on the other radiomancy genes they have available. These genes have 4 main categories.
- Decay : Genes focused on causing debilitating effects to enemy pawns with a variety of abilities
- Emission : Genes focused mostly on causing using large amounts of radioactive energy for single use effects
- Fission : Genes mostly focused on providing temporary buffs for others, or rejuvenating effects for pretty much anyone. SIde effects may be included
- Fusion : Genes focused on enhancing the radiomancer both through energy recovery and increasingly large bonuses when at the maximum storable energy

Sources of Energy
- Gather Energy : Radiomancer ability that is removed if you have bioreactor or solar regeneration, which are more efficient than this
- Drain Energy : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Sap Strength : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Drain Life : Decay : Gives a net profit on energy if the target survives for more than 2 hours
- Refocus Energy : Fission : Has an ability that makes the pawn lose sleep faster, but grants instant energy
- Bioreactor : Fusion : 2-3 abilities that allow you to convert food, blood, and hemogen into radiation
- Condense Energy : Fusion : Creates Radiation orbs, which technically not a source unless they are made by another Radiomancer. These are mostly for storing energy for later use, or for "accidentally" blowing up
- Solar Recharging : Fusion : The pawn gains energy whenever in sunlight, natural or artificial
- Miniature Sun qualifies as artificial sunlight for the purposes of this gene, but produces a lot of hear

Included in Expanded Biotech Style Genes - All in One.

Discord link[discord.gg] for those who want an easier way to ask questions, make requests, or just chat. I'll also be posting new releases there.

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
7 Comments
Alite  [author] 30 Apr @ 2:00pm 
Realized I had a bit of a mistype with the Infused Muscles, Energized Neurons, and Energy Armor genes that caused them to lose charge at under half the rate they were supposed to. I've uploaded a fix for it that should make them fall faster now when not at maximum radiation, which may help some with the issues people were having regarding the expelled radiation stuff.
Alite  [author] 20 Apr @ 2:27pm 
It means you have Infused Muscles, Energized Neurons, or Energy Armor on a pawn, and have regenerated radiation faster than the radiomancer could expel it. As those genes state in their descriptions:

"Reaching 120% charge will start causing radiation loss as the body starts to expel radiation before it becomes harmful to the radiomancer"
"While dispelling energy this way, nearby non-radiomancer pawns have a risk of developing carcinoma"

The best way to counter this is occasionally use abilities that use radiation so they don't remain at the maximum for several days, ideally something that doesn't have potential downsides like these:
- refocus energy (wake)
- condense radiation
- reform part (even when not missing parts)
- reverse aging
- ever evolving
- explosive blows
- instant recharge

In the future I'll be looking at having an option to autocast some of those abilities, but for now it will need to be done manually if you find yourself gaining radiation faster than you use it.
아몰라묻지마 19 Apr @ 10:06am 
Sorry for commenting here as I need a detailed description of my ability.

I love this mod, but lack of information about the penalty for the job led me to comment.

Phones in my settlement are suffering from a debuff called 'Expelled radiation'.

I started with Radiomancer not knowing what penalties there were, and when I learned about them later, I erased all those abilities and genes, but the penalties were still there.

Can you explain to me why this penalty is created, and what do I need to do to completely erase this penalty and gene?
Alite  [author] 10 Mar @ 6:49pm 
You technically don't. There is an ability that you can use that will turn 50 radiation into a radiation orb that can be absorbed later for 40 radiation, but that's intended as a way of storing the energy and using it elsewhere or to give it to another radiomancer. Your main source of energy is going to be various abilities (i.e. decay's draining abilities, fission's refocus energy, or fusion's bioreactor abilities) and the solar recharging gene.
Endevouz 10 Mar @ 6:37pm 
How do i acquire radiation packs?
Alite  [author] 9 Mar @ 8:37am 
Knew I forgot something. The description has been updated.
Pasaway 9 Mar @ 8:20am 
Can you post a little bit about what this gene does? I have played with some of your other mods, but I am unfamiliar with this one.