Biotech Expansion - Mythic

Mod, 1.4


The Biotech Expansion ProjectThe BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This mod focuses on a few complex xenotypes based on mythological creatures. Check back frequently for new genes and other mods in the BEP!

CORE MOD: REQUIRED!Biotech Expansion - Core https://steamcommunity.com/sharedfiles/filedetails/?id=2884018485

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Author: Lennoxite

Created: 1 Nov, 2022 @ 4:32pm

Updated: 3 Jan @ 11:39pm

Subscribers: 63480


Size (unpacked) : 1.761 MB

The Biotech Expansion Project
The BEP is a continuous project to add more genes focused on variety and unique mechanics and playstyles! This mod focuses on a few complex xenotypes based on mythological creatures. Check back frequently for new genes and other mods in the BEP!

CORE MOD: REQUIRED!
Biotech Expansion - Core https://steamcommunity.com/sharedfiles/filedetails/?id=2884018485

Other Biotech Expansion Mods
Biotech Expansion - Ear Hair Color Patch https://steamcommunity.com/sharedfiles/filedetails/?id=2879641542
Biotech Expansion - Mammalia https://steamcommunity.com/sharedfiles/filedetails/?id=2878084431

MYTHIC GENE PACK
This module of Biotech Expansion focuses on a few complex xenotypes, all bearing immense power from their archite born genetics to manifest the might of mythical beings! Due to the complexity of these xenotypes, this module will not have as many xenotypes as other BTE mods, but will instead focus on a few of them with their own special mechanics. Some possible xenotypes include dragons, phoenixes, and other candidates! This pack has special resources such as Aurum, ultra conductive mechanites that feed on silver and gold, which can be used to power mighty dragon wings, burning claws, hides and scales tougher than armor, and fiery and explosive fire powers!


Important Note: The only way to see these xenotypes is to enable their faction when starting a new game. Due to their general strength, they have a low chance of appearing even when their faction is enabled, and their raid point modifier is extremely high to prevent them from popping up too early in the game. Alternatively, befriending them's a good way to see them too! Occasionally.

Resources
Aurum - User must eat gold and silver based foods. Abilities revolve around fire and electricity. Aurum can be increased from aurum idols, obtained from quests and occasionally shaman merchants.

Reverence - User must have other pawns worship a totem, which generates reverence for them to eat. Abilities revolve around psychic powers. Royalty/Ideology is *NOT* required but STRONGLY RECOMMENDED. Ideology rituals can also be used to refill reverence. Revered motes also regains psyfocus for anyone. Reverence can be improved and new abilities can be obtained from building higher level totems.

Xenotypes and Their Most Important Genes!
Glintscale - Dragon Xenotype

Ashfeather - Phoenix Xenotype

Tailbinder - Fox Xenotype [Mammalia Required, Royalty Preferred]


Factions


Originally posted by Mythic House of Fire:
A tribe ruled by a clan of extremely powerful draconic xenohumans. With a strong preference for warmer climates and an endless lust for gold, the glintscales in control of this tribe rarely leave their den of decadence, instead sending "lesser" xenotypes to obtain gold for their draconic masters. However, places that have proven themselves especially wealthy may attract the notice, and ire, of a glintscale, and they may send themselves along with a warband to confiscate what they see as rightfully theirs.

Glintscales only rarely appear on raids compared to other xenotypes, and have extremely high combat point modifiers, as a result they will not be seen until the colony is fairly rich or enough time has passed. Or you somehow get very unlucky.

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game