Available Settings - KonradHeinser/SuperheroGenesBase GitHub Wiki

This mod contains a lot of settings that were added with the goal of making this mod somewhat customizable. This page lists all of these settings for you, along with a basic description of what they do. Some settings require others be active, which is shown through indentation. Assume all settings require restarting the game.


SHG - Base Settings

  • Allow Condensed Meteors : Default (Active) : Normally, meteors have a chance to replace their contents with the ores that summoners summon, which provides far more resources, and that effect can be toggled using this setting. Meteors that are replaced will say super compacted instead of just compacted (i.e. Super Compacted Plasteel in place of Compacted Plasteel)
  • Multi-Mutation Supers : Default (Inactive) : When enabled, mutations are no longer always mutually exclusive with each other
  • Multi-Archetype Supers : Default (Inactive) : When enabled, archetypes are no longer always mutually exclusive with each other
  • Expensive Base : Default (Inactive) : When active, the base superhero gene has a -8 metabolic efficiency, while the dormant super archetype has a metabolic efficiency of 8
  • Supers Everywhere : Default (Inactive) : When enabled, non-super, non-custom pawns will become supers, but some of their negative genes will be replaced with their stronger SHG counterparts. In most cases, this will cause all non-super pawns to become a bit better overall, with far more prominent weaknesses. Modded xenotypes will have mixed results
    • Archetypes Everywhere : Default (Inactive) : When enabled, the aforementioned pawns will also try to replace some of their genes with related archetypes, like replacing animal warcall with the druid archetype
    • Mutations Anywhere : Default (Inactive) : When enabled, all pawns have a chance to gain a random mutation when they spawn
  • Activatable Super Genes : Default (Inactive) : When enabled, the flat bonuses of the basic super genes can only be gained through the use of an ability, which can have side effects if left active for too long, including heart failure
    • Interruptible Activatables : Default (Inactive) : If active, the activation powers take 10 seconds to cast instead of being almost instant
  • Middle Ground Basic Super Genes : Default (Inactive) : Adds new Super and Anti-Super Genes with half the metabolic cost and effects. Their stats are linearly determined, so I didn't bother making a page for them
    • All Ground Basic Super Genes : Default (Inactive) : Expands the super and anti-super genes to include variations for every metabolic cost between the main one and 0. The effects are linearly calculated, so much like middle ground, there wasn't much reason to make a page for the dozens of genes this adds
  • Radiomancer Overcharge : Default (Active) : By default, the infused genes will cause negative effects to most individuals around the carrier if radiations levels remain at maximum for too long. Disabling this setting disables those effects
  • No Super Drugs in Generic Traders : Default (Inactive) : If enabled, the super creating pill variants will no longer appear in the inventories of non-super faction traders
  • No Super Drugs in Generic Rewards : Default (Inactive) : When enabled, the super creating pill variants will no longer appear in general loot pools for things like quests
  • Anti-Super Disease : Default (Inactive) : If enabled, then any map that can have diseases will gain a varying chance to inflict a severe illness on supers in the area. This illness often proves fatal for supers who do not receive assistance, and can even prove fatal for those that do. The chances of this disease spreading is based on how many potential diseases one could contract in the area, where those areas with few other diseases having a much higher risk of the anti-super disease spreading
  • Disable Evolving Hemomancers : Default (Inactive) : By default, Hemomancers have a chance with each hemogen pack consumed to gain a new hemomancy gene. Enabling this setting causes them to be unable to gain new genes this way
  • Remove SHG Base Prereq : Default (Inactive) : When active, the Base Superhero Gene is removed as a prerequisite for all genes. No other prerequisites are impacted
  • Ignore Signal Jammer Requirement : Default (Inactive) : Enabling this allows the world travel abilities (from the flight genes) to ignore any signal jammer requirement that the destination may have. This is disabled by default because teleportation is the only intended way to ignore the jammer requirement.
  • Longer Ability Cooldowns : Default (Disabled) : Most abilities that supers obtain through genes have exceptionally short cooldowns, but with this setting the minimum cooldown of those abilities can be increased. Abilities that have longer cooldowns will not have those cooldown times decreased

Autocasting

The autocaast for most individual abilities can also be disabled in-game by right clicking the ability gizmo that pops up when the pawn is selected, with the exception of Psionic Powers due to how the psycast system is designed. Most abilities will not be autocast while drafted unless the related setting is enabled.

To minimize intrusion, autocast conditions are only checked when pawns have just finished their current job, though due to how the game handles the think tree, drafted pawns usually don't autocast their abilities immediately after a condition is met while they are standing still unless they just finished casting another ability.

  • Disable Colonist AI : Default (Inactive) : If enabled, then none of the SHG colonist think tree will ever process. Even if all other checks on this list are disabled, the game will still try checking for them periodically when this is disabled
  • Autocast Healing : Default (Inactive) : When enabled, pawns with healing abilties like Seal Wounds and Replenish Blood will attempt to use them when they or an ally are sufficiently injured
  • Autocast Defense : Default (Inactive) : While enabled, pawns with defensive abilities like Smoke Screen and Portent will automatically use them when in enough danger
    • Drafted Auto-Defense : Default (Inactive) : When enabled, the defensive abilities can also be cast while the pawn is drafted
  • Autocast Buff : Default (Inactive) : When enabled, pawns with buffing abilities like Explosive Blows and Temporary Forcefield will use them when they are not drafted and aren't currently at a good level for the buff
  • Autocast Debuff : Default (Inactive) : When enabled, pawns with debuffing abilities like EMP Bolt and Laser Eyes will automatically use them on nearby enemies. If they are using a melee weapon and have teleport or heroic leap, they may also use those to move themselves to an enemy
    • Drafted Auto-Debuff : Default (Inactive) : When enabled, the debuffing abilities can also be cast while the pawn is drafted
  • Autocast Offense : Default (Inactive) : When enabled, pawns with attack abilities like Fire Bolt, Steal Defense, and Command Animal will automatically use them on nearby enemies
    • Drafted Auto-Offense : Default (Inactive) : When enabled, the attack abilities can also be cast while the pawn is drafted
  • Autocast Fleeing Abilities : Default (Inactive) : When enabled, while the pawn is undrafted and in a situation where they may need to flee soon, they may try to use an escape ability like invisibility or teleport before the enemy gets too close. Enemies that are already close enough to trigger the vanilla flee response will cause the pawn to ignore their abilities and go with the vanilla option
  • Auto-dissipate Radiation : Default (Active) : While enabled, Radiomancers at risk for causing the overcharge debuff to those around them will use refocus energy, condense radiation, or dissipate energy to remove radiation. These abilities will still be cast if the overcharge setting is disabled

SHG - Villains & Stereotypes

  • Medieval Villains : Default (Inactive) : When enabled, villains will spawn with medieval weapons and armors instead of industrial and spacer equipment
  • Vengeful One Hediff : Default (Active) : By default, the "The Vengeful One" scenario will cause the starting pawn to be almost completely immune to mental breaks. This setting toggles that

SHG - Hero Organization

  • Medieval Heroes : Default (Inactive) : When enabled, hero and super pawns will spawn with medieval weapons and armors instead of industrial and spacer
  • League Gathering : Default (Inactive) : Requires Royalty. When enabled, the world-ending actions of the League of Villains that you normally only need to deal with for the Hero Organization's final quest will now automatically begin about 4 years after you found your colony. Once they begin, you will have 1 year to find a way to escape or stop them, or the game will be lost
  • Radiant Quests : Default (Active) : By default, both the Hero Organization and the League of Villains will periodically send you quests to attack small temporary camps with some of the other faction's pawns. Due to how Rimworld handles quests though, I've received a lot of bug reports regarding these quests. If you encounter issues that cannot be resolved, disabled this setting