100 SUPER POWER MAN in Rimworld

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Published on ● Video Link: https://www.youtube.com/watch?v=adZGn9Mvhow



RimWorld
Game:
RimWorld (2018)
Duration: 16:43
356,332 views
11,483


What happens when you give a single pawn every single super power and super weakness in existence? A Thomas-the-Train tank engine that plows through everyone while also being the most vile, incompetent stooge that ever walked the realm of the living. Laser vision with a paralyzed spine. Bulletproof skin coupled with the worst immune system in the world. And the ability to become the Doomslayer at the cost of occasionally turning into a harmless turtle.

Fun fact. The mod I used is hard coded to PREVENT me from doing this, but by changing a 1 to 1000 in the code, we somehow got past that.

Second Channel: https://www.youtube.com/channel/UCAV8wKgROckLODCVnteIrVg
Twitch: https://www.twitch.tv/the_grim_kleaper
Twitch VODs: https://www.youtube.com/channel/UCaWLeFN4g85fwWByOj1muHQ
Join my Discord! https://discord.gg/tWsGBZXAQN

Complete modlist of everything I use (BUT NOT at the same time): https://steamcommunity.com/sharedfiles/filedetails/?id=2513347432

Vanilla Expanded Ancients (the mod with the super powers):
https://steamcommunity.com/sharedfiles/filedetails/?id=2654846754

IF YOU WANT TO KNOW HOW I DID THIS!
Instructions are below, but first a warning. By doing this, my game was not so cooperative and there were many issues, as the mod was not designed for this to be even possible. Any changes you make to the source code of a mod could break your game and force you to uninstall and reinstall Rimworld should something go very awry.

Steps:
1. Use the following file address to access the Vanilla Ancients Expanded folder for generating pawns called PawnKindDefs_Humanlikes:
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2654846754\1.3\Defs\PawnKindDefs_Humanlikes

2. Open the PawnKinds_Player document. I opened it in Notepad, so that's what I'll be explaining

3. Scroll to the bottom of the document and find "numRandomSuperpowers" and "numRandomWeaknesses"

4. Next to each of these, there should be the number "1" by default. This setting represents how many random superpowers a player pawn has by default when starting a new game using the Ancient Vault scenario. For example, a 1 gives a pawn 1 random superpower to start. A 5 should give them 5 random super powers. Change this to how many random powers and weaknesses you want, HOWEVER, when selecting a random superpower, the game will inevitably have a high chance to select a superpower it has already given a pawn, thus doing nothing. I got around this by using a ridiculously high number for the amount of super powers and weaknesses a pawn has. Personally, I set the number to 1000 to give myself a good enough chance of having every single super power and weakness. DOUBLE HOWEVER, this will cause loading player pawns at the start of the game to take a VERY LONG TIME. There's probably a more efficient way to do this, but I'm not a coder, so I used this lazy workaround.

5. Save the text doc and run Rimworld. If your game is already running, you'll need to restart it.

6. When you no longer want this setting to exist in your game, simply do all these instructions again but change the numbers back to "1'. This should bring everything back to normal.

Have fun breaking your game, but be careful ffs







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At present, The Grim Kleaper has 17,910,590 views spread across 71 videos for RimWorld, and about 10 hours worth of RimWorld videos were uploaded to his channel. This is 63.65% of the total watchable video on The Grim Kleaper's YouTube channel.