RimWorld

RimWorld

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Pawnmorpher
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
49.603 MB
Jun 30, 2019 @ 4:24am
Oct 31, 2025 @ 4:29pm
119 Change Notes ( view )

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Pawnmorpher

In 1 collection by Yap
Pawnmorpher Testing
9 items
Description
Updated for 1.6.



Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...wait, did that sheep just talk?

With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!

It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.

This is Pawnmorpher, and you're not going to get out entirely human.



SERUMS: Craft mutagens to give various mutations to whomever you wish, which appear in the health tab and can change rapidly, fortunately accompanied by a puff of green science whenever a new development occurs. Prisoners, colonists, you name it. Many mutations have visuals which appear for parts such as horns, wings, ears, muzzles, tails -- with more on the way. Some are beneficial, others not so much. It's up to you how much risk you want to absorb.

WEAPONS: Go melee with Mutanite weapons, or share the metamorphosis love from afar with new rifles, mortar shells, and IED traps. Mortar shells support the SRTS mod, make of that what you will.

PREVENTION: We get it. Sometimes something bad happens and your best researcher is stuck as a dog. Happens to the best of us. Craft stabilisers and reverters for risk management, but don't leave it too late. Mutagenic mechanites don't keep their memory forever.

SAPIENCE: Even if you lose a pawn to the animal life, fear not. Often, they'll still retain most of their human mind. Keep them happy and they'll still be draftable and can perform work depending on the animal.

CHIMERAS: Not all mutation is cut-and-dry. Various chimeric creatures are often left behind, mishmashes of various creatures that are usually quite powerful. Discover their uses or make some yourself.

MENTALITY: Some pawns take it better than others. We add a new trait to represent this: Mutation Affinity -- they will enjoy becoming an abomination. Body Purists will definitely, most assuredly not.

ASPECTS: Along the way, pawns can pick up Aspects, a custom system we use to avoid adding trait bloat. Paragon, Afflicted, Natural Hunter, discover them all and find uses for pawns with them.





(only for 1.0)

For issues, go to: github.com > Tachyonite/Pawnmorpher/issues (no direct link due to new steam rules)

Alternatively you can report it on the discord in the #bug-reports channel.

Please check that the issue you're facing doesn't already exist.





Facial Stuff "works" if you also use AlienFacesExpanded.
Prepare Carefully does not work with the Morph start, and don't add mutations with it.

Pawnmorpher can be added mid-game with Faction Discovery, but is NOT safe to remove midgame.

Former humans not appearing in your hotbar? -- Due to a minor incompatibility with Android Tiers, make sure the AT mod option "hide inactive surrogates" is disabled. There is a warning message when using both mods together, and we've answered this far too often.

[discord.gg]
https://discord.gg/PDcpYYpvqZ

Talk directly to the dev team, get access to test builds and latest features, get instant help and even help contribute to the mod with art or writing!

1600+ mad scientists and counting.

[ko-fi.com]
Any donations are exceedingly appreciated and will go entirely towards mod development (commissioning preview art, for instance).



I'd like to thank all of our devs, moderators, artists, testers, streamers and writers that helped get us to this point.

Preview image by /u/Derega16, his DA is here: https://www.deviantart.com/derega16

Also, shoutout to the Rimworld Discord for putting up with us as we made this terrible, terrible creation!
Thanks to erdelf for his enduring support for us on Humanoid Alien Races.
Thanks Tynan and friends for Rimworld.
Popular Discussions View All (66)
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Apr 17 @ 1:41pm
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Dec 19, 2024 @ 8:12pm
PINNED: How to Begin
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3,181 Comments
May 6 @ 8:31am 
i wonder, is this ce compatible?
May 4 @ 10:39pm 
@Aren117 is 100% right if you get a morph trade caravan the frames drop to 10-20 ranges. Hopefully one day this gets fixed.
Apr 17 @ 9:22pm 
I'm very sad to say as of right now its best to not use this mod. The FPS slow down is way worse now then in 1.4. I love this mod and really hope it gets fixed. But the fact it still uses HAR dose not give me much hope for that.
Mar 31 @ 9:35am 
Im so glad you've kept this mod going. Thank you
Mar 17 @ 1:31am 
Does this let you set animals as part of the race from the start? Like I have huskies be the female and timberwolves be the male of a race
Feb 11 @ 9:26pm 
Do merged morphs get over being merged, as the game suggests?
Feb 6 @ 12:16am 
Where's the ability to imprison and enslave former humans? You can't even arrest them.
Feb 2 @ 8:52pm 
Are there ape morphs?
Jan 17 @ 5:22pm 
so uh, i have no idea what could be causing this but there is no ability to administer any of the pawnmorpher items to morphed pawns.
Jan 11 @ 2:42pm 
does this mood have compatability with VRE Androids to stop the androids from being mutated?