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Unless something broke in 1.4 they should consider it cannibalism and all that. Tbh. the system I wrote is a bit simplistic though, which is why you get weird stuff like armor being somewhat damaged.
Adding a warning message sounds like a good idea. I'll add that to my to-do.
@azll
Thanks! :)
@Raven Guertena
My other mods have some other myth-based xenotypes, such as oni. This one is mostly focused on snake-like stuff.
Sometimes a hostile pawn (custom xenotype) will fail to swallow a colonist in combat, I thought I lost my protag
Also, currently colonists do not react to themselves or others being eaten, even dieing. They don't consider it cannibalism for some reason nor care they were harmed by that pawn.
Also, struggling prey damage worn gear and can even break them if the predator is too tough. I just find it funny and it's probably just the damage system.
Unrelated but may I suggest an alert or notification for when a pawn or animal is swallowed? Especially a hostile eating a colonist. If I happen to miss it, I won't have a clue till I can't find them anywhere at all and start specifically gut checking.
They just disappear from all menus, at least until the death message.
Yes, I did not notice that the victim had requirements other than the size difference. So a pawn with the genes of a giant can eat ordinary pawns. And restore concentration at the same time. Combined with Vanilla Psycasts Expanded, this creates a pawn of monstrous power against the raiders. Hand over a pack of spells, devour the nearest victim alive, and hand over a new pack.
Not if they are cannibals. Might be something broke in 1.5 though, because that used to work the same as if they had eaten the corpse normally. I'll make a note to check it out (I'm on vacation right now, so it will be a bit).
@Gamerhell
From Hugs Log Publisher? I dunno what that would be about, tbh. Never heard of that issue.
@Jack Salem.
I'll get rid of the blocker. A monster like that being incapable of violence sure is a strange combo tho.
...At some point I should really redo that gimick xenotype. The original idea was to have them as enemies that would have been a bit like the advanced invisible anomaly <redacted>, with the xeno stealing children and requiring you to track it down and kill it to get them back. It was just a bit beyond my abilities at the time.