RimWorld

RimWorld

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Frankenstein's Menagerie
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Mod, 1.4, 1.5
File Size
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21.672 MB
Oct 24, 2023 @ 12:43pm
Aug 4, 2024 @ 2:25am
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Frankenstein's Menagerie

Description
What it does:
With this mod you can dissect pawns into their body parts and reassemble them into undead creatures.

What it adds:
4 New Buildings:
- The Part Container can store parts to make them available to linked buildings.
- The Abominizer can reassemble parts from connected Part Containers into new parts that combine their functions.
- The Animator can reanimate parts as new creatures. Their stats and bodies will depend on the part that was animated.
- The Stuffing Station increases the capicity of parts in the Abominizer, so more parts can be attached per part.

1 New Animal:
The stitch is a new animal added by this mod. It should not appear naturally (please drop a comment if it does) and can only be created using the animator. What body parts it has and how they're arranged, as well as it's capacities, depend greatly on the part that was used to create it.

They cannot recover blood naturally and are created at 99% bloodloss, so a hemogen transfusion is required to get them on their feet. Hemogen required scales with size. They're also immune to pain and do not die from a lethal amount of damage (though other factors like bloodloss or losing required body parts like the brain is still fatal).

They can also be drafted and instructed to attack enemies in melee.

The Production Pipeline:
First you'll want to dissect creatures at the butcher's table, which will give you parts. Dissecting humanoids is disabled by default and must be turned on manually in the recipe to prevent happy accidents. On average, you will receive 25% of the body part of your victim volunteer.

The parts must then be stored in part containers, which can hold up to 12 parts each.

From there, a linked abominizer can take them and recombine them into new parts. While parts are being recombined they are temporarily removed from the part containers and instead stored in the abominizer.

Once a sufficient part has been created it can be reanimated in the animator. To do this, all red warnings must be taken care of. If you hover over the currently selected part in the abominizer or animator, you will be able to see the list of warnings, which will help you create a viable creature.

Each individual capacity of your creature is determined by the part used. Some parts have "potencies". When the part is animated, each capacity will be set to it's relevant potency divided by the total size of the animated part. If multiple potencies contribute to the same capacity, such as with blood filtration from kidneys and livers, they are multiplied after the previously mentioned division.

After the part has been animated into a "Stitch" it will be at 99% bloodloss. Make sure to pack enough brains into it to survive the -40% consciousness hit from this.
128 Comments
Qucumber Sep 27, 2024 @ 11:44pm 
Nvm, I figured it out.
Qucumber Sep 27, 2024 @ 11:20pm 
How many lungs on average does it need?
CTH2004 Aug 19, 2024 @ 6:50pm 
Okay, here’s an idea:
What if it looked at what external componenents makes up the creature, and used that to generate a dynamic model? Then if someone manages to fit enough organs into an arm, a waking arm!

Also, what if some animal parts (or active genes) have abilities? So, kill someone with flame spew, and the “chemical glands” can be on the relevant part! Boomalopes? Why, that’s a chemical sack! Fuel spew (vanilla factions inspections), that’s in the throat!

Basically, have it so abilities that are tied to parts either logically or actually can sometimes get transfered to the pawn!

Finally, maybe some way to allow us to make them capable of withstanding (short) durations outside, in Space?

Just some thoughts
GarryFlowers  [author] Aug 4, 2024 @ 2:26am 
@tide{S}haper industries update has been pushed to steam and will be available shortly. If you find any other issues please keep me updated :)
GarryFlowers  [author] Aug 4, 2024 @ 2:11am 
@tide{S}haper industries oh, i didn't know about the game breaking consequences and just didn't get around to fixing yet. guess i'll do it now then
tide{S}haper industries Aug 2, 2024 @ 6:50pm 
FYI - you compiled the mod incorrectly, so it now has half of Unity packaged into it.
This can have gamebreaking consequences with other mods at times - so I would recommend fixing that.
CTH2004 Jun 18, 2024 @ 8:31pm 
Great! Thanks for the update!

Honestly didint expect to be the inspiration for a person to prioritize an update, so thank you!
oinko sploinko Jun 14, 2024 @ 12:21am 
:D
GarryFlowers  [author] Jun 9, 2024 @ 1:00am 
@ParasiticSquid plans already exist, yes. But I haven't acted on them yet so i know neither if/when I'll get around to it or if it's even feasable. Maybe this will happen, maybe it won't
ParasiticSquid Jun 8, 2024 @ 3:42pm 
Any plans for the creation of a humanlike stitch so we can make our own actual frankenstein monster from our enemies?