RimWorld

RimWorld

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Mod, 1.2, 1.3, 1.4, 1.5
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Mar 12, 2024 @ 7:02am
Mar 14, 2024 @ 9:28pm
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Uplifted Animals

Description
GitHub: https://github.com/BetterRimworlds/UpliftedAnimals/

Adds the neurogenerative drug ALZ-112 which will uplift Raccons and Thrumbos; and probably kill everything else.

It is usually 90% fatal in untested animals and humans.

For animals (and humans) that it does succeed on, they are Uplifted to sentience (self-awareness) and massively increased sentience and slightly increased speed and strength.


If they survive, any animal exposed to ALZ-112 will become a more integral part of your colony, complete with Backstory, Full name, a Skill Set, and the ability to be trained to Attack and Haul, and if they are big enough, Rescue.

See the article “Science or Science Fiction? Uplifting Animals” for more info.

## Timing ##

NOTE: Uplifting a pawn takes quite a long time, as the mRNA virus has to rewrite the DNA and then rebuild every cell of the creature. It will probably take more than 200 Uplifting attempts per exposure.

During this time, the creature will be unable to fend for itself and will be in something similar to a complete catatonic breakdown, but with a greatly-increased (5x) appetite.

Each uplifting attempt will occur every 90 in-game minutes (16 attempts every 24 hours).

215 / 16 = 12.5 days, average, though sometimes it can take 30 or 40 days. Rarely 7 days or less.

You can see the Uplift Attempt number inside the Health tab.

## Compatible Animals ##

As per the dictates of The High Evolutionary, HopeSeekr, ALZ-112 has been perfected for the following animals:

• Raccoons
• Thrumbos

For compatible animals, the chance of death is greatly diminished to just about 1 out of 81 odds.

Each animal will receive the following enhancements:

• Full name.
• Full backstory.
• Ability to Haul (if big enough).
• Ability to Rescue (if big enough).
• 150% Consciousness
• 115% Moving speed
• 150% Manipulation
• 125% Sight
• 125% Hearing
• 200% Metabolism (faster healing + immunity)
• High likelihood of Full Uplifting (e.g., become a non-Human Colonist in your colony).
• Lifespan is dramatically extended.

## Incompatible Animals ##

For incompatible animals and Humans, the chance of death is randomly decided, anywhere from 100% instant death to 6.5% (1 out of 15), with an average distribution of 40% Lethality.

Each animal will receive the following enhancements:

• 150% Consciousness.
• Ability to Haul (if big enough).
• Ability to Rescue (if big enough).
• Very, very slim chance of Full Uplifting (e.g., become a Colonist in your colony).
• You can see the Lethality Odds of any exposed creature directly in the Health tab.

## Warning ##

You MUST immediately save and reload the game after each successful Uplifting.

This mod does really strange things that RimWorld wasn’t exactly made to handle. Especially when pushing animals up to Full Sentience (members of the Colony), we need the SaveGame sanity fixers to come in and tweak things for everything to work right.

Otherwise, the main symptom of Uplifting Psychosis is that the Pawn will just stay in the same place, never sleep, never eat, and be unrescuable and unfeedable and eventually die.

15 Comments
.:CHG:. Hope  [author] Aug 20, 2024 @ 4:04pm 
I've fully uplifted raccoons into full sentience. I'm now working on monkeys. Animals without "hands" don't work. Their manipulation is at 0% and they're basically useless as full colonists.
kadzooks20 Aug 7, 2024 @ 10:00pm 
I'll be honest, I am somewhat baffled why is this not a part of Pawnmorpher.
Kinda scared to try it, wish I can be certain it wouldn't mess with my modlist.
.:CHG:. Hope  [author] May 6, 2024 @ 3:59am 
ALZ-111 will be ridiculously cheap, relatively: 1 Neutronamine.
.:CHG:. Hope  [author] May 6, 2024 @ 3:58am 
I’m currently extending this mod to support every haul-capable animal in pre-1.3 Rimworld, particularly Horses, Pigs, and Donkeys. I then will make a ALZ-111 vial that will slightly uplift *all* animals to their pre-1.2 status (e.g., attack / rescue, etc.) and most critically: Obey Area restrictions. THEN and only then will I be able to escape my Rimworld 1.2 prison I’ve been in for the last several years.
.:CHG:. Hope  [author] May 6, 2024 @ 3:56am 
@lzrd, Uplifting works via the Simian Virus, as depicted in Rise of The Planet of The Apes (2011). This virus has a 90% lethality rate for all non-optimized species. I *could* add a toggleable list of animals to optimize it for, but it’s a lot of work to do this per-animal (lots of custom XML). Using my other mod, CryoRegenesis, you can stick your pawn in there every time the Mortality Rate reaches ~80% to reverse the Simian Virus. Then try again… It’ll take a good 10 to 30 attempts to uplift a human, but Uplifted Humans have 300% consciousness, Fast Worker, and other positive traits. WEll worth it!
scug Apr 23, 2024 @ 2:33pm 
fuck yes, i was hoping for this! hopefully there will eventually be a way to modify uplift chances depending on one's preferences, like making the chance of uplifting even across the board
.:CHG:. Hope  [author] Mar 18, 2024 @ 6:34am 
CryoRegenesis was ported + long-standing 4 year-old major bug was fixed. The map mesh and drawig stuff changed quite a lot in Rimworld v1.5… Requires substantial rework for both :-/ I’m about 50% done with DeMaterializer since it only works on 1 map. The Stargate + DHD mod needs at least 10 more hours.
TheCarrierPrimoris Mar 15, 2024 @ 8:12pm 
Great work! Hope the rest go smoother than expected.
.:CHG:. Hope  [author] Mar 14, 2024 @ 9:30pm 
Updated to Rimworld v1.5!!! Now I only have to upgrade Stargate and the Dematerializer, but they’re going to be the hardest, by far… Everything else is up and ready! WakeUp Implant, Stargate ZPM, Stargate Zatgun, and more…Going to upgrade CryoRegenesis next...
TheCarrierPrimoris Mar 13, 2024 @ 7:02pm 
I'm sure the Go-Juice will pair well with the beer they're already stealing, the little rascals!