RimWorld

RimWorld

Pawnmorpher
3,093 Comments
ForceField [YT] Jul 16 @ 9:20am 
when tho because i thought it would be out the same day as 1,6 came outm any ETA yet ? @Yap
Chip Jul 15 @ 9:28pm 
after the update for 1.6 compatibility, will this mod eventually get new content such as stuff for some or all of the animals added in odyssey, or is it basically "complete" and only getting compatibility updates for new versions of rimworld
just curious lol
ArticBlazer Jul 15 @ 1:57am 
all i can say is that this mod is an huge W
really appreciate this mod and hope the dev takes his time with updating this to 1.6, this mod is really great
boo Jul 14 @ 11:21pm 
WE NEED 1.6 PLSSS
Furhammer Jul 14 @ 4:49pm 
@yap Don't you mean you don't want to get their hoofs up?
cyanobot Jul 14 @ 4:39am 
@karrip1978
The answer is not very far down the comments. To quote the author:
"Also, still no ETA. Please do not spam the comments for 1.6. It will be done when it's done."
karrip1978 Jul 14 @ 4:31am 
I miss this mod in 1.6... When should we expect to use this mod again?
RobinsNest Jul 13 @ 5:59pm 
This mod has been out since 2019, and you're still updating it in 2025 to keep up with new versions? People like you are the reason Rimworld has such a robust and amazing modding scene! Take all the time you need to update, we're just thankful this mod exists at all!
Mikenumbers Jul 13 @ 6:25am 
Mods are the work of volunteers, we're grateful for anything given. :GunfireRebornlove:
Yap  [author] Jul 12 @ 6:04pm 
I don't want to get people's hopes up - it will be a maintenance patch that pretty much only moves it to 1.6.
Mati_Lublin Jul 12 @ 5:09pm 
I just hope it will include lots of new stuff.
Fireshot Jul 12 @ 5:23am 
Eh I have plenty of other stuff to entertain myself with for now so I can wait for a while at least. Been waiting this long for new stuff so no rush. :steamthumbsup:
Yap  [author] Jul 11 @ 8:34pm 
Also, still no ETA. Please do not spam the comments for 1.6. It will be done when it's done.
Yap  [author] Jul 11 @ 8:34pm 
@Furhammer in that case, it will never get updated ;)
Furhammer Jul 11 @ 5:43pm 
Each day without an update is another innocent bystander that gets sheeped.
ArticBlazer Jul 11 @ 7:37am 
1.6?
Yap  [author] Jul 2 @ 10:41pm 
Well, once the process to update it starts, commits would appear on the dev branch, yes. But that hasn't started yet.
Tyrant Jul 2 @ 9:35am 
@Yap There's a GitHub though, yes? I'd appreciate seeing it on there in the meantime, even if only as a PR. (Or did you mean for the coding itself?)
Yap  [author] Jul 2 @ 12:57am 
Yes, but I don't have an ETA of when it will be done, probably not before 1.6 officially releases. Zera is the only one with the ability to do so, and his schedule does not currently permit. It'll get done, but probably not for a bit.
Tyrant Jun 30 @ 8:27am 
Hello. Will you be updating this to 1.6 now that the dependencies are updated? (Technically you have to use the dev version of HAR for now, though.)
Daemon Trooper Jun 18 @ 3:33pm 
I don't understand what kind of issue I may have, but weren't reverters supposed to remove every single mutations the pawn had ? One of my "new colonists" (tamed mostly-human Chaosfox) has went through his 64 hours of stabilization being injected a dose of reverter and still has all his mutations but at their lower point (thin fur, growing jaw, etc). I'm not sure what I'm doing wrong.
Lord Rugdumph Jun 10 @ 2:31pm 
Are my pawns supposed to randomly mutate with no mutanite, muta silks stuff etc present? xD
mrrastas Jun 10 @ 3:49am 
Not sure How or why but for some reason With my mod list this mod Makes all meat Go unavailable for use in any sort of way except eating raw, which isn't wanted, this mod is really fun But i cannot for the life of me figure it out as i just figured out this was the mod causing it

(if i have time to look for what else causes it i might but yeah i have no idea)
Far-Seeker Jun 2 @ 8:59am 
@TheMeatMaster I've used it with Vanilla Genetics Expanded, along with many other VE mods, without encountering any problems. However, I also recommend using a mod to better organize your research tab as they both add significantly to the amount of research topics available. ;)
Bullet Barrage Spy May 18 @ 12:12pm 
Unfortunately, no they cannot.
Mati_Lublin May 18 @ 7:37am 
Out of curiosity - I know former humans can reduce sapience due to mental breaks, but can it happen randomly by itself?
Gearzix May 14 @ 3:13am 
can't work with combat extended and alpha animal, combat need to be loaded after Alpha pawn need to be after combat and alpha after pawn so that's just an impossible cycle lol
TheMeatMaster May 9 @ 11:31pm 
Should be fine to use along side Vanilla Genetics Expanded, right? Or is it in compatible with it?
ElTwoFour Apr 24 @ 3:01pm 
Probably an obvious question but does ToxicEnvironmentResistance effect the mutation chance from the clouds and stuff? Like with the mutagenic asteroids and things.
sunnyfox Apr 18 @ 3:58pm 
gordon ramsey (love what you did there) spawned in for me.... but as an ewe. lol
gordon ewesey? idk
Shady Suspicious Smiling Man Apr 15 @ 10:54am 
Anyone have an issue where injectors don't appear on the "administer" menu?
WhiteGlove Apr 4 @ 7:19am 
Thank you for the update
Arvay6 Apr 3 @ 5:13pm 
Thanks for confirming it, I like the concept of this mod. But the implementation seems to need some optimization.
Tenchi Apr 3 @ 5:12pm 
Can confirm the mod causes heavy lag. Moved my "animal (former human)" pawns to a caravan and I went from 4-6 tps to 30. For less than 5 pawns, that's way too much of a performance drop.
ArticBlazer Mar 26 @ 11:22am 
sometimes it does not display what the mutations would look like, help
Arvay6 Mar 21 @ 1:29am 
Did this mod ever get fixed performance or is it kinda bad still? It's on the "Noob Friendly Performance Mod List" for causing heavy lag.
knopi Mar 19 @ 10:36pm 
nexi i wonder why you want to do that? is it because youre a weirdo?
kamiowo Mar 12 @ 2:21pm 
finally
insectoid bio-weapons
Dust Mar 11 @ 11:32pm 
Is it intended that disabling mutagenic ship part still allows the event to trigger, just without the actual ship part?
gunns22 Mar 5 @ 1:39pm 
Hey @Yap! I just fed a few Pawns some Chaobulb Seed Pods that grew near a randomly-spawning Mutonite Meteorite, and I am LOVING the mutations both the Mutonite and the Seed Pods give. But I also fed one of my PRISONERS a Chaobulb Seed Pod, and I can't harvest her mutated ear to transplant onto another Pawn. Big missed opportunity there, I say.
Nexi Mar 2 @ 2:23pm 
how do i add hediffs using character editor without them being capped at 300% itchy, instead i want them to start adapted
logan5gators Feb 23 @ 11:58am 
Nvm, it stopped???
logan5gators Feb 23 @ 11:50am 
@yap Yeah I think it might be alpha animals. I only noticed it was looping when I couldn’t make a new save and rimpy screamed at me. So I guess I might try to edit the dependency order in alpha animals locally.
Solstice Initiative Feb 23 @ 12:10am 
>Transformation: Desirable conflicts with Transhumanist
>TRANScending your HUMANity cannot have Transformation as Desirable

Literally unplayable. Pls fix.
Yap  [author] Feb 22 @ 4:28pm 
If it's Alpha Animals it's on that side for not updating the dependencies.
logan5gators Feb 22 @ 4:18pm 
The mod causes a dependency loop, and I can’t tell if it’s this mod as the cause of dependencies being listed, or if it’s the two other mods getting screwed in the order.
BlueFlame Feb 19 @ 12:29am 
Is their any mod that makes this work properly with pokeworld? Trying to get a certain Pokemon but can't currently.
someonesneaky Feb 17 @ 5:22pm 
Person: *adds well-used and beloved mod that's been around for almost six years to their save*
Person's save: *dies*
Person: This obviously is the mod's fault, I shall report it as being buggy and broken
Username Feb 7 @ 9:56pm 
FYI, this mod doesn't appear to be compatible with "A Rimworld of Magic." The mutations tab removes the magic tab when you morph a pawn and effectively removes all the spells as well. I heard from others that if you morph one pawn, it causes this bug for every other pawn as well.