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More Consumables and Mutagens (Continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=2042709249
Actually it is other way around, I started modding with Stellaris and then moved to do mods for Rimworld
just a quick note... i noticed that the screenshot above, shows the potion as "herbal tunic" :)
is it meant to be herbal tonic?
technically, a cloak made from leaves could be a herbal tunic though
Technically the mod should work in 1.3. However I didn't have time to test everything due to real life + some parts of the mod needs serious rework if I were to implement better features (like implant options, etc.). So I have put it aside for now. If someone wants to continue working on this mod - feel free to do so.
if this mod had a harvest and implant option itd be perfect for my modlist
- each plated arm now reduces manipulation by 5% (instead of 7.5%)
- plated arms have damaged reduced to 12 (from 13) but cooldown decreased to 2.2 (from 2.5)
- claws have cooldown decreased to 1.4 (from 1.5)
No, this mod is not compatible with 1.0
- oracle psychic renamed to oracle vision, changed its description
- rebalanced slimes a bit more
- added new recipes and research project to craft mutagen pills (requires Royalty DLC)
Oracle psychic? It is not a mutation but a long term effect of Oracalium drug. It is not permanent but decays very-very slowly. Improves sight by 5-10-15-20% depending on the stage. I will put down a note to add better tooltip though, thanks!
- slime renamed to Green Slime
- there are now two new kind of slimes: Red Slime and Blue Slime! They have slightly different stats and mechanics. Butchering each slime produces globs of the slime's color - you can make mutagenic slurry from any globs (the color of globs will become important with future updates as globs will be used to craft mutagenic pills)
- fixed the bug with slimes not getting their resistances
- slimes will no longer bleed blood but slime fluid instead (each fluid being the color of the slime)
- fixed damaged graphics for slime, no more red wounds (unfortunately, as a side effect, slime corpses are considered to be insect corpses by the game but that is a minor thing)
- rebalanced the stats of slimes to be in line
- genome mech serum can now be administered to pawns
- renamed ignition to ignited heart
- renamed withering to withering heart
- plated arm's damage power is increated to 13 (from 12)
- withering heart has blood filtration offset changed to -20% (from -10%)
- soothing aura has social impact increased to 20% (from 15%)
- strong arm no longer increases hit chance but has mining speed increased to 20% (from 10%)
Thank you! I have some plans to further expand the mod once I get the feeling of the original system in my playthroughs. If you would like to be included as co-athor then just add me and throw a message in pm.
- mod relies on Harmony now. Please, download and install Harmony if you don't have it!
- mutations now persist through death
- new item added: Genome mech serum! This is a medium frequency quest reward. It is designed to removed random mutations that are not considered to be body parts (see mod description for the list of mutations that are considered to be body parts and cannot be removed)
Some balance tweaks:
- impatient renamed to focused, aiming delay offset changed to -30% (from -25%), shooting accuracy offset to 3 (from 2.5)
- rebalanced mutations MtB for Ursa
- adjusted sound volume for slimes
- added stackable graphics for mutagen pills
- changed preview image for better text readablility
- myrolsis mutation has blood filtration improved to 20% (from 15%)
- herbal tincture can be stacked up to 50 (instead of 150 before)
- slime paste has now 1.5 days rot time (instead of 0.75)
Thanks! Fixed that! Now 4 cups of hearth brew are made from 20 berries and 1 beer (but if you use VGP Vegetable Garden then from 20 fruits and 1 beer).
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Verse.ThingFilter:ResolveReferences()
Verse.IngredientCount:ResolveReferences()
Verse.RecipeDef:ResolveReferences()
Verse.<>c__DisplayClass14_0:<ResolveAllReferences>b__0(RecipeDef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()