RimWorld

RimWorld

Maleficus' Fleshmass Mutations
75 Comments
DOCTOR CROW Jul 11 @ 12:41pm 
nice! cuz this mod is too fun too be forgotten :)
Maleficus  [author] Jul 10 @ 3:46pm 
@DOCTOR CROW

No idea if this will need a full update for 1.6 or not yet. I'll be testing it during my playthrough of Odyssey. Be patient
DOCTOR CROW Jul 10 @ 9:28am 
1.6?
Kaiakanga Jun 16 @ 11:17am 
@Sean Wagemans I believe it's way quicker to have a way for panws to ignore beauty, there's already Biotech and Ideology mods for that.
Sean Wagemans Jun 12 @ 3:13pm 
This is one of my favorite mods. Could you add just one option though? A way to disable the beauty penalty from these mutations. It's difficult to make a tentacle fleshcult when they all despise each other due to considering everyone one else horribly ugly from the mutations.
Doom Daddy Jun 7 @ 7:18am 
Possible for the horaxian body parts to regenerate when lost? Very expensive and hard to obtain just to have some raider or mortor shell blow it off in an instant.
Hustler One Mar 13 @ 8:45am 
Hey brothers, I have been using this mod for over a month now: it is good, I have found no conflicts or bugs. But do I think the mod is good? ---Absolutely!

The endgame path of fully equipping Horaxian arms/eyes/legs is superb, because not only do you need to go through the trouble of gathering archotech implants, you need shards and serums to turn them into Horaxian parts... -which raise your mental break threshold, so now you need implants that lower that threshold and you have to stack whatever mood-improving stuff you can on your Horaxian super-colonist.

It's pretty fun, the only way this could be better is:
* If we had art to show Horaxian implants on the colonist, like how archotech eyes do
* More Horaxian parts--- Horaxian heart, lungs, liver... (maybe with a smaller mental break debuff for the smaller parts)
Selen Mar 4 @ 10:00pm 
This is exactly what i was looking for, thank you.
Latex Santa Feb 28 @ 1:47pm 
@Maleficus
Perfect for my amoral Android Army colony.
Their ghouls are gonna be the bestest murder-machines ever with these horrid mutations.
Jonesy Fox Feb 21 @ 3:28am 
With the Prosthetics No Missing Limb mod, I got the legs to wear boots. The arms are still replacing the entire arm (including the hand), preventing the use of handheld shields, bracelets, rings, gloves, etc.
Jonesy Fox Feb 21 @ 1:37am 
The Prosthetics No Missing Limb mod didn't seem to work either. Upon reviewing the changes made by the aforementioned mod, looks like you can allow the limbs to accommodate bracelets by making them attach only to the shoulder instead of the whole arm?
Jonesy Fox Feb 20 @ 11:13pm 
Hi, I noticed that Horaxian limb implants prevent pawns from wearing gloves, bracelets, or shoes. Is there a way to fix that?
Hustler One Feb 2 @ 5:23pm 
Is this compatible with Rah's Bionics and Surgery expansion?
Maleficus  [author] Jan 13 @ 2:04pm 
@acrab

No plans for that at the moment
Maleficus  [author] Jan 13 @ 2:02pm 
@Catman1226

The Archotech bodyparts are not affected by the Horaxian bodypart effects. However, they will be shown in the description of the Archotech bodyparts because they are an ingredient for the Horaxian surgeries. So, ignore those numbers, they don't apply unless you're creating a Horaxian eye; they were automatically added by RimWorld.
Maleficus  [author] Jan 13 @ 2:01pm 
@Your Friend Toad

The usage of the word "mutation" is because base-game Anomaly uses it. These mutations behave as the base-game Anomaly mutations do.
acrab Oct 16, 2024 @ 1:31pm 
I was wondering if you are planning on giving the mod biotech compatibility?
Catman1226 Oct 14, 2024 @ 10:39am 
Why does the Archotech eye also have the effects of the Horaxion eye?
Halicade Aug 6, 2024 @ 6:47pm 
Hello! Just letting you know, your mod doesn't have any dependencies listed in the about.xml
Your Friend Toad Jul 25, 2024 @ 8:03am 
This mod is great! The only downside is that these are body parts and not really mutation, so if you have any mod that allows for limb regrowth these won't grow back.
Maleficus  [author] Jul 4, 2024 @ 5:45am 
@LTS

Thanks for fixing it on your end! :)
Maleficus  [author] Jul 4, 2024 @ 5:45am 
@pig in a pumpkin

I think I know what is causing that, but I don't think it should be changed. If your eyes are covered by clothing, you cannot see through them. It wouldn't make sense for an arm with ocular flesh, which is covered by clothing, to function.

Also, if I fix it, chances are that pawns with ocular flesh will lose their arms when I update the mod. So, there's that too. :)
Maleficus  [author] Jul 4, 2024 @ 5:41am 
@Anonimase Huh, I kinda like that. I did include the mental break threshold increases for the Horaxian bodyparts as a sort of balancing system, but it would make sense that one who has embraced the Void entirely is not negatively affected by a bodypart whose construction has been exposed to the power of the Void.

That being said, I am not sure how to go about doing that at the moment. If I figure it out, I may include that in a future update. :)
Anonimase Jul 3, 2024 @ 10:04pm 
Would you consider/would it be possible to make whichever pawn did the anomaly ending to not get the increased mental break threshold from the horaxian parts
pig in a pumpkin Jun 24, 2024 @ 5:22pm 
ocular flesh mutations dont count as arms for clothing
Jw42291 Jun 20, 2024 @ 5:55am 
Thanks LTS <3
LTS Jun 20, 2024 @ 3:01am 
Not anymore, you wont.
Jw42291 Jun 19, 2024 @ 8:00pm 
Hi, im getting a red error "XML RimWorld.EntityCodexEntryDef defines the same field twice: discoveredResearchProjects." with just this and "Repair hubs" not sure how to properly report this but hoping I can figure it out with some help <3
Deathstar Jun 16, 2024 @ 5:57am 
Hey man could you add Anomaly as a requirement for your mod in Rimpy please?
Entvari Jun 5, 2024 @ 3:36pm 
Amazing work, especially for a first mod
pig in a pumpkin May 29, 2024 @ 12:06am 
I i may could you add a setting to increase the bonuses of the horaxian limbs as some bionic mods change regular archotech limbs to 200% making horaxian useless
Hamacelos May 18, 2024 @ 5:57pm 
total banger
Maleficus  [author] May 18, 2024 @ 8:52am 
@a quality meme

Thanks for the suggestions and kind words :)
a quality meme May 18, 2024 @ 7:19am 
Good to hear. The only real suggestion I'd make for more content would be more Horaxian implants, especially if you could make integration with other Archotech mods like "More Archotech Implants" for stuff like Horaxian Nanoskin and the like. Entirely up to you if you wish to span this mod out like that and learn patches or keep it as it's standalone thing. Either way, great work.
Maleficus  [author] May 17, 2024 @ 7:01pm 
@a quality meme

Thanks! :) I was not even aware it made the front page. That's pretty awesome!

As for future RimWorld mod plans, I don't have too many at the moment. Potential updates for this mod further down the line, after a bit of a break because I've played a lot of RimWorld lately. Between both Anomaly coming out and me developing this mod, I did two full-length, back-to-back playthroughs. Other than that, we'll see. :)

This is my first RimWorld mod, but I do have a lot of experience with making Skyrim mods before this. If you like my design philosophy and play Skyrim, feel free to have a look at my other work at my profile, Maleficus32, on Nexusmods.
a quality meme May 17, 2024 @ 6:50pm 
No problem at all. Just thought I'd ask. Given this is your first ever mod, you should be happy it made the front page because clearly people are getting a lot out of it. This gives me hope for your future projects, if you plan anything after this.
Maleficus  [author] May 17, 2024 @ 6:38pm 
@a quality meme

Sorry, I don't know how I'd go about doing that at the moment. This is the first RimWorld mod I've made, so I'm not the most experienced yet. :)
a quality meme May 17, 2024 @ 6:35pm 
No problem. I didn't really look through the comments to see if this was being addressed, I just came from one of Mr Samuel Streamer's videos.

Besides that, would it be possible to add a config option to make the tentacles a different color, like using hair color or something else?
Maleficus  [author] May 17, 2024 @ 6:32pm 
@a quality meme

Do you mean with the extra arm slots added by Evolved Organs Redux? Hopefully, yes. As you can see in the comments right below yours in the thread, I've found a fix and reached out to the author of Evolved Organs Redux about it. If they choose to, it'll possibly be integrated into their mod. If they choose not to do that, I may have to make a patch, myself. Ultimately, I am waiting for their response, though.

To anyone reading this, please be patient with them; they seem like a busy person. Please do not send them messages regarding this fix.
a quality meme May 17, 2024 @ 5:28pm 
Is there going to be a fix soon for the new tentacles appearing on exclusively the pawn's right side even when using both right and left shoulders?
Usernames Are Hard May 17, 2024 @ 12:53pm 
@Maleficus Thank you!
Maleficus  [author] May 17, 2024 @ 4:53am 
Updating everyone on what I said to @Usernames Are Hard:

I think I found the cause of the problem. The new left shoulder slots lack the <flipGraphic>true</flipGraphic> tag. After more testing I'll get in touch with the Evolved Organs Redux team about this to make sure it won't break anything if added and to see if they can possibly add it into their mod in order to guarantee mods with other animated bodyparts are compatible out-of-the-box.
Maleficus  [author] May 17, 2024 @ 4:06am 
@Usernames Are Hard

I intend to look into it. If I had to guess at the cause, the tentacles in the extra arm slots are appearing on one side because it's the "default" state of them, and the extra arm slots are not being recognized as different sides.

That being said, I am still a new RimWorld mod author. I don't have a huge amount of experience, so I cannot promise that I will be able to fix it. If that is the case, then someone with more experience than myself may just need to make a patch if it's going to be fixed at all. I intend to give it a try, though.
Usernames Are Hard May 16, 2024 @ 11:50pm 
Really cool mod! Is there anything you can do about the animation error with Evolved Organs Redux though?
whenwrašk May 16, 2024 @ 11:19am 
Fleshmass Epidermis just seems like something from Cruelty Squad, very nice.
Maleficus  [author] May 16, 2024 @ 7:23am 
@Yeetus Dub's Mint Menus. Fantastic mod. It also gives a much-needed improvement to the growing zone menu, among other things.
Yeetus May 15, 2024 @ 9:35pm 
whats the crafting ui mod you use?
Neunmalklug May 15, 2024 @ 10:15am 
very cool mod. and more integration in the other dlc would be awsome. i hope someone does psycasting stuff with the anomaly tech tree
Maleficus  [author] May 14, 2024 @ 4:07am 
@Elidurden123

That is actually an idea that I was floating around in my head when I was initially developing the mod.

I decided not to include it in the first version because I wanted to make sure the mod was working and well-received as-is before I expanded its scope at all, but there is a possibility that could be added in the future. Like an addition to the body modification precept: fleshmass purity (mild), which would grant mood bonuses to fleshmass mutations and be neutral toward hybrid mutations, but give a mood debuff to regular bionics. Then fleshmass purity (strict) which would give a mood debuff to hybrid mutations too, due to their partially mechanical construction.

Haven't fully fleshed out that idea (pun intended), and I'm not committing to it yet; I just figured I'd mention the possibility of its inclusion, given the nature of your recommendation. What I do know is that it would be purely optional content, opted in via the Ideology system.
Maleficus  [author] May 14, 2024 @ 3:54am 
@Jerome

Thanks! Glad to see the descriptions are appreciated. :)