RimWorld
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Pawnmorpher
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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44.870 MB
30 Haz 2019 @ 4:24
7 Haz @ 17:26
114 Değişiklik Notu ( görüntüle )

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Pawnmorpher

Yap tarafından 1 koleksiyonda
Pawnmorpher Testing
9 öğe
Açıklama
Updated for 1.5.



Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...wait, did that sheep just talk?

With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!

It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.

This is Pawnmorpher, and you're not going to get out entirely human.



SERUMS: Craft mutagens to give various mutations to whomever you wish, which appear in the health tab and can change rapidly, fortunately accompanied by a puff of green science whenever a new development occurs. Prisoners, colonists, you name it. Many mutations have visuals which appear for parts such as horns, wings, ears, muzzles, tails -- with more on the way. Some are beneficial, others not so much. It's up to you how much risk you want to absorb.

WEAPONS: Go melee with Mutanite weapons, or share the metamorphosis love from afar with new rifles, mortar shells, and IED traps. Mortar shells support the SRTS mod, make of that what you will.

PREVENTION: We get it. Sometimes something bad happens and your best researcher is stuck as a dog. Happens to the best of us. Craft stabilisers and reverters for risk management, but don't leave it too late. Mutagenic mechanites don't keep their memory forever.

SAPIENCE: Even if you lose a pawn to the animal life, fear not. Often, they'll still retain most of their human mind. Keep them happy and they'll still be draftable and can perform work depending on the animal.

CHIMERAS: Not all mutation is cut-and-dry. Various chimeric creatures are often left behind, mishmashes of various creatures that are usually quite powerful. Discover their uses or make some yourself.

MENTALITY: Some pawns take it better than others. We add a new trait to represent this: Mutation Affinity -- they will enjoy becoming an abomination. Body Purists will definitely, most assuredly not.

ASPECTS: Along the way, pawns can pick up Aspects, a custom system we use to avoid adding trait bloat. Paragon, Afflicted, Natural Hunter, discover them all and find uses for pawns with them.





(only for 1.0)

For issues, go to: github.com > Tachyonite/Pawnmorpher/issues (no direct link due to new steam rules)

Alternatively you can report it on the discord in the #bug-reports channel.

Please check that the issue you're facing doesn't already exist.





Facial Stuff "works" if you also use AlienFacesExpanded.
Prepare Carefully does not work with the Morph start, and don't add mutations with it.

Pawnmorpher can be added mid-game with Faction Discovery, but is NOT safe to remove midgame.

Former humans not appearing in your hotbar? -- Due to a minor incompatibility with Android Tiers, make sure the AT mod option "hide inactive surrogates" is disabled. There is a warning message when using both mods together, and we've answered this far too often.

[discord.gg]
https://discord.gg/PDcpYYpvqZ

Talk directly to the dev team, get access to test builds and latest features, get instant help and even help contribute to the mod with art or writing!

1600+ mad scientists and counting.

[ko-fi.com]
Any donations are exceedingly appreciated and will go entirely towards mod development (commissioning preview art, for instance).



I'd like to thank all of our devs, moderators, artists, testers, streamers and writers that helped get us to this point.

Preview image by /u/Derega16, his DA is here: https://www.deviantart.com/derega16

Also, shoutout to the Rimworld Discord for putting up with us as we made this terrible, terrible creation!
Thanks to erdelf for his enduring support for us on Humanoid Alien Races.
Thanks Tynan and friends for Rimworld.
Popüler Tartışmalar Tümünü Görüntüle (62)
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SABİT: How to Begin
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Anonymoussse 8 saat önce 
Just to report, there is an issue with bison, boomrat, elk and yak texture. The ears are flipped and so ears that should appear on the left are on the right and vice versa.
KΞNTΛR 11 Haz @ 13:24 
Just a question: The mod implies that there is no textures for the dessicated version of many creatures. But since it's not a red error I guess I can just ignore it. Right?
Blimberry 1 Haz @ 11:51 
Anytime I try to merge two pawns together it won’t let me
Zersetzung 29 May @ 16:17 
can you make it so teotalers won't eat mutagenic eggs? I'm currently going through a famine, and even though I have some ambrosia, this colonist would prefer to eat mutagenic eggs over it which doesn't make much sense in the realm of mind (and body) altering substances
Weasel 29 May @ 15:28 
Seems like the most recent HAR update has caused a missing texture error
ScarKy0 29 May @ 9:14 
Most of the items added by Pawnmorpher count as medicine and can be used for surgeries (for example, the paragon injector can be used to harvest parts).

Is this intended and if not is there any chance for it to be fixed?
Oscarsuperguy 26 May @ 15:55 
I had the same issue jaydee had
Loud TS 26 May @ 15:42 
how to fix
Loud TS 26 May @ 15:41 
its says i am missing ingredints for the sluury
Jaydee 23 May @ 2:43 
So this is a mute point of expressing this, but I spent DAYS upon DAYS combing through my mods list to figure out why the game went from 250fps to 3fps whenever I saw one of my colonists. When the game was paused it was fine, any other pawns didn't lag the game, and it was specifically human colonists. Once I removed this mod my game ran perfectly fine. No errors in the log so I couldn't pinpoint a damn thing.

Here is where it gets weird, I decided to try this mod by itself and guess what? Same issue. My game becomes unplayable if it isn't paused. I have noticed other players having similar issues and to your perspective it was other mods causing it. Sure, makes sense; but the mods listed to be incompatible I did not have both in description and in the comments section. Any ideas?

I know this isn't your fault Yap, but holy christmas I uninstalled my game multiple times, cleaned my load order several times and pulled hair over one mod messing everything up.