RimWorld

RimWorld

Pawnmorpher (BETA)
Yap  [developer] Jun 5, 2019 @ 1:24am
Patch/Animal Requests & Mod Suggestions
Ideas for a cool feature? Do you have or like a mod and want a patch for it? Post here.
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Showing 1-15 of 55 comments
Talonmaster Jun 5, 2019 @ 4:10am 
This looks absolutely amazing. I do hope you add mod support thought. Especially Genetic Rim. Their mutant animals and organs would work really well with this mod from the looks of it. Another good mod to patch would be Alpha animals due to how many bizarre resource producing animals it adds.
ZX-DX Jun 5, 2019 @ 9:53am 
add a cure to it
and naturely spanwing pawnmorpher victims
Yap  [developer] Jun 5, 2019 @ 12:09pm 
A cure once it has run its course is impossible, but before then yes, it will be possible to stop in a future update.
ZX-DX Jun 5, 2019 @ 12:51pm 
wil you keep chages or not (or is it going to be like fallout 76's mutasion sistem)
(ps i have dislecsia)
Yap  [developer] Jun 5, 2019 @ 1:00pm 
It might be possible to have two types, one which prevents further changes and one which reverts everything.
JollyGreg Jun 6, 2019 @ 1:37am 
what if a morphed animal that produces e.g. chicken and their eggs, have an extremely low chance to produce their respective serums
Last edited by JollyGreg; Jun 6, 2019 @ 1:37am
Yap  [developer] Jun 6, 2019 @ 2:00am 
Nice idea. I'd probably make them drop a component for it, which you can use to synthesise the full serum in a drug lab...maybe combined with mechanites from Luciferium.
BeanSlinger419 Jun 6, 2019 @ 5:29am 
Originally posted by Mic:
Nice idea. I'd probably make them drop a component for it, which you can use to synthesise the full serum in a drug lab...maybe combined with mechanites from Luciferium.
Rarely, a Human who has been transformed into an Animal that can produce Things (Saying 'Things', as to include any wonky animal that might be added), can make a key material in the process of making the serum that's needed to turn a Person into the Animal that dropped it, or making a serum that's needed to turn a Person into an Animal (This would imply that you would make a serum that would turn your pawn into a random animal).
Last edited by BeanSlinger419; Jun 6, 2019 @ 5:33am
Yap  [developer] Jun 6, 2019 @ 1:23pm 
I do have a means for rare drops as well, so this is already doable. For example, check the type of milk a cowmorph makes before you drink it. This only applies for humanoids, as the animal variant only produces the regular item.

Perhaps from items such as cowmorph-milk and whatever else is produced rarely by morphs, you can extract mechanites into a slurry and create serums for random transforms. Later research can unlock specifics.
BeanSlinger419 Jun 6, 2019 @ 2:01pm 
I got 2 questions.
1. How do you turn someone into a Husky?
2. How long does it take to turn a colonist/prisoner into an animal.
And now an animal suggestion, maybe you could add the Wolf?
Furhammer Jun 6, 2019 @ 4:48pm 
Originally posted by BlueTheFurry:
I got 2 questions.
1. How do you turn someone into a Husky?
2. How long does it take to turn a colonist/prisoner into an animal.
And now an animal suggestion, maybe you could add the Wolf?
1.The tf is pretty random but i think he assigned green, blue and red there own animals.
2.from what i found it can very pretty greatly from 1 day to an undifined amount of time.
Wolf would be neat, I personally would like to see muffalo added or, some morph models, assign a value to each trait and when it exceeds a certain amount there model changes to the appropriate morph.
Yap  [developer] Jun 6, 2019 @ 10:05pm 
Green is full random, you can get any of the animals with this. Red is combat, which includes foxes, huskies, bears, deer etc. Blue is production, things like cows, chickens, alpacas etc. There isn't a way to get a specific one (yet).

Wolf is a good idea, I'll do that and muffalo first. It takes around 3 days for a full transformation, with mutations randomly progressing in that period of time.
Yap  [developer] Jun 7, 2019 @ 12:11am 
I have given some thought to the sprite update, but it always comes back to the same thing. To change the sprite, you have to change the race or have a pawn spawn as that race.

1. You can't change the race of a single pawn, it changes the entire def of that species to be that one race.
2. You can't change sprites without some massive harmony patches and even then it has to already be a race that can support this, i.e. not base human.
3. You can't despawn and spawn a different pawn of the new race in its place, as this makes rimworld flip itself over on its head because it's dumb. Plus, all relationships would break.

I believe the only way I can do this is with some non-droppable apparel, but it might look odd and you'd definitely see it in the character gear menu, lol.
Furhammer Jun 7, 2019 @ 11:08am 
What may work, as a example, is taking a look at Rim of Madness Werewolves, or Rim of Magic's Necromancers. Jectools may have something in there that specifically applies to sprites.
ZX-DX Jun 7, 2019 @ 11:31am 
Hey what if you add fast acting mutagens so it takes a lot less time to turn
(and a weapon that fires them)
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