RimWorld

RimWorld

Pawnmorpher
Yap  [developer] Jun 30, 2019 @ 4:52am
Suggestions
Anything you think could be neat! Suggest away!
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Showing 76-90 of 590 comments
Deathwishkomodo Jul 25, 2019 @ 4:18pm 
Originally posted by Endevorer:
Or really, turn a natural animal into a race of your choice. It would get quite broken admittedly as you can make so many animals into wild men (they would need to be tamed for instance and would have a unique backstory).


I wouldn't mind more animal options either. Dinosaurs for instance, though they I would encourage picking the top picks as opposed to all of them.

I would however really want some... mutation based securities. As well as more precision.

Mutator mortar shells and traps. Mortars would inflict pawns with the mutation disease.
The traps would act like the weapon. Perhaps they are hard coded to always default to a particular animal type in manhunter. Or to a small harmless mouse. Or maybe there's 2 different types. Randomness is funny, though sometimes control is better.


Lastly, I want precision. Or atleast more information to know how far a pawn is from finishing a change into a given animal. I would want to have a means of controlling how far and in what manner have mutated.


Also, prisoners should default to your faction when they mutate. And enemies morphed using the gun should default to wild animal faction. It is annoying that there isn't any consistency on which faction they're assigned to.
you could be right
sord33 Jul 25, 2019 @ 5:29pm 
If you still plan on doing plant morphs like in the beta description, it would make sense to make custom plants that could only be obtained by morphing pawns. It would be really disappointing to wait so long and get a rice plant.
ZX-DX Jul 25, 2019 @ 6:08pm 

Originally posted by sord33:
If you still plan on doing plant morphs like in the beta description, it would make sense to make custom plants that could only be obtained by morphing pawns. It would be really disappointing to wait so long and get a rice plant.
like even an ambrosa plant sucks AND ITS THE RAREST PLANT
Yap  [developer] Jul 25, 2019 @ 10:25pm 
Yeah if that was ever gonna happen I wasn't just gonna have regular plants.

For insects, I am still thinking about how to implement it but I have some ideas. Custom races maybe.
HappyHead Aug 2, 2019 @ 8:18pm 
Dunno if I spat this idea at you before, but here's a thought
By making a compatability patch with Questionable Ethics Enhanced, you could make use of its brain scan mechanic to make race change possible.

Just make the race change option only possible for perma ferals or true animals, insert flavor text on race change being too whatever and requiring a bla bla bla, then have the process result in a wildman of the pawn race made (perhaps with a difficult tame level) and have players overlay brain scans on the captured wildman.


....eh?

Ikiller2009 Aug 2, 2019 @ 9:44pm 
Have the chambers do partial morphs.
Sairus323 Aug 2, 2019 @ 10:10pm 
Option to "instant tag" all existing animals (for cheating or testing purposes)
Option to turn off mutagun from the game or don't allow it to spawn in raiders hands (got my colony wiped because there was four raiders with mutaguns in one raid)
And yeah, chamber that adds all animal bodyparts to pawn without fully transforming it would be nice
ZX-DX Aug 3, 2019 @ 3:28am 
Originally posted by Ikiller2009:
Have the chambers do partial morphs.
no but if get them to exit before it its done the get the randomorph thing
Xen Aug 3, 2019 @ 3:31am 
Some sort of progress indication on the (Changing) morph affliction would be a simpler solution for that. If you know approximately what the progress- or severity?- of the mutation state is, being able to apply stabilizer near the end guarantees the effects won't go out of control.

As it is, unless you very carefully theorycraft (or check the mod data) for the duration of the mutation effects, and make notes for yourself about when it will expire, it's a complete guessing game on when pawns will be in danger of changing.
When I first saw the x2 consciousness in the Chaomeld, the first thing that came to me was "is there a x4?" imagine merging Chaomelds into each other and forming higher tier of weird stuff. eg. unless animal that just eats and produces slurry, very strong combat animals, massive transport animals, or even merging into a functional colony brained humanoid pawn with good abilities.

As for other content, maybe have upgraded versions of certain animal mods that are more expensive to craft/only available as a rare trade. Maybe make them myth based or something, like upgrading the fox into a nine tailed fox, or elephant into the elephant god.

I'm not sure about it since I haven't tested out every morph, but maybe differentiate some morphs further from each other? Such as giving the rat toxic proof or disease proof organs, maybe adding a defense oriented tortoise morph or poison oriented snake morph.

An advanced, isolated morphing tool would be pretty neat as well, allowing some perfectly tuned frankenstiens.

But once rimworld's animal pool is finished, I can see how the content can get stuck there. Either have to go into animals that don't exist in the rim or completely fantasy morphs (maybe these can all transform into a 'default' horrendous animal if one goes overboard, such as Genetic Rim's Fleshbeast). The other option would be to make content addons to link with other mods, like Alpha Animals.

ARecoveringCynic Aug 7, 2019 @ 2:20pm 
I'm not able to harvest a Pawnmorphers (Digitigrade) legs with the Harvest Everything! mod. Would it be possible to make them compatible please?
sord33 Aug 7, 2019 @ 2:42pm 
Originally posted by Newmanism17:
I'm not able to harvest a Pawnmorphers (Digitigrade) legs with the Harvest Everything! mod. Would it be possible to make them compatible please?

You can’t harvest it because harvest anything won’t let you harvest something with most heddiffs. The mod treats the ditigrade hediff like any other injury heddiff. It won’t let you do it because it treats it like a leg with a scar or a kidney with chemical damage.
ARecoveringCynic Aug 7, 2019 @ 2:49pm 
Originally posted by sord33:
Originally posted by Newmanism17:
I'm not able to harvest a Pawnmorphers (Digitigrade) legs with the Harvest Everything! mod. Would it be possible to make them compatible please?

You can’t harvest it because harvest anything won’t let you harvest something with most heddiffs. The mod treats the ditigrade hediff like any other injury heddiff. It won’t let you do it because it treats it like a leg with a scar or a kidney with chemical damage.

Do you happen to know of any Harvest mods that don't do that?
Xen Aug 7, 2019 @ 4:51pm 
Any Harvest mod that did that would let you harvest actual bullet wounds, scars, and missing limbs unless it was specifically designed with those mods in mind.
HALO_XVII Aug 9, 2019 @ 9:31am 
A good addition to the mod could be a Iguana morph, because almost all the morph affect the cold resistance but a effect like "cold blood" that cause the pawn to have a better heat resitance a the cost of a worse cold resistance could be cool for a desert colony.
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