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like even an ambrosa plant sucks AND ITS THE RAREST PLANT
For insects, I am still thinking about how to implement it but I have some ideas. Custom races maybe.
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?
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
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.
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.
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?