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Maleficus' Fleshmass Mutations
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Mod, 1.5, 1.6
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11 May, 2024 @ 5:33am
17 Jul @ 4:38am
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Maleficus' Fleshmass Mutations

Description
WARNING: MINOR ANOMALY SPOILERS IN THIS DESCRIPTION. This mod pertains to a certain entity. If you don't want any entities spoiled, this is your warning!

DISCLAIMER: This is my first RimWorld mod, so please be patient if anything is found that needs fixing or if I do not know the answer to a question/suggestion.

When Anomaly released, I was quite excited when I found the function Twisted Obelisk. Having fleshmass mutations as an alternative to bionics interested me. However, I was a bit disappointed by the lack of variety in the types of mutations the Twisted Obelisk could give. There are 4 in base-game Anomaly: flesh tentacle, flesh whip, fleshmass stomach, and fleshmass lung. So, I took it upon myself to add new mutations into the game via a new, researchable serum.

When you discover the Twisted Obelisk, a new research project will unlock in the Anomaly tab: the Mutator Serum. This project requires the Serum Synthesis research to have been completed as a prerequisite. Once you complete the research for the Mutator Serum, you will have the ability to craft 2 new serums at the Serum Lab, and a third will unlock when you finish the research for Bionics. These 3 serums represent the different tiers of mutation within this mod: basic, advanced, and hybrid.

Each serum, regardless of tier, costs 30 twisted meat and 20 bioferrite to create. This recipe is cheap because using these serums is not as straightforward as right clicking and injecting them. They are used surgically, and I have some flavor text in each description to explain why this is the case. Once you have a serum, new bills will appear in the health tab of a colonist, which will allow you to choose which bodypart you want to mutate, and from there, you "install" the mutation like standard bionics.

-SERUMS-

The basic serum is free to use, as it can only produce what the Twisted Obelisk is already capable of. The advantage to mutating the limbs in this manner are twofold: you can choose what limb/organ you want, and you don't have to wait for a cooldown from the Twisted Obelisk between uses.

The advanced tier requires the use of a Shard during the operation. As a result, the mutations gained from this tier are more powerful overall because each one costs a Shard to create. If that price seems steep, reserve judgement until I explain what each mutation does.

The hybrid tier is the highest tier. This tier requires the use of a new item during surgery: a hybrid mutation surgery kit, which is crafted at the Bioferrite Shaper. This item requires 20 bioferrite, 20 steel, 4 advanced components, and a Shard to create. Both the serum and this kit also require bionics to have been researched in order to craft. The reason being that these mutations are "hybrid" because they are a combination of fleshmass mutation and bionics. The kit is used during the hybrid operations instead of a plain Shard because it contains the Shard as well as the components to install the necessary machinery.

-NEW MUTATIONS-

Each new mutation integrates a new mechanic introduced in the vanilla Anomaly mutations, that being the fact that a fleshbeast will spawn and attack upon attempting to remove a mutated bodypart. The descriptions of each bodypart will have a warning along the lines of "(bodypart) has its own neural structures and may become dangerous if removed."

I have also taken inspiration from the vanilla mutations in my design philosophy for the new mutations: each bodypart comes with upsides and downsides. The new mutations are meant to feel like an upgrade to the existing vanilla (basic) tier rather than something entirely disconnected.

For the sake of brevity, I will be excluding the descriptions of each bodypart, though I suggest you read them in-game, as they give context as to why I chose each mechanical effect. The list below will solely be the name of mutations and the numbers that impact your game. I have included a few description samples in the images on the modpage. Steam's character limit limits the extent of detail I can go into, so I cannot include them in the written description.

-ADVANCED MUTATIONS-

Psychic Eye:

-Pawn Beauty -1
-Psychic Sensitivity +25%
-Part Efficiency 50%

Fleshmass Leg:

-Pawn Beauty -0.5
-Part Efficiency 130%

Spinelauncher Tentacle:

-Pawn Beauty -1
-Part Efficiency 110%
-Adds the ability to launch a keratin spine as a projectile attack (DOES NOT WORK WITH GHOULS)

Fleshmass Kardia (using the Greek word for heart so this mutation is not confused with the entity, Fleshmass Heart):

-Pain +8%
-Part Efficiency 130%

Acid Spewer:

-Pain +12% (painstopper recommended!)
-Food poisoning chance 0%
-Adds the ability to spew acid as a projectile

Ocular Flesh:
(Installed in the arm)

-Sight +25%
-6 mood debuff from "ocular flesh vertigo" (disabled by Inhumanization)

Fleshmass Maw:

-Pawn Beauty -1
-Talking -75%
-Toxic Bite (like Venom Fang implant)
-Improved melee damage

Fleshmass Epidermis:
(Whole body install, IRREVERSIBLE. Warning in description)

-Moving x80%
-Pawn Beauty -4
-Incoming Damage Factor: 75%
-Flame/Burn Damage Factor: 200%
-6 mood debuff from "abomination" (Disabled by Inhumanization, Psychopath trait, and Transhumanist trait/ideology)

Fleshmass Ear (final of the advanced tier!):

-Mental Break Threshold +6%
-Trade Price Improvement +5%
-Social Impact +10%
-Part Efficiency 130%

-HYBRID MUTATIONS-

Note that these mutations will not be copied by the Corrupted Obelisk due to their partially mechanical construction. Only Basic and Advanced tier mutations will be copied.

Hybrid Arm:

-Pawn Beauty -0.5
-Part Efficiency 120%
-Claw Attack (similar to Power Claw implant)

Hybrid Eye:

-Pawn Beauty -0.5
-Part Efficiency 140%

Deadlife Incubator:
(Requires Deadlife Dust research to be complete)

-Part Efficiency 70%
-Adds the ability to exhale a cloud of Deadlife Dust once per day. The shamblers created in this manner are only hostile to enemies

Hybrid Spine:

-Pain +9%
-Part Efficiency 140%

-CORRUPT ARCHOTECH IMPLANTS-

The following bodyparts are upgrades of Archotech implants. They require the corresponding Archotech implant during the surgery, as well as the hybrid serum and surgery kit. For example, in order to make the arm, you need to have an Archotech Arm, which will be used up in the surgery. These bodyparts do not spawn a fleshbeast upon removal but will be destroyed in the process. The description will warn you about this. These bodyparts also have a built-in soft-limiter: they each increase mental break threshold. If you deck out a pawn in all of these bodyparts, be prepared for constant mental breaks. The descriptions for these read along the lines of:

"An archotech (bodypart) whose construction has been exposed to the malignant power of the void for one purpose: achieving the impossible by improving upon perfection. Where the (bodypart) once had flesh that looked and felt natural, it now has squirming, glistening, crimson meat. The internal structure, however, has been changed in ways that go even further beyond human comprehension. This arm thrums in rhythm with the malice of the void, bringing its recipient one step closer to madness. It is impossible to understand the workings of this (bodypart). If it is removed, it will be destroyed in the process."

Stats:

Horaxian Arm:

-Pawn Beauty -1
-Mental Break Threshold +10%
-Part Efficiency 200%
-Improved punch attack

Horaxian Leg:

-Pawn Beauty -1
-Mental Break Threshold +10%
-Part Efficiency 200%

Horaxian Eye:

-Pawn Beauty -1
-Mental Break Threshold +12%
-Part Efficiency 200%
-Psychic Sensitivity +25%
79 Comments
Azavit 17 Jul @ 1:52pm 
Awesome! and thank you for making such an awesome mod.
Maleficus  [author] 17 Jul @ 4:42am 
@Azavit

Updated. Thanks for the report.
Maleficus  [author] 17 Jul @ 4:13am 
@Azavit

Looking at the line in question within my own xml, that appears to be from the Spinelauncher Tentacle's graphic data, which I had previously copied from the Flesh Whip in base Anomaly. Looking at Flesh Whip, Flesh Whip now uses "<useBodyPartAnchor>true</useBodyPartAnchor>", so it looks like that replaced "<useHediffAnchor>true</useHediffAnchor>". I'll test swapping the offending line. If it works, then I will push an update.
Azavit 16 Jul @ 11:57pm 
This mod is throwing up an error when ran with just this mod and it's prerequisites:

XML error: <useHediffAnchor>true</useHediffAnchor> doesn't correspond to any field in type DrawData.

From the: Hediffs_BodyParts_MaleficusMutations.xml file.
DOCTOR CROW 11 Jul @ 12:41pm 
nice! cuz this mod is too fun too be forgotten :)
Maleficus  [author] 10 Jul @ 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 10 Jul @ 9:28am 
1.6?
Kaiakanga 16 Jun @ 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 12 Jun @ 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 7 Jun @ 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.