RimWorld

RimWorld

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Radiology (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.689 MB
8 Jun, 2024 @ 12:42pm
5 Jul @ 5:55am
2 Change Notes ( view )

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Radiology (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of AUTOMATICs mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1617578581



[discord.gg]
[github.com]


ABOUT
Adds the ability to bombard your colonists and prisoners with harmful radiation, obtaining either amazing mutations, or burns and cancer.
Radiology functionality is accessible via new research tree tab. Researched building appear in new architect tab.
To start irradiating, build an enclosed room with the Chamber building in it (which is just a platform to stand on). Then build an Irradiator facing Chamber. Then, use Chamber's UI to assign a colonist to it. That's it!
Place filters between Irradiators and Chamber to alter the kind of radiation going into your colonists: normal, rare (which makes rare mutations more likely and cancer less likely), and burn radiation (which just causes burns).
Place blockers between Irradiators and Chamber to select which body parts to irradiate.
Should be safe to both add and remove from a save file.

SOURCE CODE
https://github.com/AUTOMATIC1111/Radiology
If you'd like to submit translation to another language, please use github (fork my project, add your translations, and create a pull request).

CREDITS
Galax - original idea.
jessefjxm - ChineseSimplified translation

UPDATES
16-Jul-2021
- 1.3

22-Apr-20
- new mutations
- radiation extender
- mutation monitor
- work type changed to basic
- fixed choppy irradiate sound
- many small mutation fixes

21-Mar-20
- 1.1 support
- removing/adding mutated parts to colonists
- Glow: fixed bug deleting the colonist when he enters the map
- Volatile: reworked: no more chain explosions
- Regeneration: now heals permanent injuries

2-Mar-19:
- fixed wildmen and robots spawning with horns
- fixed mutations that improve skills forcing those skills to be disabled after restart
- fixed traders selling mutation body parts


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: body modifications
Popular Discussions View All (1)
0
27 Jun, 2024 @ 4:02pm
Harvest mutated limbs
Icelus
17 Comments
fallenscion 11 Nov, 2024 @ 4:25pm 
It's easy to fix with cherry-picker, but I'm having monstrosities from Army of Foetid Corpses Continued all spawning with equipable horns https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3258618997&searchtext=army+of+foetid
Icelus 27 Jun, 2024 @ 1:11pm 
Ok I'll keep radiating raiders and trying to get super speed legs for my colonists :HappyMask:
Mlie  [author] 27 Jun, 2024 @ 1:08pm 
@Icelus Well, I haven removed any functionality so I assume so
Icelus 27 Jun, 2024 @ 1:06pm 
hey mate, in the old mod mutated parts could be harvested. Can they still be harvested or not?
waffielz 16 Jun, 2024 @ 1:27pm 
holy shit i remember using this mod in highschool, sick
Syncloud 10 Jun, 2024 @ 9:46am 
Thank you Mlie! I love this mod, time for some real mad science!
CrackaJack 10 Jun, 2024 @ 2:55am 
@[JdG] Pejman youre looking for the mod "mutated pawn"
Mlie  [author] 9 Jun, 2024 @ 10:04pm 
@[JdG] Pejman They are hediffs, there are no DLC requirements
[JdG] Pejman 9 Jun, 2024 @ 7:43pm 
Are the mutations heddifs or genes ?

I feel like a version that would give randomized genes would be cool
CrackaJack 9 Jun, 2024 @ 1:05pm 
he started fast and became faster