RimWorld

RimWorld

Maleficus' Fleshmass Mutations
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.
Hustler One 13 Mar @ 8:45am 
Hey brothers, I have been using this mod for over a month now: it is good, I have found no conflicts or bugs. But do I think the mod is good? ---Absolutely!

The endgame path of fully equipping Horaxian arms/eyes/legs is superb, because not only do you need to go through the trouble of gathering archotech implants, you need shards and serums to turn them into Horaxian parts... -which raise your mental break threshold, so now you need implants that lower that threshold and you have to stack whatever mood-improving stuff you can on your Horaxian super-colonist.

It's pretty fun, the only way this could be better is:
* If we had art to show Horaxian implants on the colonist, like how archotech eyes do
* More Horaxian parts--- Horaxian heart, lungs, liver... (maybe with a smaller mental break debuff for the smaller parts)
Selen 4 Mar @ 10:00pm 
This is exactly what i was looking for, thank you.
Latex Santa 28 Feb @ 1:47pm 
@Maleficus
Perfect for my amoral Android Army colony.
Their ghouls are gonna be the bestest murder-machines ever with these horrid mutations.
Jonesy Fox 21 Feb @ 3:28am 
With the Prosthetics No Missing Limb mod, I got the legs to wear boots. The arms are still replacing the entire arm (including the hand), preventing the use of handheld shields, bracelets, rings, gloves, etc.
Jonesy Fox 21 Feb @ 1:37am 
The Prosthetics No Missing Limb mod didn't seem to work either. Upon reviewing the changes made by the aforementioned mod, looks like you can allow the limbs to accommodate bracelets by making them attach only to the shoulder instead of the whole arm?
Jonesy Fox 20 Feb @ 11:13pm 
Hi, I noticed that Horaxian limb implants prevent pawns from wearing gloves, bracelets, or shoes. Is there a way to fix that?
Hustler One 2 Feb @ 5:23pm 
Is this compatible with Rah's Bionics and Surgery expansion?
Maleficus  [author] 13 Jan @ 2:04pm 
@acrab

No plans for that at the moment
Maleficus  [author] 13 Jan @ 2:02pm 
@Catman1226

The Archotech bodyparts are not affected by the Horaxian bodypart effects. However, they will be shown in the description of the Archotech bodyparts because they are an ingredient for the Horaxian surgeries. So, ignore those numbers, they don't apply unless you're creating a Horaxian eye; they were automatically added by RimWorld.
Maleficus  [author] 13 Jan @ 2:01pm 
@Your Friend Toad

The usage of the word "mutation" is because base-game Anomaly uses it. These mutations behave as the base-game Anomaly mutations do.
acrab 16 Oct, 2024 @ 1:31pm 
I was wondering if you are planning on giving the mod biotech compatibility?
Catman1226 14 Oct, 2024 @ 10:39am 
Why does the Archotech eye also have the effects of the Horaxion eye?
Halicade 6 Aug, 2024 @ 6:47pm 
Hello! Just letting you know, your mod doesn't have any dependencies listed in the about.xml
Your Friend Toad 25 Jul, 2024 @ 8:03am 
This mod is great! The only downside is that these are body parts and not really mutation, so if you have any mod that allows for limb regrowth these won't grow back.
Maleficus  [author] 4 Jul, 2024 @ 5:45am 
@LTS

Thanks for fixing it on your end! :)
Maleficus  [author] 4 Jul, 2024 @ 5:45am 
@pig in a pumpkin

I think I know what is causing that, but I don't think it should be changed. If your eyes are covered by clothing, you cannot see through them. It wouldn't make sense for an arm with ocular flesh, which is covered by clothing, to function.

Also, if I fix it, chances are that pawns with ocular flesh will lose their arms when I update the mod. So, there's that too. :)
Maleficus  [author] 4 Jul, 2024 @ 5:41am 
@Anonimase Huh, I kinda like that. I did include the mental break threshold increases for the Horaxian bodyparts as a sort of balancing system, but it would make sense that one who has embraced the Void entirely is not negatively affected by a bodypart whose construction has been exposed to the power of the Void.

That being said, I am not sure how to go about doing that at the moment. If I figure it out, I may include that in a future update. :)
Anonimase 3 Jul, 2024 @ 10:04pm 
Would you consider/would it be possible to make whichever pawn did the anomaly ending to not get the increased mental break threshold from the horaxian parts
pig in a pumpkin 24 Jun, 2024 @ 5:22pm 
ocular flesh mutations dont count as arms for clothing
Jw42291 20 Jun, 2024 @ 5:55am 
Thanks LTS <3
LTS 20 Jun, 2024 @ 3:01am 
Not anymore, you wont.
Jw42291 19 Jun, 2024 @ 8:00pm 
Hi, im getting a red error "XML RimWorld.EntityCodexEntryDef defines the same field twice: discoveredResearchProjects." with just this and "Repair hubs" not sure how to properly report this but hoping I can figure it out with some help <3
Deathstar 16 Jun, 2024 @ 5:57am 
Hey man could you add Anomaly as a requirement for your mod in Rimpy please?
Entvari 5 Jun, 2024 @ 3:36pm 
Amazing work, especially for a first mod
pig in a pumpkin 29 May, 2024 @ 12:06am 
I i may could you add a setting to increase the bonuses of the horaxian limbs as some bionic mods change regular archotech limbs to 200% making horaxian useless
Hamacelos 18 May, 2024 @ 5:57pm 
total banger
Maleficus  [author] 18 May, 2024 @ 8:52am 
@a quality meme

Thanks for the suggestions and kind words :)
a quality meme 18 May, 2024 @ 7:19am 
Good to hear. The only real suggestion I'd make for more content would be more Horaxian implants, especially if you could make integration with other Archotech mods like "More Archotech Implants" for stuff like Horaxian Nanoskin and the like. Entirely up to you if you wish to span this mod out like that and learn patches or keep it as it's standalone thing. Either way, great work.
Maleficus  [author] 17 May, 2024 @ 7:01pm 
@a quality meme

Thanks! :) I was not even aware it made the front page. That's pretty awesome!

As for future RimWorld mod plans, I don't have too many at the moment. Potential updates for this mod further down the line, after a bit of a break because I've played a lot of RimWorld lately. Between both Anomaly coming out and me developing this mod, I did two full-length, back-to-back playthroughs. Other than that, we'll see. :)

This is my first RimWorld mod, but I do have a lot of experience with making Skyrim mods before this. If you like my design philosophy and play Skyrim, feel free to have a look at my other work at my profile, Maleficus32, on Nexusmods.
a quality meme 17 May, 2024 @ 6:50pm 
No problem at all. Just thought I'd ask. Given this is your first ever mod, you should be happy it made the front page because clearly people are getting a lot out of it. This gives me hope for your future projects, if you plan anything after this.
Maleficus  [author] 17 May, 2024 @ 6:38pm 
@a quality meme

Sorry, I don't know how I'd go about doing that at the moment. This is the first RimWorld mod I've made, so I'm not the most experienced yet. :)
a quality meme 17 May, 2024 @ 6:35pm 
No problem. I didn't really look through the comments to see if this was being addressed, I just came from one of Mr Samuel Streamer's videos.

Besides that, would it be possible to add a config option to make the tentacles a different color, like using hair color or something else?
Maleficus  [author] 17 May, 2024 @ 6:32pm 
@a quality meme

Do you mean with the extra arm slots added by Evolved Organs Redux? Hopefully, yes. As you can see in the comments right below yours in the thread, I've found a fix and reached out to the author of Evolved Organs Redux about it. If they choose to, it'll possibly be integrated into their mod. If they choose not to do that, I may have to make a patch, myself. Ultimately, I am waiting for their response, though.

To anyone reading this, please be patient with them; they seem like a busy person. Please do not send them messages regarding this fix.
a quality meme 17 May, 2024 @ 5:28pm 
Is there going to be a fix soon for the new tentacles appearing on exclusively the pawn's right side even when using both right and left shoulders?
Usernames Are Hard 17 May, 2024 @ 12:53pm 
@Maleficus Thank you!
Maleficus  [author] 17 May, 2024 @ 4:53am 
Updating everyone on what I said to @Usernames Are Hard:

I think I found the cause of the problem. The new left shoulder slots lack the <flipGraphic>true</flipGraphic> tag. After more testing I'll get in touch with the Evolved Organs Redux team about this to make sure it won't break anything if added and to see if they can possibly add it into their mod in order to guarantee mods with other animated bodyparts are compatible out-of-the-box.
Maleficus  [author] 17 May, 2024 @ 4:06am 
@Usernames Are Hard

I intend to look into it. If I had to guess at the cause, the tentacles in the extra arm slots are appearing on one side because it's the "default" state of them, and the extra arm slots are not being recognized as different sides.

That being said, I am still a new RimWorld mod author. I don't have a huge amount of experience, so I cannot promise that I will be able to fix it. If that is the case, then someone with more experience than myself may just need to make a patch if it's going to be fixed at all. I intend to give it a try, though.
Usernames Are Hard 16 May, 2024 @ 11:50pm 
Really cool mod! Is there anything you can do about the animation error with Evolved Organs Redux though?
whenwrašk 16 May, 2024 @ 11:19am 
Fleshmass Epidermis just seems like something from Cruelty Squad, very nice.
Maleficus  [author] 16 May, 2024 @ 7:23am 
@Yeetus Dub's Mint Menus. Fantastic mod. It also gives a much-needed improvement to the growing zone menu, among other things.