RimWorld

RimWorld

VPE - Fleshshaper
88 Comments
Rook 2 hours ago 
I for one would love a more balanced patch for this mod, I enjoy it a ton and I can see it fitting rather well in most anomaly/psycaster playthroughs
Sentinel  [author] 4 hours ago 
I replied to you on the discussion but i'll also paste it here for visibility.



I do agree that this mod has the potential to be crazy OP if you stack the buffs, and you are correct, some of the abilities lack a drawback as they were intended to be used against very strong enemies (IE V.O.I.D, Kraltech).


I might release an optional patch that you can subscribe to which would make these abilities less insane for vanilla threats should more people request for it.
Eugene Hoverhand 11 Jul @ 6:36am 
I love this mod in theory and tested it out. Generating twisted meat from nothing and deleting the hunger need is too OP. The fleshmass meat node needs to accept some kind of balanced input or at least work somewhat like a larger harbinger tree. Deleting the hunger need needs to have a downside just as serious as installing a nuclear stomach or the cast should simply reduce hunger rate temporarily. I am happy to report that mitosis cannot be exploited to duplicate installed bionics.
Varulv16 10 Jul @ 10:46am 
YO flesh ship lets go thank you so much for updating it to 1.6 so quickly!
Mirko 4 Jul @ 3:58pm 
@Sentinel

I am currently on 1.5 but it had been a while since i used it so maybe it was updated and i didn't realize.
Sentinel  [author] 4 Jul @ 12:20pm 
@Mirko

You can limit it to a self cast by giving that as a rule for yourself, giving a repeat buff sounds interesting though.

Mitosis does copy your xenotype/genes and age, maybe steam didn't update your files fully? Which version are you running on, 1.5 or 1.6?
Mirko 4 Jul @ 11:37am 
Gonna be hones. Love the powers, but sustenance and regeneration are a bit op when you cast them on all your pawns. would suggest limiting them to self cast and maybe give a buff when repeated casting. Mitosis was a bit crap when i used it, it only made baseliners and having them be older than the caster is a bit immersion breaking.
Sentinel  [author] 3 Jul @ 6:16pm 
@Corvus .dds textures are included in the mod's files, they help loading by skipping the conversion process at the cost of taking more space.

The mod is only 6mb which is very small in itself.
Corvus 3 Jul @ 6:11pm 
How come the file size is so large?
Sentinel  [author] 3 Jul @ 4:21am 
Update: 1.6 port

@Lambda That wouldn't be possible, this relies on the DLC to work
Lambda 30 Jun @ 10:31am 
Is there a chance we could get a non-anomaly version?
seabazian 29 Jun @ 12:17pm 
ah yes manmade horrors beyond my comprehension
Sentinel  [author] 24 Jun @ 12:17am 
@Icer_Xx I made it that way due to issues related to not having the food need anymore (can't take drugs for example)
Icer_Xx 23 Jun @ 2:22pm 
That's my bad then, I thought it just changed their food requirement, I didn't realize it just refilled the food bar periodically
Sentinel  [author] 23 Jun @ 2:19am 
@Icer_Xx It does refill the food bar of the pawn every 2~3 ingame hours on my end.
Icer_Xx 22 Jun @ 4:26pm 
Anomalous Sustenance doesn't seem to reduce the pawn's food requirement at all
Surasu Undying 17 Jun @ 10:06am 
My god this mod souns AMAZING for a body horror character! Thanks a lot
Sentinel  [author] 6 Jun @ 5:01pm 
Removed the chance field from the item. Thanks for the report.
Sentinel  [author] 6 Jun @ 4:56pm 
@Benjamin Proverb Test

Good catch, I added the 0% chance to cast to the item instead of the ability
Benjamin Proverb Test 6 Jun @ 4:54pm 
I'm getting an XML error, that "<chance>0</chance>" doesn't correspond to any field in type ThingDef for your FleshmassHealnodeSTNL (the Fleshmass Regenerator). I'm not sure if chance is a valid field for a drug, but figured I should report this in case its a useful error
TSense 6 Jun @ 12:49pm 
Thanks, doing great work
Sentinel  [author] 6 Jun @ 8:53am 
@ShadowEater25 It isn't meant to do that. You might have a mod acting funny with heat scaling and psy sensitivity
ShadowEater25 6 Jun @ 8:51am 
question, is the mitosis ability meant to increase in heat cost as you level up? Usually the cost decreases with any other ability
Kid 6 Jun @ 3:37am 
Epic 👍
ShadowEater25 5 Jun @ 9:44pm 
The awnser is that, yes, I can mitosis myself and I love that
ShadowEater25 5 Jun @ 9:05pm 
question, does the mitosis ability NEED to be another pawn or is there still the option to do it on self?
Sentinel  [author] 5 Jun @ 12:14pm 
Update: Abilities

Reworked ability:

Mitosis: Changed from a self cast to a targeted cast, additionally made it so Mitosis now actually clones a pawn rather than summoning a random one.

New Abilities:

T6:

Anomalous Sustenance:
Shape a fleshmass meat node which feeds off psychic energy directly inside of the target, this node will feed the target and negate their need to eat.

T7:

Organ Mutation:
Alters a random organ within the target to turn it into its fleshmass counterpart. The process will induce blood loss in the target.


Form Super Flesh Hive:
Use biomass located in the deep layers of the Rim to form a hive of Bulbfreaks.
TSense 3 Jun @ 2:59pm 
I suppose it makes sense both ways, but the rest of the tree is very Anomaly DLC themed, which comes with cloning and debuffs for it.
It was just strange when a women popped out of my main character that was the mother to a faction leader I never met and the sister of a dead dude
Sentinel  [author] 3 Jun @ 2:51pm 
@TSense That was intended but i'll rework the tree (no nerfs) and will make it so mitosis clones the target pawn instead of being a self cast that spawns a random colonist.
TSense 3 Jun @ 2:12pm 
Note: Mitosis is not an Anomaly Clone, it just spawns a new pawn next to you in your faction. They have a backstory and can be related to random other pawns in other factions
Sentinel  [author] 1 Jun @ 4:35pm 
@Fxuls i've taken a look at it and having fleshbeasts into the animal tab would require changing their behavior which would end up making them flee if attacked, I don't think it's possible to have them show up in this tab as is.

I'll keep searching for a way to have em show up there but you can use rimhud to set the doctor care from there as a solution for the time being.

As for the meat node I'll keep it as is, I don't feel like it'd be worth the micromanagement for what they do.
Sera 1 Jun @ 2:00am 
@Fxuls But it's just using the same mecanic as the fleshmass core. Sure it's less risk but you need to at minimum be level 6 caster, cost 25% of your bar and only make 50 in 3 days and the meat is hated by anything not inhuman. It's Fill is also low. You would need 4 to keep a few people alive witch takes up 16 tiles of build space.
Fxuls 31 May @ 11:00pm 
Came here to say I love the mod and also to echo that my biggest complain with this one is just that the flesh beasts are bleeeeeding me dry of medicine and I have to change them all to no medicine by hand. Another thing is that it would be cool if the twisted meat forming thing had a lifespan of a few days or a quandum or something to make it more impactful than a forever meat generator
prototipo1111 25 May @ 5:54am 
Hello, have you made more mods with the mechanics?
Example: the ability to make corpses into flesh golems or tentacle abilities or a settler having the ability to modify the body to include fleshy parts for settlers? it's worth dreaming
Sera 24 May @ 10:01pm 
Note sure if this is known or intended but testing shows that Mitosis ignores any biotech genes. Even trying to use a base pigkin and taukai splits into a baseliner.
Sentinel  [author] 24 May @ 3:54pm 
@Agusfer i'm probably gonna end up making my own fleshbeast def that shows up in animal tab
Agusfer 24 May @ 2:35pm 
Fleshbeasts created from the "Flesh Hive" psycast have the medicine preset of colonists and they don't show up on animals or anything where it would be easier to disable, so I have to go through each of them to set it to "No medical care".

Would it be possible to make it so they spawn with that preset already? Or maybe change it to the Ghouls or Entities preset.

Preferably Ghouls cause if I ever get any I could just change it for them once, and Entities' preset affects the captured ones which I get more frequently.
Vectrix 24 May @ 12:11pm 
every time i use mitosis i get a vampire every time on different pawns as WELL any help or info...pls
Sentinel  [author] 19 May @ 1:58pm 
@Dumb Top of the psycast path tab, above all of the trees.
Dumb 19 May @ 1:52pm 
Please help i have no idea where the Misc tab is at
Fruchtgummi 15 May @ 10:01am 
Is there a way to automatically ignore any and all ailments and injuries of flesh creatures created through the hive? I like to have a few hives around so that incoming raids already get roughed up a little before I intervene but it's really dangerous when doctors and nurses grab my best medicine and RUSH towards the fallen incapacitated creatures - directly running towards their doom if I don't pain stakingly manually disable doctor care for every single flesh creature by clicking on them onbe by one because they don't even seem to be listed in the animals tab.
NecoXXXarc 8 May @ 3:30pm 
it's not game breaking by any means for priority but its funny how i got the mood buff despite enemies going to destroy em for a free +9 mood buff. thanks for the time ya spent on these mods
Sentinel  [author] 6 May @ 11:32pm 
@NecoXXXarc That is because it is considered as a hive by the game, that means that you'll get the mood buff from destroying it due to the game thinking that it's an insect hive. I'll try some stuff if that really bothers you.
Sentinel  [author] 6 May @ 11:31pm 
@AngryCarp
@Ein

That's how creature generation works for the game, nothing I can do as far as i'm aware.
NecoXXXarc 6 May @ 10:59pm 
ive been enjoying the mods for my recent playthrough. a bug thing i noticed is the fleshmass hive gives the "defeated a insect hive" mental stat for destroying one even doh its a friendly structure
Ein 6 May @ 6:17pm 
the flesh creature's spawn with max medical care as a default making colonist sprint out to care for shock troops that only run face first into your enemies.
Argyuile 1 May @ 9:06am 
So when they get downed my colonists run to give them first aid, is there any way to stop that? They don't show up in any animal menu that I have. I can stop it by gong to each individual one and choosing no medical on them but I have to do it every time new ones spawn
Sentinel  [author] 25 Apr @ 7:14am 
Update: Fixed oversight causing Mitosis to grant the regeneration hediff, wasn't intended.
Sentinel  [author] 25 Apr @ 1:41am 
@OkranGalliard It's the same as wild hives so one every 2-3 days