RimWorld

RimWorld

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Pawnmorpher
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
45.040 MB
30 Jun, 2019 @ 4:24am
4 Dec, 2024 @ 9:44pm
116 Change Notes ( view )

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Pawnmorpher

In 1 collection by Yap
Pawnmorpher Testing
9 items
Description
Updated for 1.5.



Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...wait, did that sheep just talk?

With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!

It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.

This is Pawnmorpher, and you're not going to get out entirely human.



SERUMS: Craft mutagens to give various mutations to whomever you wish, which appear in the health tab and can change rapidly, fortunately accompanied by a puff of green science whenever a new development occurs. Prisoners, colonists, you name it. Many mutations have visuals which appear for parts such as horns, wings, ears, muzzles, tails -- with more on the way. Some are beneficial, others not so much. It's up to you how much risk you want to absorb.

WEAPONS: Go melee with Mutanite weapons, or share the metamorphosis love from afar with new rifles, mortar shells, and IED traps. Mortar shells support the SRTS mod, make of that what you will.

PREVENTION: We get it. Sometimes something bad happens and your best researcher is stuck as a dog. Happens to the best of us. Craft stabilisers and reverters for risk management, but don't leave it too late. Mutagenic mechanites don't keep their memory forever.

SAPIENCE: Even if you lose a pawn to the animal life, fear not. Often, they'll still retain most of their human mind. Keep them happy and they'll still be draftable and can perform work depending on the animal.

CHIMERAS: Not all mutation is cut-and-dry. Various chimeric creatures are often left behind, mishmashes of various creatures that are usually quite powerful. Discover their uses or make some yourself.

MENTALITY: Some pawns take it better than others. We add a new trait to represent this: Mutation Affinity -- they will enjoy becoming an abomination. Body Purists will definitely, most assuredly not.

ASPECTS: Along the way, pawns can pick up Aspects, a custom system we use to avoid adding trait bloat. Paragon, Afflicted, Natural Hunter, discover them all and find uses for pawns with them.





(only for 1.0)

For issues, go to: github.com > Tachyonite/Pawnmorpher/issues (no direct link due to new steam rules)

Alternatively you can report it on the discord in the #bug-reports channel.

Please check that the issue you're facing doesn't already exist.





Facial Stuff "works" if you also use AlienFacesExpanded.
Prepare Carefully does not work with the Morph start, and don't add mutations with it.

Pawnmorpher can be added mid-game with Faction Discovery, but is NOT safe to remove midgame.

Former humans not appearing in your hotbar? -- Due to a minor incompatibility with Android Tiers, make sure the AT mod option "hide inactive surrogates" is disabled. There is a warning message when using both mods together, and we've answered this far too often.

[discord.gg]
https://discord.gg/PDcpYYpvqZ

Talk directly to the dev team, get access to test builds and latest features, get instant help and even help contribute to the mod with art or writing!

1600+ mad scientists and counting.

[ko-fi.com]
Any donations are exceedingly appreciated and will go entirely towards mod development (commissioning preview art, for instance).



I'd like to thank all of our devs, moderators, artists, testers, streamers and writers that helped get us to this point.

Preview image by /u/Derega16, his DA is here: https://www.deviantart.com/derega16

Also, shoutout to the Rimworld Discord for putting up with us as we made this terrible, terrible creation!
Thanks to erdelf for his enduring support for us on Humanoid Alien Races.
Thanks Tynan and friends for Rimworld.
Popular Discussions View All (66)
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23 Jun @ 2:37pm
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19 Dec, 2024 @ 8:12pm
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3,084 Comments
Yap  [author] 7 hours ago 
I don't want to get people's hopes up - it will be a maintenance patch that pretty much only moves it to 1.6.
Mati_Lublin 8 hours ago 
I just hope it will include lots of new stuff.
Fireshot 19 hours ago 
Eh I have plenty of other stuff to entertain myself with for now so I can wait for a while at least. Been waiting this long for new stuff so no rush. :steamthumbsup:
Yap  [author] 11 Jul @ 8:34pm 
Also, still no ETA. Please do not spam the comments for 1.6. It will be done when it's done.
Yap  [author] 11 Jul @ 8:34pm 
@Furhammer in that case, it will never get updated ;)
Furhammer 11 Jul @ 5:43pm 
Each day without an update is another innocent bystander that gets sheeped.
ArticBlazer 11 Jul @ 7:37am 
1.6?
Yap  [author] 2 Jul @ 10:41pm 
Well, once the process to update it starts, commits would appear on the dev branch, yes. But that hasn't started yet.
Tyrant 2 Jul @ 9:35am 
@Yap There's a GitHub though, yes? I'd appreciate seeing it on there in the meantime, even if only as a PR. (Or did you mean for the coding itself?)
Yap  [author] 2 Jul @ 12:57am 
Yes, but I don't have an ETA of when it will be done, probably not before 1.6 officially releases. Zera is the only one with the ability to do so, and his schedule does not currently permit. It'll get done, but probably not for a bit.