RimWorld

RimWorld

Mutants
Saebbi  [developer] 5 Dec, 2018 @ 10:28am
List of possible Mutations (contains spoilers)
NOTE: Due to the way mutations are applied, you may have to take multiple serums in succession in order to get a higher chance (or a chance at all) at a powerful mutation.
The trick is keeping the serum active in the body, so just before it starts receding, you should take the next one.


Apart from cancer and other dangerous mutations, the more beneficial ones are described in this list:

Regeneration
- bleed rate -50%
- immunity gain speed +150%
- faster healing and regrowing body parts

One punch arm ("Saitama")
- part efficiency 120%
- VERY strong melee attack (25 dps)
- adds 200 carrying capacity
- manipulation +10%
- melee hit chance +10
- melee dodge chance +16
-> Extremely rare, but OP as well

Poisonous fangs
- part efficiency 80%
- strong toxic bite attack

Cat-like ears
- part efficiency 140%

Eagle-eyes
- part efficiency 140%

Scales
- adds 60 carrying capacity
- armor: sharp: 18%, blunt 12%
- manipulation +10%, moving -5%, bleed rate -10%

Metallic skin
- adds 300 carrying capacity
- armor: sharp: 70%, blunt 40%
- manipulation +25%, moving -30%, bleed rate -90%

Strong arm
- part efficiency 120%
- strong melee attack
- adds 40 carrying capacity
- manipulation +10%

Strong leg
- part efficiency 120%
- adds 160 carrying capacity
- moving +50%

Claws
- part efficiency 100%
- strong slashing attack
- manipulation -15%

Fur
- Minimum comfortable temperature -32
- Maximum comfortable temperature -8

Additional sweat glands
- Maximum comfortable temperature +20
- social impact -20%

Enhanced pheromones
- social impact +150%

Enlarged brain
- social impact +150%
- psychic sensivity +120%
- melee dodge chance +6
- mental break treshold +15%
- research speed +200%
- global learning factor +100%

Desensitized nerves
- pain shock treshold +200%
- mental break treshold -15%

Hypersensitive nerves
- pain shock treshold -80%
- mental break treshold +15%

Enhanced immune system
- immunity gain speed +200%

Weakened immune system
- immunity gain speed -60%

Enhanced reflexes
- melee hit chance +5
- melee dodge chance +8

Weakened reflexes
- melee hit chance -4
- melee dodge chance -6

Negative Vanilla mutations:
- Carcinoma
- Blindness
- Deafness
- Loss of a body part
- Dementia
Last edited by Saebbi; 7 Dec, 2018 @ 2:47am
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Showing 1-9 of 9 comments
SushiRoll 6 Dec, 2018 @ 10:53pm 
im not seeing regeneration in game. is it listed as something else?
Saebbi  [developer] 7 Dec, 2018 @ 2:33am 
Yes, the defName is "HealingFactor"
..... 19 Dec, 2018 @ 4:24am 
should add more
Saebbi  [developer] 19 Dec, 2018 @ 6:01am 
Uh yeah, that's kinda what i plan to do.
fnorgby 25 Dec, 2018 @ 5:31pm 
Is there a way to start off a scenario with each pawn having a chance at a random mutation? I tried "add part" -> mutation, and they all came up with "regeneration"

Great mod, tho. Lovin' it.
Saebbi  [developer] 25 Dec, 2018 @ 5:47pm 
For the active reaction you need "mutagenic reaction" (defName = MutagenicHigh)
fnorgby 26 Dec, 2018 @ 5:15pm 
OK got it. Thanks!
Shigari 5 May, 2019 @ 4:15pm 
You forgot to put "Insomniac" on the list:
Pain shock threshold: -20%
Mental break threshold: +80%
Rest rate multiplier +10000%

So it makes a colonist super moody, but 1h of sleep just fills the whole bar of rest needed instantly.
Last edited by Shigari; 6 May, 2019 @ 7:26am
Krazyfan1 17 Jun, 2019 @ 8:50pm 
The Regeneration/Healing Factor isnt showing up in the list when i try and add it to colonists using the prepare carefully mod...
the Healingfactor.xml is in the HediffDefs folder, while the other mutations seem to be a separate file
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Showing 1-9 of 9 comments
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