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I wouldn't mind more animal options either. Dinosaurs for instance, though they I would encourage picking the top picks as opposed to all of them.
I would however really want some... mutation based securities. As well as more precision.
Mutator mortar shells and traps. Mortars would inflict pawns with the mutation disease.
The traps would act like the weapon. Perhaps they are hard coded to always default to a particular animal type in manhunter. Or to a small harmless mouse. Or maybe there's 2 different types. Randomness is funny, though sometimes control is better.
Lastly, I want precision. Or atleast more information to know how far a pawn is from finishing a change into a given animal. I would want to have a means of controlling how far and in what manner have mutated.
Also, prisoners should default to your faction when they mutate. And enemies morphed using the gun should default to wild animal faction. It is annoying that there isn't any consistency on which faction they're assigned to.
I thought about race transformation, however this ignores the fact that relationships and bonds would not be kept between them as the id of the pawn changes. So chances are this won't happen. However, humans from wild animals might be OK. There already is a chance for wild animals to be former humans, so you can revert them.
I'd have to make more patches for any modded animals, dinosaurs don't sound like a bad idea.
More weapons are already planned. Grenades, IEDs, mortars, traps- yep. All working on.
More info is tricky but I'll see what I can do around it.
Yeah, I'll probably change the gun to make them all wild, and decide if they go manhunter or flee in panic. Also, prisoners should all add to your faction. If they aren't, let me know.
Maybe I could make an extension if you have Beast Races installed, with additional ones for other popular mods.
I might need Rocka to make some nice Dino art tho :)
You also should consider putting more labels onto "mysterious effects".
Further... I've honestly had a thought about this mod. And well, I don't understand the economic incentives to making pawns into mutants/animals.
Like, this mod can be used to fill somewhat the role of bionics, though these mutations aren't at the level to compete for the most part. But the point of this mod is to turn prisoners and such and such into animals for your own use and labors. Which is fine, but well... aside from the gun, turning prisoners into animals is a painstaking, time consuming, and expensive process (well relative to buying an animal). And well, doing it to your own colonists has the problem of not having the precision of being able to sculpt or mess with their genes to your liking.
I think it would be cool to have an economic reason to turn your prisoners into mutants. That is, to have a use that isn't limited to producing mutation reagents to make more mutants.
Like they can poop minerals, lay components, produce very rare and expensive drugs that are hard to obtain. Stuff in that nature.
Now, obviously, this mod is for fun primarily. But even when talking for fun projects, there should be some utilities to offset the investment going into it.
By the way, the gun is way too overpowered right now. It just instantly kills whatever it strikes if it's humanoid. And well, it doesn't seem to have the ability to "miss"