Version: 1.1
July 3rd
Reboot of my A15 mod, Mutagens and Psionic Drugs. Inspired by Cataclsym: Dark Days Ahead.
Adds a collection of various consumable items with varying effects.
Download:
Dropbox
Workshop
Content:
Oracalium:
Neolithic blend of powdered herbs that is traditionally used by Oracles in tribal societies. Users never build tolerance to it. Addictive. Repeated usage develop semi permanent effects.
Craftable and purchasable.
Ambrosia Iced Tea:
Drink made from ambrosia that calms the drinker down, and without addictive chance. Not as potent as Ambrosia but slightly different effects.
Craftable and purchasable.
Hearth Brew:
Warming beverage for winter time, slightly alcoholic and makes the drinker more festive. Made from slightly fermented berries.
Craftable and purchasable.
Herbal Tincture:
Blend of various herbal medicines that help the user build an immunity to a disease, while making the user drowsy. Effects last 1 day.
Craftable and purchasable.
Ichorio:
Rare iridescent fluid that permanently alters the brain chemistry of the drinker, giving them permanent buffs at the cost of pain sensitivity.
Purchasable.
Purchasable Mutagens:
Taking a mutagen pill puts the user in a mutagenic reaction state. It begins with an initial phase before the effects kick in. After some time, the mutagen starts working. When active, the mutagen randomly gives the user mutations. Mutations are chosen randomly from a pool, some mutations cancel out others. Mutagen pills are highly refined, often giving more beneficial mutations than harmful ones. There is, however, a small chance that the user might not mutate at all. All mutagen pills are purchasable only.
Sil:
Mutagen that is popular on Glitterworlds for the beautiful changes to the body, such as the floral-like mutations that sprout around the ears. It is infamous on Urbworlds for the lethal toxins that some of the mutations secrete.
Ursa:
Forming beast like mutations, Ursa is primarily designed for use by special divisions of military shock troopers.
Igni:
Designed and mass produced to enhance manual labor, it promptly received a ban on various worlds when unintended mutations started popping up.
Myrol:
Myrol was produced for a specific mutation; Myrolsis, which bestows light regeneration and stronger blood filtration. However, most of its side effects are less than desirable.
Midia:
One of the earliest mind altering mutagens that was proven to be safe enough for specialized use.
Craftable Mutagen:
With research done, you can eventually craft your own mutagens. It begins with Catalyst Serum, a special solution embedded in some rancid meat that you craft at the drug lab. If you keep it safe and undisturbed, the catalyst serum will eventually break down into a baby slime.
Slimes are ravenous creatures that will tirelessly consume and assimilate matter. It grows fast and can become a huge problem for your colony unless you either kill it or tame it. Killing it will yield slime globs which are a necessity for making homemade mutagens. Taming the slimes will allow you to milk them for slime gel which can be processed into slime paste and eaten.
Once you obtain slime globs you can craft a mutagenic slurry at the drug lab. Mutagenic slurries are a VERY random mutagen that fit almost every mutation available into one consumable, making it very risky but very rewarding if you are lucky. Beware that the mutation phases are worse in effect to your colonists when consuming the slurry.
Mutation list:
An incomplete and somewhat outdated list of mutations your pawns can get
-mutation: speed (+ 0.24 movement speed, incompatible with mutation: slow)
-mutation: rage (75% increased social fight chance, pain reduced by 15%, slightly worsened mental break threshold, incompatible with mutation: calm)
-mutation: warm (lower MIN and MAX comfortable temperature range)
-mutation: furnace (20% less sleep, 30% higher hunger rate. Eating speed increased by 50%, slight cold tolerance)
-mutation: plated arm (Bone plated arm that won't bleed to damage and deals more unarmed damage, 20% decrease to manipulation, 10% sharp armor, 6% blunt armor)
-mutation: core heart (Dense heavily altered heart, 50% more efficient than a normal heart. 10% movement increase)
-mutation: strong back (increased carrying capacity, 10% movement increase)
-mutation: flowers (+10% social impact, +10% toxic sensitivity)
-mutation: corrosive acids (+20% hunger rate)
-mutation: viperous blood (+10% pain, -5% toxic sensitivity, +20% blood filtration)
-mutation: phelloderm (+6.5% sharp armor, +3.5% blunt armor, -0.03 movement speed)
-mutation: fey eyes (+12% social impact, +26% sight improvement)
-mutation: degraded (-35% pain, -10% global work speed, -15% consciousness, -35% talking)
-mutation: calm (-12% mental break threshold, incompatible with mutation: rage)
-mutation: ponderous (15% more rest need)
-mutation: slow (-0.24 movement speed, incompatible with mutation: speed)
-mutation: fur (very slight sharp and blunt armor, and movement penalty, -5 minimum comfy temperature, incompatible with mutation: phelloderm)
-mutation: disfigured (-35% social impact)
-mutation: claws (65% efficient as hands, powerful melee weapons)
-mutation: horns (Extra melee attack)
-mutation: animal-like (80% pain, -50% social impact, 80% psychic sensitivity, lower mental breakdown threshold, +20% hearing, random food binges)
-mutation: intelligent (Worse mental break threshold, faster learning)
-mutation: forgetful (random memory loss, similar to Alzheimers)
-mutation: blurred (-15% sight, per eye)
-mutation: rough voice (-15% social impact)
-mutation: keen (-35% aiming delay)
-mutation: absent (mood boost, -20% consciousness penalty)
-mutation: static (-10% learning, -10% psychic sensitivity)
-mutation: myrolsis (Scar healing, +15% blood filtration)
-mutation: constricted breathing (-10% breathing)
-mutation: withering (-10% blood filtration)
-mutation: slimy skin (Blunt armor, worsened lower temp cap, incompatible with other skin mutations)
-mutation: wired (-15% less sleep need, incompatible with ponderous mutation)
-mutation: lizard eyes (replaces eyes with lizard like eyes, better sight and better for shooting, not good for social interaction)
-mutation: strong (Increased melee hit chance, carry weight, and mining speed, affects arms)
-mutation: agile (Increased dodge chance, incompatible with stagnant mutation)
-mutation: stagnant (Decreased dodge chance, incompatible with agile mutation)
-mutation: soothing aura (Variety of social buffs and animal tame chance)
License
Take it apart to your heart's consent for your own ideas, just don't blatantly copy and republish the mod.
Modpacks and collections are welcome to include the mod, just give me a notification and credit as you do so.