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RimWorld => Releases => Mods => Outdated => Topic started by: AtomicRavioli on October 05, 2016, 10:45:49 AM

Title: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: AtomicRavioli on October 05, 2016, 10:45:49 AM
(http://i.imgur.com/ocUIOUw.png)

Mutagens and Psionic Drugs

Download:
Dropbox (https://www.dropbox.com/s/6y9keixkphcy8gs/Psionic%20Drugs%20and%20Mutagens%20V1.3.zip)

Designed with my larger mod, Crystalloid (https://ludeon.com/forums/index.php?topic=26852), in mind.

Description:
This little mod adds 3 drugs, Oracalium, Igni, and Ichorio. Each drug behaves very differently from vanilla drugs and each have lasting effects.

Oracalium:
Neolithic blend of powdered herbs that is traditionally used by Oracles in tribal societies. Supposedly has properties that help with divination.

Craftable with psychite refining research at the drug lab using 1 herbal medicine and 10 psychoid leaves. Purchasable.

Effects are relatively minor for a drug, giving increased vision and a mood boost, and slightly lowering rest. Low chance for it to be addictive. Repeated useage never loses its spark (No tolerance build up).
After prolonged use, long term effects appear. Chronic users become Oracle psionics, giving them a varying degree of a sight benefit. Effects will diminish when the user stops taking the drug for a long time.


Igni:
Red pill with a mutagenic serum inside. Anyone who takes the pill has the chance to mutate permanently (unless you remove their limbs). Originally designed and mass produced to enhance manual labor in workers, it promptly received a ban on various worlds when unintended mutations started popping up.

Non-craftable. Purchasable.

Taking the pill puts the consumer 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 consumer mutations, they include:

-mutation: speed (+ 0.06 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, immunity to bad back)

There is a chance to develop asthma.
There is also a chance to have nothing happen at all.

Igni's mutation set is focused around heavy work and warm temperatures, it is relatively "safer" than other mutagen options, with each mutation being at least marginally useful and very few of them purely malicious.


Sil:
Light blue pill with a mutagenic serum inside. Anyone who takes the pill has the chance to mutate permanently (unless you remove their limbs). Popular on Glitterworlds for the beautiful changes to the body, like the floral-like mutations that sprout around the ears. Infamous on Urbworlds for the lethal toxins that some of the mutations secrete.

Non-craftable. Purchasable.

Mutation list:

-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)

There is a chance to have nothing happen at all.

Sil's mutation set is focused around plants, acid, and toxins. Fairly risky mutagen, with the potential for high reward. Featuring raw power increases countered by plenty of malicious mutations.

Ursa:
A brown pill with a mutagenic serum inside, anyone who consumes the pill mutates irreversibly. Forming beast like mutations, Ursa was primarily designed for use by special divisions of military shock troopers.

Non-craftable. Purchasable.

Mutation list:

-mutation: ponderous (15% more rest need)
-mutation: slow (-0.06 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)

There is a chance to have nothing happen at all.

Ursa's mutation set is focused around beasts. Great for melee combat.

Midia:
A purple pill with a mutagenic serum inside, anyone who consumes the pill mutates irreversibly. Midia is known as one of the earliest mind altering mutagens that was proven to be safe enough for specialized use.

Non-craftable. Purchasable.

Mutation list:

-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)

Midia is a low grade brain mutagen, with some spill over mutations to other areas on the head.


Be warned, mutating is miserable and your pawns will hate it.

Ichorio:
Golden iridescent fluid in a bottle. Almost like a fairy tale, it grants the drinker power.

Non-craftable. Purchasable. (Very expensive)

Anyone who drinks this immediately gets permanent psionic powers, that stack up to 4 times:
5% increase to sight, manipulation, and movement. 10% increased pain.


More to come.

Changelog:
V1.3
-Mutagen base price lowered to 415

-Added Ursa mutagen
-Added Midia mutagen

-Sil's phelloderm mutation is incompatible with Ursa's fur mutation
-Igni's speed mutation is incompatible with Ursa's slow mutation
-Igni's speed mutation is also reworked (no longer affects the moving capacity, instead directly influences the move speed)

-Fixed an issue that prevented immunities from taking place

V1.2
- Oracalium has stack size textures
- Mutation phases duration slightly tweaked
- Igni base price greatly reduced, to 500 silver
- Igni's plated arm mutation has some armor value now
- Igni's plated arm mutation manipulation debuff increased to 20%
- Igni's furnace mutation lowers minimum comfortable temperature now
- Igni's rage mutation increased social fight chance to 175%
- Igni's rage mutation worsens mental break threshold slightly now

- Added Warm mutation to Igni (Lower min comfortable temp, lower max comfortable temp)
- Added Strong Back mutation to Igni (increased movement and carry capacity, immunity to bad back)

- Added the Sil mutagen

- Confliction between mutations occurs now, obtaining one will prevent a pawn from obtaining an 'opposite' mutation
- For instance: Igni rage is incompatible with Sil calm


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.
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: tiger33116 on October 05, 2016, 10:58:40 AM
Ok this sounds completely awesome. I'll will be trying this later. How ever is it incompatible with any other mods?
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: Draegon on October 05, 2016, 11:01:05 AM
This seems like a neat idea :D Will more specific mutations ever be added? Like growing claws or fur or something?
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: tiger33116 on October 05, 2016, 11:09:56 AM
Something else I forgot to ask what kind of benefits come from having psionic powers? I can see psi powers being used for defense and offence.
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: AtomicRavioli on October 05, 2016, 11:21:18 AM
Quote from: tiger33116 on October 05, 2016, 10:58:40 AM
Ok this sounds completely awesome. I'll will be trying this later. How ever is it incompatible with any other mods?

Should be completely compatible with any mod, I didn't rewrite anything from core.

Quote from: Draegon on October 05, 2016, 11:01:05 AM
This seems like a neat idea :D Will more specific mutations ever be added? Like growing claws or fur or something?

Claws are 100% do-able, fur is possible but functionality would be a problem (as of right now, insulation and various stats that clothing and items have cannot be applied to hediffs)

Quote from: tiger33116 on October 05, 2016, 11:09:56 AM
Something else I forgot to ask what kind of benefits come from having psionic powers? I can see psi powers being used for defense and offence.

Right now, in this mod, it only affects their capacities (eating, manipulation, sight, etc..). I implemented a psionic system before in a WIP mod where it offered offensive powers, I will eventually add that functionality to a new mutagen or psionic drug to this mod.
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: Draegon on October 05, 2016, 02:13:16 PM
If it's ever possible to have hulking beast people colonists that can tear into attackers because of this mod I will love it so much XD
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: Facepunch on October 06, 2016, 03:23:41 PM
Looks great, looking forward to seeing this mod expand and grow
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: res34 on October 06, 2016, 05:58:21 PM
We're getting closer and closer to a Witcher themed mod.
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: AtomicRavioli on October 07, 2016, 12:37:29 AM
Quote from: AtomicRavioli on October 05, 2016, 11:21:18 AM
fur is possible but functionality would be a problem (as of right now, insulation and various stats that clothing and items have cannot be applied to hediffs)

Proud to state that I worked around it, and already tweaked some mutations with more functionality (for next update):

- Plated arm mutation will have armor values
- Furnace mutation will keep pawns more comfortable in the cold

Another mutagen will be packaged with the next update as well, called Sil. It primarily features "plant-like" mutations. Things like floral growths from the head make Sil popular in Glitterworlds.
Title: Re: [A15] Mutagens and Psionic Drugs (10/5/16)
Post by: Garlic88 on October 08, 2016, 01:46:43 AM
Theres so many cool ideas here. Really like the idea of taking a drug o er a period of time to get a permenent buff instead of a negative tolerance and addiction. Fits the traditional idea of shamans taking enlightening substances. Would love to see this expanded with a hallucinogenic drug that maybe makes you a bit practically useless whilst high, but each time you use you get a chance to be permanently enlightened, giving a mood/learning speed/work speed/pain redection whatever buff. Maybe needs refreshing once a week with continued use.

And the mutations really open up options. Love the ideabut go for bigger effects. 5% movespeed is quite minor, but I like the armoured arm... maybe it could function like a shield as well? Id love to see a cold blooded mutation, making you work and move faster in heat and slower in cold.
Keep up the good work!
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 08, 2016, 02:53:06 PM
Updated to V1.2

Features: More mutations to Igni, added Sil mutagen, various balance tweaks and under the hood changes

Due to the risky nature of the mutagens, the price plummeted.

Changelog:
V1.2
- Oracalium has stack size textures
- Mutation phases duration slightly tweaked
- Igni base price greatly reduced, to 500 silver
- Igni's plated arm mutation has some armor value now
- Igni's plated arm mutation manipulation debuff increased to 20%
- Igni's furnace mutation lowers minimum comfortable temperature now
- Igni's rage mutation increased social fight chance to 175%
- Igni's rage mutation worsens mental break threshold slightly now

- Added Warm mutation to Igni (Lower min comfortable temp, lower max comfortable temp)
- Added Strong Back mutation to Igni (increased movement and carry capacity, immunity to bad back)

- Added the Sil mutagen

- Confliction between mutations occurs now, obtaining one will prevent a pawn from obtaining an 'opposite' mutation
- For instance: Igni rage is incompatible with Sil calm
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Dragoon on October 10, 2016, 12:57:00 PM
Now this sounds awesome!

*edit* I noticed that fey eyes are core heart are missing. from the list.

(http://images.akamai.steamusercontent.com/ugc/258220577767244894/43CAFED4B8AD18D28014ADD65314CA603EF68E37/)
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 11, 2016, 07:29:33 PM
Quote from: Dragoon on October 10, 2016, 12:57:00 PM
Now this sounds awesome!

*edit* I noticed that fey eyes are core heart are missing. from the list.


They might be missing from the list because fey eyes, core heart, and plated arms are actually added parts, not conditions. They work in the game like prosthetic parts (that you can't install, but obtain).
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 12, 2016, 08:04:33 PM
What's the chance of nothing happening? I've had 3 different colonists take Igni and nothing happened.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 12, 2016, 09:51:09 PM
Quote from: Draegon on October 12, 2016, 08:04:33 PM
What's the chance of nothing happening? I've had 3 different colonists take Igni and nothing happened.

System works on an individual mutation basis, with the chance being kinda obscure (determined by the mean time between, in days). The more mutations I add, the less of a chance the nothing will happen. That said, the numbers will be constantly tweaked.

To demonstrate:
Igni's speed mutation has a MTB of 9 days. That is a low chance for a mutation on its own, but when there are 7 other mutations rolling, you might get one or two.

One committed change will be further lowering the price of the mutagens so you have more chances.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 12, 2016, 10:08:28 PM
Alright, I ended up having a guy get two plated arms after taking igni again.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 12, 2016, 10:41:12 PM
Btw, would it be possible for multiple arms to be a mutation? Like growing 2 more arms, which would allow for more carrying.
The same guy now has strong back, 2 plated arms, core heart, AND rage from the same igni. it's insane lol
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: BetaSpectre on October 12, 2016, 11:06:53 PM
I would love to see physical changes on my chars xD
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 13, 2016, 01:03:06 AM
Quote from: Draegon on October 12, 2016, 10:41:12 PM
Btw, would it be possible for multiple arms to be a mutation? Like growing 2 more arms, which would allow for more carrying.
The same guy now has strong back, 2 plated arms, core heart, AND rage from the same igni. it's insane lol

I could emulate it, but couldn't add an actual body part with its own hit points. It has to do with how bodies are defined, they don't allow for that kind of change.

I got horns coming with a new mutagen for the next update, and they work by applying a hediff to the head (just like the flowers mutation). They function properly, allowing the colonist to headbutt with them. But, they sadly cannot be shot off.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: ChromeMax on October 13, 2016, 08:58:11 AM
I know how to install mods, but I would much rather prefer this to be on the steam workshop. Any ETA? Also when will you be resuming the crystalloid mod?
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 13, 2016, 02:07:23 PM
Quote from: ChromeMax on October 13, 2016, 08:58:11 AM
I know how to install mods, but I would much rather prefer this to be on the steam workshop. Any ETA? Also when will you be resuming the crystalloid mod?

Once I get the bulk of the content finished, I would then put it on the workshop. And Crystalloid will be updated when CCL is updated for A15
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 13, 2016, 05:57:59 PM
Colonist went on a booze binge and took igni instead even though I had beer. Weird update, he drank beer after he took the drug.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 14, 2016, 01:50:16 PM
I was wondering if there will be a drug added that rapidly speeds up immunity gain but has a high mutation chance? Because some sicknesses take insane amounts of time to cure.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 14, 2016, 02:14:03 PM
Quote from: Draegon on October 14, 2016, 01:50:16 PM
I was wondering if there will be a drug added that rapidly speeds up immunity gain but has a high mutation chance? Because some sicknesses take insane amounts of time to cure.

Drugs with a use, but the potential to get unwanted mutations? Interesting.

Btw, Sil has a mutation that increases blood filtration, viperous blood.
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: Draegon on October 14, 2016, 03:20:03 PM
Yeah, I'm full of ideas lol. And awesome, I'll have EVERYONE take tons of sil :D You get drugs, you get drugs, you get drugs, everybody here gets drugs!
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: sasuke97 on October 16, 2016, 12:13:53 PM
Hey, I got a colonist with both rage and calm mutations. First I made my colonist take a pill and it developed the rage mutation. Then I waited some time and made the same colonist take another pill and he developed the calm mutation. I dont know if you made it work like that but I'm just letting you know. Great mod by the way :)
Title: Re: [A15] Mutagens and Psionic Drugs V1.2 (10/8/16)
Post by: AtomicRavioli on October 16, 2016, 03:35:16 PM
Quote from: sasuke97 on October 16, 2016, 12:13:53 PM
Hey, I got a colonist with both rage and calm mutations. First I made my colonist take a pill and it developed the rage mutation. Then I waited some time and made the same colonist take another pill and he developed the calm mutation. I dont know if you made it work like that but I'm just letting you know. Great mod by the way :)

I have that fixed for next release, it was just missing a small thing that allowed immunities to take effect.
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: AtomicRavioli on October 16, 2016, 11:31:22 PM
Updated to V1.3

Mutagens are much lower in price -> 415 silver now, base price. (To compensate for the chance of nothing happening)
Added two new mutagens: Ursa and Midia
Immunities should be fixed now

Igni's speed mutation works differently now, numbers are subject to tweaking.

Future plans:
-More psionics!
-more mutations to existing mutagens
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: Draegon on October 17, 2016, 10:40:18 AM
Yay, a new update! Might I suggest two things? I'm thinking webbed feet/hands for faster water movement (which will be great if my mod plans of an island biome end up going through) and a psionic mutation that makes it easier to tame animals. Adding them is your choice of course. :D
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: ChromeMax on October 17, 2016, 12:45:31 PM
Quote from: Draegon on October 17, 2016, 10:40:18 AM
Yay, a new update! Might I suggest two things? I'm thinking webbed feet/hands for faster water movement (which will be great if my mod plans of an island biome end up going through) and a psionic mutation that makes it easier to tame animals. Adding them is your choice of course. :D
Well, webs actually slow down amphibian movement. The only water tiles that colonists can walk on are most amphibian. Ever tried walking in a pool with fins? Yeah it's pretty tough.
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: Draegon on October 17, 2016, 02:36:03 PM
I suppose you have a point. Dammit XD
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: FridayBiology on October 23, 2016, 12:29:26 PM
hey can i list your play as a must have quality of life mod list?
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: AtomicRavioli on October 23, 2016, 01:08:30 PM
Quote from: FridayBiology on October 23, 2016, 12:29:26 PM
hey can i list your play as a must have quality of life mod list?

Adding the mod to a pack or collection? If you are, yeah that's ok
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: 123nick on December 17, 2016, 01:10:16 AM
have you ever heard of cataclysm dark days ahead? i ask because, im sure some of the mutagens here are of the same name as the ones in CDDA, so i thought u may be referencing it.  not to mention both this mod and CDDA use the word mutagen :P
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: Etherdreamer on December 17, 2016, 11:48:25 PM
Quote from: 123nick on December 17, 2016, 01:10:16 AM
have you ever heard of cataclysm dark days ahead? i ask because, im sure some of the mutagens here are of the same name as the ones in CDDA, so i thought u may be referencing it.  not to mention both this mod and CDDA use the word mutagen :P

I was going to mention The misshaped fetus. Found one in a dump behind an restaurant.
https://cdda.estilofusion.com/fetus
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: Halosnake on December 22, 2016, 03:27:05 PM
Was just gonna ask how high on your priority list updating this mod to A16 is, Really liked having it around for my A15 playthrough and would like to have it around for the future aswell.  ;)
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: fetusthebard on December 31, 2016, 02:56:21 AM
There's always one Halosnake. This is why I wait so long to update. 
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: NoobSight on January 23, 2017, 12:02:05 AM
I'm not sure if your still updating this or not, but I was able to get this mod up to date to version a16 of Rimworld. I fixed almost everything, though, there is still a minor error about the badback hediff not being Immunizable, and I did have to comment out the naturallyHealed tag. For some reason the game didn't recognize it, so I had to comment it out for now.

Don't get me wrong, the mod works pretty well. I have yet to run into any issues yet.

http://www.mediafire.com/file/cd99xc7gnutm5sx/Mutagens+and+Psidrugs%28A16%29unofficial.zip (http://www.mediafire.com/file/cd99xc7gnutm5sx/Mutagens+and+Psidrugs%28A16%29unofficial.zip)
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: Napple on January 23, 2017, 12:05:50 AM
Does the strong back mutation increase carrying capacity for pawns?
Title: Re: [A15] Mutagens and Psionic Drugs V1.3 (10/16/16)
Post by: ChairmanPoo on January 30, 2017, 09:28:08 AM
I really like this mod. I'm not sure   the mutations are working as intended in the unofficial update though...