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RimWorld => Mods => Releases => Topic started by: Saebbi on December 03, 2018, 05:29:29 PM

Title: [1.0] Mutants
Post by: Saebbi on December 03, 2018, 05:29:29 PM
Inspired by the outdated mod More Consumables and Mutagens (https://ludeon.com/forums/index.php?topic=33284.0) (made by AtomicRavioli), I decided to make my own version of it.
Some mutations are identical, but i also added a few new ones.
It's Combat Extended compatible, just load the mod after CE.
There should be no issues with other mods.
I used Nightinggale's ModCheck, ChJees Regeneration Assembly and ilikegoodfood's Variable Bleed Rate Framework.

Please feel free to suggest new mutations and report any errors or balance issues.

Mutagens are craftable at the Drug Lab after researching Medicine Production.
When taken, the user enters a state in which mutations may occur.
They can be beneficial or... well, you'll find out :)

Downloads:

Github (https://github.com/Saebbi/Mutagens)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1581858200)
Title: Re: [1.0] Mutagens
Post by: temple_wing on December 03, 2018, 09:10:54 PM
Please give some further details on what it does.
Title: Re: [1.0] Mutagens
Post by: RyanRim on December 04, 2018, 05:39:11 AM
It has the pawn enhancements like in the old version.
Title: Re: [1.0] Mutagens
Post by: Saebbi on December 04, 2018, 10:21:53 AM
Quote from: temple_wing on December 03, 2018, 09:10:54 PM
Please give some further details on what it does.

Pretty much what RyanRim said.
You can take a serum added by the mod and it will cause your pawns to mutate.
They may receive superhuman abilities or... well, let's say they won't be too happy about it.
Title: Re: [1.0] Mutants
Post by: Kirby23590 on December 05, 2018, 11:46:08 PM
Though screenshots about these abilities and the items like the serums that give them and what they look like would be nice.
;)