RimWorld

RimWorld

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Pawnmorpher
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
45.040 MB
30 Jun, 2019 @ 4:24am
4 Dec, 2024 @ 9:44pm
116 Change Notes ( view )

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Pawnmorpher

In 1 collection by Yap
Pawnmorpher Testing
9 items
Description
Updated for 1.5.



Ever wanted to be a mad scientist with a stocked shelf of various mutagens to unleash upon the world? Or perhaps a cheery farmer with a large herd of barnyard livestock...wait, did that sheep just talk?

With Pawnmorpher, you can bring an array of mutagenic items to bear against raiders, visitors or even your own colonists. Discover rare mutations, deal with body purists, deploy the mutagenic mortar shells, quaff stabilisers before going out to mine that glowing green meteor that just crashed near your base...and more!

It's high-risk, yes -- but the mad scientist in you will revel in launching mortar shells into a crowded raid and watching as cows, wargs, alpacas, hares and assorted humanoid mutants stumble out of the green fog. Augment your pawns with beneficial mutations that improve their crafting or social stats, create a prison to exploit cowmorphs for mutagenic milk, grow fields of chaobulbs and scream in horror at the monstrosities you'll inevitably make.

This is Pawnmorpher, and you're not going to get out entirely human.



SERUMS: Craft mutagens to give various mutations to whomever you wish, which appear in the health tab and can change rapidly, fortunately accompanied by a puff of green science whenever a new development occurs. Prisoners, colonists, you name it. Many mutations have visuals which appear for parts such as horns, wings, ears, muzzles, tails -- with more on the way. Some are beneficial, others not so much. It's up to you how much risk you want to absorb.

WEAPONS: Go melee with Mutanite weapons, or share the metamorphosis love from afar with new rifles, mortar shells, and IED traps. Mortar shells support the SRTS mod, make of that what you will.

PREVENTION: We get it. Sometimes something bad happens and your best researcher is stuck as a dog. Happens to the best of us. Craft stabilisers and reverters for risk management, but don't leave it too late. Mutagenic mechanites don't keep their memory forever.

SAPIENCE: Even if you lose a pawn to the animal life, fear not. Often, they'll still retain most of their human mind. Keep them happy and they'll still be draftable and can perform work depending on the animal.

CHIMERAS: Not all mutation is cut-and-dry. Various chimeric creatures are often left behind, mishmashes of various creatures that are usually quite powerful. Discover their uses or make some yourself.

MENTALITY: Some pawns take it better than others. We add a new trait to represent this: Mutation Affinity -- they will enjoy becoming an abomination. Body Purists will definitely, most assuredly not.

ASPECTS: Along the way, pawns can pick up Aspects, a custom system we use to avoid adding trait bloat. Paragon, Afflicted, Natural Hunter, discover them all and find uses for pawns with them.





(only for 1.0)

For issues, go to: github.com > Tachyonite/Pawnmorpher/issues (no direct link due to new steam rules)

Alternatively you can report it on the discord in the #bug-reports channel.

Please check that the issue you're facing doesn't already exist.





Facial Stuff "works" if you also use AlienFacesExpanded.
Prepare Carefully does not work with the Morph start, and don't add mutations with it.

Pawnmorpher can be added mid-game with Faction Discovery, but is NOT safe to remove midgame.

Former humans not appearing in your hotbar? -- Due to a minor incompatibility with Android Tiers, make sure the AT mod option "hide inactive surrogates" is disabled. There is a warning message when using both mods together, and we've answered this far too often.

[discord.gg]
https://discord.gg/PDcpYYpvqZ

Talk directly to the dev team, get access to test builds and latest features, get instant help and even help contribute to the mod with art or writing!

1600+ mad scientists and counting.

[ko-fi.com]
Any donations are exceedingly appreciated and will go entirely towards mod development (commissioning preview art, for instance).



I'd like to thank all of our devs, moderators, artists, testers, streamers and writers that helped get us to this point.

Preview image by /u/Derega16, his DA is here: https://www.deviantart.com/derega16

Also, shoutout to the Rimworld Discord for putting up with us as we made this terrible, terrible creation!
Thanks to erdelf for his enduring support for us on Humanoid Alien Races.
Thanks Tynan and friends for Rimworld.
Popular Discussions View All (66)
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3,073 Comments
Daemon Trooper 18 Jun @ 3:33pm 
I don't understand what kind of issue I may have, but weren't reverters supposed to remove every single mutations the pawn had ? One of my "new colonists" (tamed mostly-human Chaosfox) has went through his 64 hours of stabilization being injected a dose of reverter and still has all his mutations but at their lower point (thin fur, growing jaw, etc). I'm not sure what I'm doing wrong.
Lord Rugdumph 10 Jun @ 2:31pm 
Are my pawns supposed to randomly mutate with no mutanite, muta silks stuff etc present? xD
mrrastas 10 Jun @ 3:49am 
Not sure How or why but for some reason With my mod list this mod Makes all meat Go unavailable for use in any sort of way except eating raw, which isn't wanted, this mod is really fun But i cannot for the life of me figure it out as i just figured out this was the mod causing it

(if i have time to look for what else causes it i might but yeah i have no idea)
Far-Seeker 2 Jun @ 8:59am 
@TheMeatMaster I've used it with Vanilla Genetics Expanded, along with many other VE mods, without encountering any problems. However, I also recommend using a mod to better organize your research tab as they both add significantly to the amount of research topics available. ;)
Bullet Barrage Spy 18 May @ 12:12pm 
Unfortunately, no they cannot.
Mati_Lublin 18 May @ 7:37am 
Out of curiosity - I know former humans can reduce sapience due to mental breaks, but can it happen randomly by itself?
Gearzix 14 May @ 3:13am 
can't work with combat extended and alpha animal, combat need to be loaded after Alpha pawn need to be after combat and alpha after pawn so that's just an impossible cycle lol
TheMeatMaster 9 May @ 11:31pm 
Should be fine to use along side Vanilla Genetics Expanded, right? Or is it in compatible with it?
ElTwoFour 24 Apr @ 3:01pm 
Probably an obvious question but does ToxicEnvironmentResistance effect the mutation chance from the clouds and stuff? Like with the mutagenic asteroids and things.
sunnyfox 18 Apr @ 3:58pm 
gordon ramsey (love what you did there) spawned in for me.... but as an ewe. lol
gordon ewesey? idk