RimWorld
Pawnmorpher
3.073 Komentar
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 Mei @ 12:12pm 
Unfortunately, no they cannot.
Mati_Lublin 18 Mei @ 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 Mei @ 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 Mei @ 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
Shady Suspicious Smiling Man 15 Apr @ 10:54am 
Anyone have an issue where injectors don't appear on the "administer" menu?
WhiteGlove 4 Apr @ 7:19am 
Thank you for the update
Arvay6 3 Apr @ 5:13pm 
Thanks for confirming it, I like the concept of this mod. But the implementation seems to need some optimization.
Tenchi 3 Apr @ 5:12pm 
Can confirm the mod causes heavy lag. Moved my "animal (former human)" pawns to a caravan and I went from 4-6 tps to 30. For less than 5 pawns, that's way too much of a performance drop.
ArticBlazer 26 Mar @ 11:22am 
sometimes it does not display what the mutations would look like, help
Arvay6 21 Mar @ 1:29am 
Did this mod ever get fixed performance or is it kinda bad still? It's on the "Noob Friendly Performance Mod List" for causing heavy lag.
knopi 19 Mar @ 10:36pm 
nexi i wonder why you want to do that? is it because youre a weirdo?
kamiowo 12 Mar @ 2:21pm 
finally
insectoid bio-weapons
Dust 11 Mar @ 11:32pm 
Is it intended that disabling mutagenic ship part still allows the event to trigger, just without the actual ship part?
gunns22 5 Mar @ 1:39pm 
Hey @Yap! I just fed a few Pawns some Chaobulb Seed Pods that grew near a randomly-spawning Mutonite Meteorite, and I am LOVING the mutations both the Mutonite and the Seed Pods give. But I also fed one of my PRISONERS a Chaobulb Seed Pod, and I can't harvest her mutated ear to transplant onto another Pawn. Big missed opportunity there, I say.
Nexi 2 Mar @ 2:23pm 
how do i add hediffs using character editor without them being capped at 300% itchy, instead i want them to start adapted
logan5gators 23 Feb @ 11:58am 
Nvm, it stopped???
logan5gators 23 Feb @ 11:50am 
@yap Yeah I think it might be alpha animals. I only noticed it was looping when I couldn’t make a new save and rimpy screamed at me. So I guess I might try to edit the dependency order in alpha animals locally.
Solstice Initiative 23 Feb @ 12:10am 
>Transformation: Desirable conflicts with Transhumanist
>TRANScending your HUMANity cannot have Transformation as Desirable

Literally unplayable. Pls fix.
Yap  [pembuat] 22 Feb @ 4:28pm 
If it's Alpha Animals it's on that side for not updating the dependencies.
logan5gators 22 Feb @ 4:18pm 
The mod causes a dependency loop, and I can’t tell if it’s this mod as the cause of dependencies being listed, or if it’s the two other mods getting screwed in the order.
BlueFlame 19 Feb @ 12:29am 
Is their any mod that makes this work properly with pokeworld? Trying to get a certain Pokemon but can't currently.
someonesneaky 17 Feb @ 5:22pm 
Person: *adds well-used and beloved mod that's been around for almost six years to their save*
Person's save: *dies*
Person: This obviously is the mod's fault, I shall report it as being buggy and broken
Username 7 Feb @ 9:56pm 
FYI, this mod doesn't appear to be compatible with "A Rimworld of Magic." The mutations tab removes the magic tab when you morph a pawn and effectively removes all the spells as well. I heard from others that if you morph one pawn, it causes this bug for every other pawn as well.
Krillionare 26 Jan @ 5:42pm 
I'm having trouble with the tagging rifle and mutation sequencer? I have genebanks set up to store information but I've sent a pawn to shoot multiple animals with tagging mode who have available morphs, but nothing happens, am I doing something wrong?
Slenkamure 8 Jan @ 9:05pm 
going to update the insectoids pawnmorpher mod?
Milk 5 Jan @ 2:22am 
I was reminded of Pawnmorpher while reading the SF short story "Days of Wonder" by Geoff Ryman. I tossed around the idea of making a PM scenario using ideas from the story. Thought you might like to check it out. Cheers for the fantastic mod o7
Volskygge 22 Des 2024 @ 10:10am 
hello there, do you have any plans to update the insectoids pawnmorpher
大西王张献忠 17 Des 2024 @ 10:01am 
Could you please tell me how to use unstable genomes in the Pawnmorpher mod?thank you very much!:steamhappy:
samuelvermeulin 7 Des 2024 @ 5:18pm 
hay why cant i fully transform my pawns they like go into the backrooms when ever they do get to that pont at lest i think or they transfromation just stop completley
Ai Spacedestructor 6 Des 2024 @ 2:04am 
great, this updae even fixed my corrupted save which i had reported befor on github.
only flaw i see is that the Chaoboom which was in the process of becomming less sapient now is stuck in "Former Human" status and no way to change on its own as that mechanic is missing from the animal now.
Fireshot 5 Des 2024 @ 6:54am 
Many thanks Yap!
Yap  [pembuat] 4 Des 2024 @ 9:44pm 
Pushed an update to fix now.
Wwer 4 Des 2024 @ 10:46am 
Same question here.
Gearzix 2 Des 2024 @ 5:25pm 
When will this be updated?
KΞNTΛR 1 Des 2024 @ 9:43am 
If only this mod didn't need HAR :steamsad:
Nigly the Elf 27 Nov 2024 @ 7:53pm 
PM is broken ATM due to an update in HAR, just FYI for anyone wondering
SCEEPWARE 17 Nov 2024 @ 5:32am 
wear* not where
SCEEPWARE 17 Nov 2024 @ 5:15am 
Is there a way to get chaomorphs to where clothes? When I try to put a collar (from Simple Slavery Collar) on them, it doesn't work (missing body parts).
Flurbel 12 Nov 2024 @ 8:36pm 
When I load a map, it fails and gives a bunch of errors saying its not sure if former human should have a particular need. It looks like it lists every need.
Cyrus T. Laserpunch 8 Nov 2024 @ 7:20pm 
Gonna be honest, this mod is why I don't have Biotech. I much prefer Pawnmorpher so I'm glad it's still up and running.
Furried 6 Nov 2024 @ 9:15am 
how do i sapience my unsapience?
G.P.S 20 Okt 2024 @ 8:29am 
Can't inject serums on my prisoners. It doesn't show in the operation tab.
Cosmic Guppy 12 Okt 2024 @ 1:18am 
Thank you so much, have a great day good sir