RimWorld

RimWorld

Pawnmorpher (BETA)
95 Comments
123caboom 9 Mar, 2021 @ 3:19pm 
HAHAHA! Made my Day!
Yap  [author] 30 Jun, 2019 @ 5:02am 
Shows how much I remember. 3.5 days, and it hatches a chicken.
ZX-DX 30 Jun, 2019 @ 4:59am 
they have a progres bar
Yap  [author] 30 Jun, 2019 @ 4:54am 
@ZX-EX They...well, they don't hatch.
Yap  [author] 30 Jun, 2019 @ 4:50am 
ZX-DX 30 Jun, 2019 @ 4:42am 
hey so how long does it take for a morphegg to hatch?
Yap  [author] 27 Jun, 2019 @ 3:06pm 
Still working on it lad, but I'm very, very close to an update. I've got pretty much all the major features I wanted in, some QOL things and even patches for inbuilt mod compatibility. Won't be long now.
ZX-DX 27 Jun, 2019 @ 1:07pm 
hey so can update it now
(im sorry if im upseting you)
Yap  [author] 27 Jun, 2019 @ 1:01pm 
There's no need to recruit them, they're still exactly as productive left as prisoners.
Huehuecóyotl 27 Jun, 2019 @ 8:26am 
I didn't try making one critical, though I don't think that'd help.. I'll try it though.

Do you just recruit your production morphs or what, how are you supposed to manage that? I don't want the extra pawn icons clogging up my top bar just to show me incapacitated livestock...
Yap  [author] 26 Jun, 2019 @ 10:00pm 
Yeah, if you were to make a critically important stockpile for only eggs and milk, I believe theyd haul it then.
Huehuecóyotl 26 Jun, 2019 @ 5:56pm 
Is there a way to haul eggs/milk out of prison cells? My pawns refuse to haul them because it's food that's "Reserved for prisoners" so they just sit on the floor of the cell and spoil.
Yap  [author] 24 Jun, 2019 @ 1:18am 
@Fireborn, yesssss sort of. The visual effects will only show on Humans, however alien race can be transformdd

@Ranklord123 In the next version I'll try to add some mod settings. I am also adding ways to revert pawns (both partly and fully morphed)

@Umbreonic Wizard That does sound neat. I could try link the chances to Thoughts since most negative events have a thought (sleeping on the floor, eating kibble) while others might lower the chance (impressive bedroom, for instance). I'll see what I can do about that! Also yes, gfx are in the next version and requires HAF.
fireborn 23 Jun, 2019 @ 5:06pm 
wait a sec will the new update with actual body parts changing be compatable with other alien races
Local Snorlax 23 Jun, 2019 @ 2:30pm 
Oh, I forgot to mention, nor do know if its possible. Maybe a early-game way to influance if the transformation becomes full or reeling, like if their fed kibble and kept in a barn as a prison, more likely to go a full chance, while if given a bedroom and decent meals, will increase chances of reeling?
ZX-DX 23 Jun, 2019 @ 2:45am 
hey @UmbreonicWizard the dev has almost made it work all ready (and yes it does need HAR)
Local Snorlax 23 Jun, 2019 @ 2:35am 
For the visual changes, could use alien framework, and attach the transformed animals head and tail?
Local Snorlax 23 Jun, 2019 @ 2:22am 
Love the idea, read some of the other things in the comments. I suppose the infective morphs and abbility to stop them!
ZX-DX 22 Jun, 2019 @ 7:06am 
or remove it using debug mode
ZX-DX 22 Jun, 2019 @ 7:05am 
just turn it off in the senario editor
RankLord123 22 Jun, 2019 @ 7:03am 
i don't really like the mutating ship chunk event, but if it's necessary can the effects at least disappear after a while. I can deal with all the weird shit for a few days, but being permanent is complete overkill
Yap  [author] 22 Jun, 2019 @ 12:39am 
I would like to put a patch in for an alternate means to get serums and such if you have GR installed.
sord33 21 Jun, 2019 @ 6:11pm 
This seems like some sort of genetic rim extension thing. I know it isn't but it sounds like there would be some sort of connection.
Yap  [author] 21 Jun, 2019 @ 3:00pm 
Will do, of course!
fireborn 21 Jun, 2019 @ 2:58pm 
make sure to include a change log for us to see the ton of new content
Yap  [author] 21 Jun, 2019 @ 2:57pm 
Now that's an idea I had on my list, but also definitely something I need to add a mod setting for.

New update is soonish, I've been making a tonne of progress and it really blows this one out of the water.
ZX-DX 21 Jun, 2019 @ 12:21pm 
Ps. are you gona add infective morphs
ZX-DX 21 Jun, 2019 @ 12:19pm 
hey whens the new update
Yap  [author] 17 Jun, 2019 @ 8:53pm 
@Fireborn Yeah, the new version I'm making will have specific variations of mutagen categories, and a means to stop further mutation for a few days (which also prevents them from going all the way).
fireborn 17 Jun, 2019 @ 3:38pm 
in future versions will we be able to target certain traits ie make super soldiers with mutations instead of bionics?
Yap  [author] 16 Jun, 2019 @ 9:54pm 
Pawnmorpher, am alternative to hat-based pawn exploitation.
Shaw 16 Jun, 2019 @ 9:40pm 
Now I can dehumanize all strangers.
Yap  [author] 15 Jun, 2019 @ 5:04am 
Yep. I've got this working now, and I'm already making a lot of headway with the next version! Mutations will add visible parts to pawns.
sord33 14 Jun, 2019 @ 10:26pm 
I know the author for GeneticRim once tried to change what pawns look like depending on what implants you give them. That might help you with your thing about trying to change pawns depending on what they morph into.
Yap  [author] 14 Jun, 2019 @ 5:29pm 
Just the def files. It's fairly involved but for someone who knows what they're doing it shouldn't be too much trouble. I have a bunch of classes that are useful to to anyone who needs to use them.
GaigeFairclough 14 Jun, 2019 @ 4:25pm 
If I wanted to add my own transformations, do I have to edit the source code at all, or just the def files?
Yap  [author] 14 Jun, 2019 @ 2:52am 
Thanks! Yeah, combined with mods it's a pretty powerful way of neutralising people without a mood debuff. Maybe I'll add a "mutated humanlike" debuff :>
robotumusprime 13 Jun, 2019 @ 9:48pm 
Along with the release pet mod, this lets you non-lethally and forever take out enemies without months of trying to recruit them, I literally made a game of roving band of druids turning people into bears and riding them into combat, this mod is the great.
Gumball 12 Jun, 2019 @ 3:57pm 
whoa, this is sick and I'm loving it.
Yap  [author] 11 Jun, 2019 @ 4:49am 
I'll have a look again. It should be working, and it should only require one. Maybe I missed something :P.
ZX-DX 11 Jun, 2019 @ 4:47am 
is he/she realing?
is (s)he has got the chaged mood effect( it means he or she is realing )
Sairus323 11 Jun, 2019 @ 4:42am 
frealiser pill not working for me. I 've tried to administer it to reeling boommorph prisoner via operation -no efect. recruited her and made her use narly ten of the pills without any effect...
Yap  [author] 11 Jun, 2019 @ 12:50am 
@Kenny I've just updated the mod with the working feraliser pill. It's craftable at the drug lab with one mechanite slurry. Once the patient is 'reeling', you can administer the pill to completely turn them. You'll need to restart your game and let steam download the update, but it should be good to go.
Sairus323 10 Jun, 2019 @ 11:57pm 
Allright. I'll try again.
Yap  [author] 10 Jun, 2019 @ 11:52pm 
It's a 50/50 chance at the moment. I'm working on the code for a feralising pill that'll tip them over the edge if they're reeling but you really really want to change them fully.

You can always retry it once more but, yeah, a bit random.
Sairus323 10 Jun, 2019 @ 11:46pm 
so of pawn is "reeling" then you won't be able to make them full animal?
i wanted to turn the hostile daughter of one of my colonists into pet fox of the mentioned colonist (because the daughter hates almost everyone in my colony, because they killed her family) and i have a "reeling" for the second time on her...
severity is just dropped to 0.649 and, as I said, she is "foxmorph(reeling)" now...
Yap  [author] 10 Jun, 2019 @ 11:07pm 
Also, fair warning, I will need to eventually start using the Humanoid Alien Races framework as a dependency for this mod if I'm going to make visual effects for pawns.

I'll post a new discussion, because it's important to know whether I should re-upload or if people are happy to all download it and not complain at me when it stops working for them.
Yap  [author] 10 Jun, 2019 @ 10:43pm 
Right. Hmm. If you're using devmode to view the hediffs, check the severity. It'll switch to reeling once it goes below 0.650 severity, and then the end fate will be decided. Let me know what you find. Also yeah, since they have all the parts they won't be able to go through the whole process.
Sairus323 10 Jun, 2019 @ 9:46pm 
as I said, they have mutating, not reeling status.
i got that reeling is when the mutation stopped at the last stage.
and also it seems that if you "activate" the reeling status, then game goes through the whole mutation process again, but doesn't show that because pawn is already having all parts of that animal.
Yap  [author] 10 Jun, 2019 @ 6:41pm 
@Kenny As soon as they get to the "reeling" stage and they don't go full, then it won't progress any further once they get the final humanoid mutation they only get if thry don't go full (eggs for chooks, hoof hands, wings, etc).

They may still have the hediff, but if its in "reeling" it means they didn't go all the way.