RimWorld

RimWorld

VPE - Fleshshaper
127 Comments
Sentinel  [author] 28 Aug @ 12:12am 
@Futstub don't plan to change it, it's fine as is
Cyber Witch ~ 28 Aug @ 12:05am 
I have an idea make it so the clone spawns with all kinds of felshshaper mutations
Cyber Witch ~ 28 Aug @ 12:04am 
Nah seems fine
Futstub 28 Aug @ 12:02am 
The cloning ability is waaaaaaay to overpowered. Otherwise I love the mod. maybe you will change it some day. :)
Sentinel  [author] 25 Aug @ 8:57am 
Update: Fixed warning related to mitosis
Sentinel  [author] 25 Aug @ 8:34am 
@Charles M. Freakston i've also noticed the warning you got on mitosis, that'll be patched
Charles M. Freakston 25 Aug @ 8:22am 
Informed them already, but thanks for taking a look
Sentinel  [author] 25 Aug @ 7:27am 
@Charles M. Freakston appears to be an issue with the mod you linked, same thing happens when you duplicate a pawn with the anomaly obelisk, Mitosis just uses this code in the form of an ability.
Charles M. Freakston 25 Aug @ 6:59am 
Tested it with only that und dependencies
Charles M. Freakston 25 Aug @ 5:41am 
No, must be mod conflicts, I'll try to find which one later
Sentinel  [author] 25 Aug @ 4:20am 
@Charles M. Freakston are you getting any errors in the log? i'm getting the levels on my end.
Charles M. Freakston 24 Aug @ 2:20am 
Have a bug there the actual psylink level doesn't carry over using mitosis, just the non hidden hedif for psylinks
polios3 20 Aug @ 2:45am 
thx :) playing Flesh Cult Colony with MeatCore mod, for this FLESH!!! feeling, and it added Mini Flesh Beasts... and it was anoying for them to be tended constantly ;/
Sentinel  [author] 20 Aug @ 2:00am 
Update: See below
Sentinel  [author] 20 Aug @ 1:55am 
@polios3 Sure thing.
polios3 20 Aug @ 1:51am 
can you add MiniFleshBeast to your Don't tend? should be something like this: DefDatabase<PawnKindDef>.GetNamedSilentFail("BRF_MiniFleshBeast")
Agusfer 11 Aug @ 2:32pm 
Fixed indeed, thanks :)
Sentinel  [author] 11 Aug @ 1:59pm 
@Agusfer fixed
Agusfer 11 Aug @ 1:00pm 
Anomalous Sustenance on "pawns" that have more than 1.0 food get it reset back to low instead of filling the bar completely, for example, thrumbos have 4 "bars" of food and it gets reset to 1, so they are never full.
Would it be possible to make the psycast's hediff check the pawn's max nutrition stat and apply that instead?
Rubus 30 Jul @ 5:15pm 
Sarkicism time
Monarch 26 Jul @ 12:42pm 
@Witch it has a spell that let you clone a pawn every day that is stronger then even vpe reverse engineer

im not saying its BAD to be op its quite fun in fact but "holy op batman"
Sentinel  [author] 25 Jul @ 7:26pm 
Update: see below.
Sentinel  [author] 25 Jul @ 7:01pm 
@Witch ~ That's fair, i'll lower the 99 ones to 80%
Cyber Witch ~ 25 Jul @ 6:43pm 
it seems fairly well balanced to me wym.
@Sentinel pretty much all the 99% ones. The problem is Psyfocus depletes a bit fast so you have to babysit the mediation to make sure you get to cast it. I would put it on 80% since theres not many spells that cost less.
Or add it as configurable options I guess.

Also about the Anomalous it might simply be incompatible with the big and small mod genes. it seems the genes are generally causing issues with how hunger is handled so thats propably why the organ isnt working at all.
Monarch 25 Jul @ 5:55pm 
holy op batman
never thought id see the day where regular vpe could be considered balanced to one of its addons but here we are
Sentinel  [author] 24 Jul @ 4:55pm 
@Witch ~ anomalous sustenance restores the food bar every few hours, it doesn't straight up disable the food need as this causes bugs, which spells cost too much?
Cyber Witch ~ 24 Jul @ 4:12pm 
the Anomalous ustenance doesnt work and the psy costs for a lot of the higher tier ones are way too high
R41N 23 Jul @ 9:56pm 
Could you add a little more description to the mod? I was thinking of trying it but does regeneration just increase healing factor or does it work like mech healer serum? If it's too OP I don't want to try it in my next Anomaly playthrough. Looks well done though and a great idea.
Sentinel  [author] 22 Jul @ 2:54pm 
Added a check so only player faction anomalies won't get tended to.
Sentinel  [author] 22 Jul @ 2:44pm 
Added Harmony as a requirement.
Sentinel  [author] 22 Jul @ 2:40pm 
Update:

Pawns should no longer try to rescue or tend anomalies spawned by the hives.
Sentinel  [author] 20 Jul @ 7:57pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Herg The Derg 20 Jul @ 12:27pm 
@Byzz how did it fix? my game has it now too
Byzz 18 Jul @ 5:41am 
@Sentinel apologies, the issue was with my game and has now been fixed
Byzz 18 Jul @ 5:16am 
@Sentinel only "graphics settings+" but the issue persists even when removing the mod, I'll make a clean install of rimworld and check if the issue persists
Sentinel  [author] 18 Jul @ 3:58am 
@Byzz that's weird are you running any mods related to graphics?
Byzz 17 Jul @ 9:51pm 
for some reason the psycaster tree background for all of your VPE mods except the newest one just shows a red x with a purple background
darthdud0 16 Jul @ 12:10am 
cool mod! i can't wait to give this a try!
Rook 13 Jul @ 9:28am 
I for one would love a more balanced patch for this mod, I enjoy it a ton and I can see it fitting rather well in most anomaly/psycaster playthroughs
Sentinel  [author] 13 Jul @ 7:07am 
I replied to you on the discussion but i'll also paste it here for visibility.



I do agree that this mod has the potential to be crazy OP if you stack the buffs, and you are correct, some of the abilities lack a drawback as they were intended to be used against very strong enemies (IE V.O.I.D, Kraltech).


I might release an optional patch that you can subscribe to which would make these abilities less insane for vanilla threats should more people request for it.
Eugene Hoverhand 11 Jul @ 6:36am 
I love this mod in theory and tested it out. Generating twisted meat from nothing and deleting the hunger need is too OP. The fleshmass meat node needs to accept some kind of balanced input or at least work somewhat like a larger harbinger tree. Deleting the hunger need needs to have a downside just as serious as installing a nuclear stomach or the cast should simply reduce hunger rate temporarily. I am happy to report that mitosis cannot be exploited to duplicate installed bionics.
Varulv16 10 Jul @ 10:46am 
YO flesh ship lets go thank you so much for updating it to 1.6 so quickly!
Mirko 4 Jul @ 3:58pm 
@Sentinel

I am currently on 1.5 but it had been a while since i used it so maybe it was updated and i didn't realize.
Sentinel  [author] 4 Jul @ 12:20pm 
@Mirko

You can limit it to a self cast by giving that as a rule for yourself, giving a repeat buff sounds interesting though.

Mitosis does copy your xenotype/genes and age, maybe steam didn't update your files fully? Which version are you running on, 1.5 or 1.6?
Mirko 4 Jul @ 11:37am 
Gonna be hones. Love the powers, but sustenance and regeneration are a bit op when you cast them on all your pawns. would suggest limiting them to self cast and maybe give a buff when repeated casting. Mitosis was a bit crap when i used it, it only made baseliners and having them be older than the caster is a bit immersion breaking.
Sentinel  [author] 3 Jul @ 6:16pm 
@Corvus .dds textures are included in the mod's files, they help loading by skipping the conversion process at the cost of taking more space.

The mod is only 6mb which is very small in itself.
Corvus 3 Jul @ 6:11pm 
How come the file size is so large?
Sentinel  [author] 3 Jul @ 4:21am 
Update: 1.6 port

@Lambda That wouldn't be possible, this relies on the DLC to work