RimWorld

RimWorld

Mutants
Saebbi  [udvikler] 5. dec. 2018 kl. 10:28
List of possible Mutations (contains spoilers)
NOTE: Due to the way mutations are applied, you may have to take multiple serums in succession in order to get a higher chance (or a chance at all) at a powerful mutation.
The trick is keeping the serum active in the body, so just before it starts receding, you should take the next one.


Apart from cancer and other dangerous mutations, the more beneficial ones are described in this list:

Regeneration
- bleed rate -50%
- immunity gain speed +150%
- faster healing and regrowing body parts

One punch arm ("Saitama")
- part efficiency 120%
- VERY strong melee attack (25 dps)
- adds 200 carrying capacity
- manipulation +10%
- melee hit chance +10
- melee dodge chance +16
-> Extremely rare, but OP as well

Poisonous fangs
- part efficiency 80%
- strong toxic bite attack

Cat-like ears
- part efficiency 140%

Eagle-eyes
- part efficiency 140%

Scales
- adds 60 carrying capacity
- armor: sharp: 18%, blunt 12%
- manipulation +10%, moving -5%, bleed rate -10%

Metallic skin
- adds 300 carrying capacity
- armor: sharp: 70%, blunt 40%
- manipulation +25%, moving -30%, bleed rate -90%

Strong arm
- part efficiency 120%
- strong melee attack
- adds 40 carrying capacity
- manipulation +10%

Strong leg
- part efficiency 120%
- adds 160 carrying capacity
- moving +50%

Claws
- part efficiency 100%
- strong slashing attack
- manipulation -15%

Fur
- Minimum comfortable temperature -32
- Maximum comfortable temperature -8

Additional sweat glands
- Maximum comfortable temperature +20
- social impact -20%

Enhanced pheromones
- social impact +150%

Enlarged brain
- social impact +150%
- psychic sensivity +120%
- melee dodge chance +6
- mental break treshold +15%
- research speed +200%
- global learning factor +100%

Desensitized nerves
- pain shock treshold +200%
- mental break treshold -15%

Hypersensitive nerves
- pain shock treshold -80%
- mental break treshold +15%

Enhanced immune system
- immunity gain speed +200%

Weakened immune system
- immunity gain speed -60%

Enhanced reflexes
- melee hit chance +5
- melee dodge chance +8

Weakened reflexes
- melee hit chance -4
- melee dodge chance -6

Negative Vanilla mutations:
- Carcinoma
- Blindness
- Deafness
- Loss of a body part
- Dementia
Sidst redigeret af Saebbi; 7. dec. 2018 kl. 2:47
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SushiRoll 6. dec. 2018 kl. 22:53 
im not seeing regeneration in game. is it listed as something else?
Saebbi  [udvikler] 7. dec. 2018 kl. 2:33 
Yes, the defName is "HealingFactor"
..... 19. dec. 2018 kl. 4:24 
should add more
Saebbi  [udvikler] 19. dec. 2018 kl. 6:01 
Uh yeah, that's kinda what i plan to do.
fnorgby 25. dec. 2018 kl. 17:31 
Is there a way to start off a scenario with each pawn having a chance at a random mutation? I tried "add part" -> mutation, and they all came up with "regeneration"

Great mod, tho. Lovin' it.
Saebbi  [udvikler] 25. dec. 2018 kl. 17:47 
For the active reaction you need "mutagenic reaction" (defName = MutagenicHigh)
fnorgby 26. dec. 2018 kl. 17:15 
OK got it. Thanks!
Shigari 5. maj 2019 kl. 16:15 
You forgot to put "Insomniac" on the list:
Pain shock threshold: -20%
Mental break threshold: +80%
Rest rate multiplier +10000%

So it makes a colonist super moody, but 1h of sleep just fills the whole bar of rest needed instantly.
Sidst redigeret af Shigari; 6. maj 2019 kl. 7:26
Krazyfan1 17. juni 2019 kl. 20:50 
The Regeneration/Healing Factor isnt showing up in the list when i try and add it to colonists using the prepare carefully mod...
the Healingfactor.xml is in the HediffDefs folder, while the other mutations seem to be a separate file
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