RimWorld

RimWorld

VPE - Fleshshaper
This mod is OP, you should try it
This mod is an awesome execution to the idea of having a flesh shaper colony (It's rad, I tried it)

However, several casts are extremely overpowered for what they DO

The infinite twisted meat isn't actually that OP, a single fleshmass heart outproduces that easily, however, two major things, and a couple minor things, make this path Extremely overpowered compared to normal VPE psycasts

Big things first!

1. Mitosis, by itself, being able to copy *any* colonist, skills and all, is overpowered.... However, you can target... The Caster, allowing you to duplicate level 8+ psycasters for *free*, with all levels coming un-attuned to any tree, you can theoretically duplicate max leveled psycasters (I found this out, abused it a bit, thhen got bored when everything got too easy).
Its the rimworld equivalent of a D&D wizard taking over the world with infinite wish duplication of Self.

2. The two regeneration related abilities: Regen mutation (15 hp/day, constant), and Fleshmass regenerator (125 hp/day, 1 day limited), These are... incredibly OP, free, better-than-luciferium scar healing, better than a healer mech serum, even! All scars, all missing limbs, infinite organ harvesting... the list goes on

Smaller things, moreso nitpicky than actual balance issues

1. Fleshmass hives: Don't have any indicator of a timer for how often they produce fleshbeasts, or a limit, it seems (A single caster with a kill-focus persona weapon could theoretically make infinite hives, killing the initial spawned beasts and using the focus gained to make more, ad infinitum)

2. Anomalous sustenance, As said below, it's very *good*, with no real drawback, it seems. Super hungry custom xenotype with 500% hunger rate? *poof*, no issue

Overall, most of these abilities seem like Too Much Good, and not enough Bad
My general suggestion? Add some kind of effect duration to most of these aspects, and the balancing issues go out the window

IE, Mitosis Copy only lasting a month, a year?, before it melts into a gooey mass of flesh (Maybe a combo of mass organ failure, and crumbling mind, along with an infinitely worstening mood debuff that eventually ends up with a half lobotomized clone constantly breaking down, physically and mentally), good enough to summon a couple extra pawns to frontline a big fight, not enough to Grey Goo a whole planet in casters named Steve (I did this, i had like.... 20 ish?)

Hunger mutation wearing off after a week, enough to send a big eater off on caravan with no issues, not enough to permanently sustain an entire colony unless you really minmax for it

Regenerative mutation... I love it, but, Either making it have a limited duration (which would neuter it in comparison to the regenerator heart summon), or the better option, making it self target ONLY, which solves the issue of trivializing any scar, destroyed limb, or organ harvesting operation.

Regenerator heart could have some kind of downside for consumption, something like a long coma as the person's body heals. Still makes them useful, but not "Have everyone eat these always", incase a raid arrives while all your fighters are comatose with regrowing limbs
(Could still allow for stuff like prisoner organ farms which honestly, is rimworld enough that I love it)

Now, I will be the first person to say it, I'm okay with overpowered mods, and can understand the intent with them (Fun, usually!), and can 100% say I am Not A Mod Maker, I love and respect everyone who makes mods for this game, I couldn't do it myself. These are entirely suggestions, and I don't expect any kind of mass patching or such to be done.

For now, I'm removing this mod from my modlist solely because, it's just too good to use anything else. I will, however, suggest anyone still reading my neurotic rant about this mod, to download it and play a horrifically OP flesh shaper colony, it's fun, and you too can overrun the world in Steeeeve

<3
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Showing 1-3 of 3 comments
Sentinel  [developer] 13 Jul @ 7:05am 
Hey there!

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.

I appreciate the constructive feedback.
Last edited by Sentinel; 13 Jul @ 7:06am
Rook 13 Jul @ 9:25am 
Originally posted by Sentinel:
Hey there!

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.

I appreciate the constructive feedback.

I would love a more vanilla balanced patch for this mod, I enjoy the stuff it does alot, but hearing it having been designed for other OP mods makes total sense <3
Mirko 15 Jul @ 10:33am 
Balance wise while they are op, my issue is that some of the buffs are one use only. If they have more benefits like A. Sustenance healing blood loss or recovering hemogen and having the regen buff making the target a year younger in exchange for a 24 coma gives them a bit more use other than the one time cast. Making the mutation compatible with Maleficus' Fleshmass Mutations can also extend it's usability.
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Showing 1-3 of 3 comments
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