What it does: With this mod you can dissect pawns into their body parts and reassemble them into undead creatures.
What it does:
With this mod you can dissect pawns into their body parts and reassemble them into undead creatures.
What it adds:
4 New Buildings:
- The Part Container can store parts to make them available to linked buildings.
- The Abominizer can reassemble parts from connected Part Containers into new parts that combine their functions.
- The Animator can reanimate parts as new creatures. Their stats and bodies will depend on the part that was animated.
- The Stuffing Station increases the capicity of parts in the Abominizer, so more parts can be attached per part.
1 New Animal:
The stitch is a new animal added by this mod. It should not appear naturally (please drop a comment if it does) and can only be created using the animator. What body parts it has and how they're arranged, as well as it's capacities, depend greatly on the part that was used to create it.
They cannot recover blood naturally and are created at 99% bloodloss, so a hemogen transfusion is required to get them on their feet. Hemogen required scales with size. They're also immune to pain, so they can keep fighting until they physically cannot keep going any longer.
They can also be drafted and instructed to attack enemies in melee.
New type of "Colonist":
Same as the animal discussed earlier, but created with a human brain instead of an animal brain. Working causes them to suffer from a form of "decay", which lowers their work speed. If can be cured by having them eat hemogen or giving a blood transfusion.
The Production Pipeline:
First you'll want to dissect creatures at the butcher's table, which will give you parts. Dissecting humanoids is disabled by default and must be turned on manually in the recipe to prevent happy accidents. On average, you will receive 25% of the body part of your victim volunteer.
The parts must then be stored in part containers, which can hold up to 12 parts each.
From there, a linked abominizer can take them and recombine them into new parts. While parts are being recombined they are temporarily removed from the part containers and instead stored in the abominizer.
Once a sufficient part has been created it can be reanimated in the animator. To do this, all red warnings must be taken care of. If you hover over the currently selected part in the abominizer or animator, you will be able to see the list of warnings, which will help you create a viable creature.
Each individual capacity of your creature is determined by the part used. Some parts have "potencies". When the part is animated, each capacity will be set to it's relevant potency divided by the total size of the animated part. If multiple potencies contribute to the same capacity, such as with blood filtration from kidneys and livers, they are multiplied after the previously mentioned division.
After the part has been animated into a "Stitch" it will be at 99% bloodloss. Make sure to pack enough brains into it to survive the -40% consciousness hit from this.
1.6.0 (16/07/2020): Updated to 1.3. Honestly, we added so many textures (including almost a full retexture of Royalty) I'm not going to bother. 1.5.0 (11/10/2020): Added faction icons in HQ. 1.4.0 (04/09/2020): Added various new textures: Snowmen, Flatscreen TV, Unfinished appare
1.1.1 (21/02/2020): 1.1 version of this mod is no longer dependant on VFE-Core 1.1.0 (20/02/2020): This mod is now 1.1 compatible. 1.0.0a (05/05/2019): Fixed several bugs. 1.0.0 (20/04/2019): Release This module is a part of Vanilla Furniture Expanded which can be downloaded belo
One of my biggest problems with this game has always been those 10 minutes of utter stress after a raid where you try to juggle all available doctors in such a manner that none of your colonists bleed out completely.
There are a couple things that I dislike about how genes work - mostly that certain xenotypes and behaviours in terms of inheritance aren't possible with just the dlc alone.
New version for 1.6 here: Features Adds some sexual dimorphism to xenotypes by making it possible to have a gene only apply to one gender, or leave it at the default vanilla way of applying the gene to everyone of that xenotype. If a gene (or another gene that has it as a prerequ
Features Adds some sexual dimorphism to xenotypes by making it possible to have a gene only apply to one gender, or leave it at the default vanilla way of applying the gene to everyone of that xenotype.
Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.