// Management · RimWorld Mod

Many, Many Metalhorrors

Heavily inspired by Mr.

Heavily inspired by Mr. Samuel Streamer's Imposter series.

Makes metalhorrors a persistant issue, along with hopefully making some of the mechanics a bit more meaningful. Be aware that this is intentionally extreme. There will be metalhorrors. Many, many metalhorrors.

Features are as follows:

Pathways Rework: In vanilla every non-starting pawn has an infection pathway, so the system is really just used for flavour text. You have no reason to worry about exposing colonists to infection pathways, because it is inevitable and doesn't affect the frequency at which you see metalhorrors anyway (because it's just an event that targets a random valid pawn).

Instead, all pathways are now RNG. You can see the default odds in the screenshot of the settings page. The goal is for pawns with pathways to be a small minority. Additionally, all pathways are removed when a metalhorror emerges from a pawn, so they can never be patient zero after having an infection once already unless they gain a new infection pathway.

Many, many metalhorrors: The metalhorror event now triggers on a consistant basis. Mean time is once per ingame year, but this is random (of course). The regular event can fire on top of that too. And of course, I've removed the minimum time between metalhorror events.

Fighting Spread: Infected pawns can spread infection via unarmed attacks, and silently have a higher chance of social fighting. This is to try it impossible to prevent spread over a long enough time, and add a bit of paranoia >:)

Single emergances: non-natural metalhorror emergances (i.e. surgical inspection, interrogation) no longer trigger all metalhorrors to emerge at once, and hides the details of how the pawn was infected. This is to encourage you to be proactive seeking out metalhorrors, and to inject doubt into if all the metalhorrors are really gone.

Longer incubation: Metalhorrors wait longer, or for a larger proportion of the colony to be infected to do a mass emergance. Natural emergence will only happen very quickly at 75% infected, instead of 50%.

Finally, two more infection pathways. Since they matter now, may as well add some. Eating twisted meat and gaining a fleshmass mutation.

Compatibility:
This mod is a bit aggresive with how it modifies the metalhorror hediff, but there's nothing on the workshop (that I could find) for which this is a problem.
Compatible with Animals Nuzzling Detects Horrors, Metalhorror immunity gene, etc.

Source: https://github.com/tinywhitecats/moremetalhorrors/tree/master