边缘世界 RimWorld

边缘世界 RimWorld

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Fleshmass Regeneration
   
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Mod, 1.5, 1.6
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230.272 KB
4 月 13 日 上午 6:35
7 月 20 日 下午 8:32
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Fleshmass Regeneration

在 Amro 的 1 个合集中
Amro's Mods
8 件物品
描述
- Description -
Combine a unique drop from the Dreadmeld and a Fleshmass Nucleus with the research and technology of the Fleshmass Heart to implant your colonists with unmatched regeneration. Be warned, the regeneration doesn't stop at death... and something else may rise in their place.

This mod adds a unique drop the *incomplete fleshmass nucleus* rewarded for killing the Dreadmeld, and the *nucleofluid catalyst* from destroying the Fleshmass Nucleus entity.

They are useless on their own but after you complete the research unlocked from the Fleshmass Nucleus entity and creating a Biomutation Pulser it allows you to take the regeneration of the dreadmeld for yourself!

Be warned if the pawn that has been implanted with the incomplete fleshmass nucleus dies the Dreadmeld will now erupt from their corpse removing the regeneration hediff.
(I have added Mod Settings if you don't like this and want to reverse it.)


<> If you enjoy this mod, please rate and favorite! <>
Your support helps keep my mods updated!


- Required Mods -
Requires Harmony and Anomaly

- Acquisition -
After unlocking *Mutation Weaponry* in Anomaly Research

Under (Operations -> Add bill -> Implant fleshmass nucleus)

- Implant fleshmass nucleus - (requires 3 ingredients/items)
-> 1 *incomplete fleshmass nucleus*
-> 1 *nucleofluid catalyst*
-> 1 *biomutation pulser*

Implanting the *incomplete fleshmass nucleus*, *nucleofluid catalyst*, along with a *biomutation pulser* gives the pawn the regeneration (impossible) hediff that the Dreadmeld has.

The Medical skill required is 10 as I still wanted the Paramedic Mechanoid to be able to install it for solo colonists.

- Thoughts -
Is it hard to get, you have to fight two bosses!
Is it harder to get than the other form of regeneration on a regular colonist, no!
Is it based on getting two random events that might never appear, yep!
Should I have made it more reliable to get, probably!
Will I change it, maybe in the future!

However I do think it is balanced and lore friendly if that counts for anything.

- Notes -
I have been told that this is very similar to an implant in Integrated Implants by FTL, Just to be clear I didn't even know it existed and didn't copy it on purpose so I'll see what happens.

It should be compatible with Integrated Implants as their mod uses modded hediffs and this mod uses vanilla hediffs, so you could double down on the regeneration.

- My Other Mods -
Unique Apparel & Armor – Armor and clothing can have unique effects
Seek Enemies – Lets player pawns automatically seek out enemies
Combat Speed Unlocker – Unlocks all game speeds during combat
Auto Close Research Popup – Auto-closes the research finished popup
Psychic Ritual Mechanoids – A mech helps invoke psychic rituals
Psychic Anchor – New psychic ritual to prevent low consciousness
Archite Temperature Genes – Adds higher-level temperature genes

- Support -
[ko-fi.com]
If you like this mod, consider supporting me for as little as $1
All my mods are free; support is optional and helps future updates.

- Change log -
*version 2.0*
-> new unique item drop *nucleofluid catalyst* from destroying the Fleshmass Nucleus entity
-> changed surgery recipe to include *nucleofluid catalyst*
-> the dreadmeld will now spawn on the death of pawns implanted with the incomplete fleshmass nucleus
-> dreadmeld spawn removes the regeneration hediff from the pawn
-> added mod settings to allow turning off dreadmeld spawn on death

*version 2.1*
-> updated to 1.6
-> condensed the dlls into one
20 条留言
KΞNTΛR 10 月 30 日 下午 6:05 
Getting an error related to workclass. I assume it's related to this mod since it also mentioned it. I don't know if it's ok to post the message here.
Huehuecóyotl 8 月 12 日 下午 8:52 
That makes sense, thanks for the clarification!
Amro  [作者] 8 月 11 日 下午 9:17 
@Huehuecóyotl
This mod needs 3 items to be able to implant not just the core, so no it won't work as a farm.
Huehuecóyotl 8 月 11 日 下午 8:51 
I think he was asking, if you put the implant in a sacrificial pawn like a prisoner, kill the prisoner to spawn a dreadmeld, fight the dreadmeld, get THAT dreadmeld's core plus 3 shards, then repeat the process on more sacrificial pawns to farm Shards?

Perhaps you could make the dreadmeld that spawns from the dead pawn a "Young Dreadmeld" that won't drop the shards, but will still be a dangerous foe?
Amro  [作者] 7 月 24 日 上午 1:31 
@TheBronzeWarrior
You have to keep getting a drop from both the dreadmeld entity and Fleshmass heart entity to keep respawning the dreadmeld, as when the pawn dies and the dreadmeld spawns the buff is removed from the pawn. (if you revive the pawn it won't have the buff anymore so it won't spawn another dreadmeld on death).
TheBronzeWarrior 7 月 23 日 下午 4:59 
hey this looks super fun, but would this theoretically allow duplicating shards with *some* difficulty due to how dreadmelds drop 3? or am just being dumb
...Meridius... 4 月 19 日 下午 2:39 
@Amro fair i usually play on strive to survive
Amro  [作者] 4 月 19 日 下午 1:58 
@...Meridius...
Each step alone doesn't seem that bad yeah, but all together I would say its hard to get as you have to roll the correct event twice, kill two bosses, and be able to perform the surgery. Although I usually play on "Losing is fun" so my perspective might be a bit off.
...Meridius... 4 月 19 日 下午 1:22 
i dont think its hard to get at all, if you're dead set, set a ritual circle down and poke horax a tad
Alma_S 4 月 18 日 上午 3:24 
i find the permanence of the buff more appreciable now that you need to do both flessmass and dreadmeld each time you want to perform the surgery. and the dreadmeld spawn on death is a good balance as well, imo