More Consumables and Mutagens Reworked

MOD Desc
Heavy rework of More Consumables and Mutagens. It adds a collection of various consumable items with varying effects.

Oracalium: neolithic blend of powdered herbs that is traditionally used by Oracles in tribal societies. Addictive. Repeated usage develops semi-permanent effects.

Ambrosia tea: drink made from ambrosia that calms down the drinker, and without addictive chance. Not as potent as ambrosia but slightly different effects.

Hearth brew: warming beverage for winter time, slightly alcoholic and makes the drinker more festive. Made from fruits and beer.

Herbal tincture: blend of various herbal medicines that help the user build an immunity to a disease, while making the user drowsy. Effects last 1 day.

There are five kinds of mutagen pills: Sil, Ursa, Igni, Myrol, Midia.
Taking a mutagen pill puts the user in a mutagenic reaction state. It begins with an initial phase before the effects kick in. After some time, the mutagen starts working. When active, the mutagen randomly gives the user mutations. Mutations are chosen randomly from a pool, some mutations cancel out others, some mutations prevent other mutations from development.
Mutagen pills are highly refined, often giving more beneficial mutations than harmful ones. There is a small chance that the user might not mutate at all. All mutagen pills are purchasable only.

With research done, you can eventually craft your own mutagens – Mutagenic Slurries. It begins with Catalyst Serum, a special solution embedded in some rancid meat that you craft at the drug lab. If you keep it safe and undisturbed for about 3 days, the catalyst serum will break down into a baby slime. Slimes are ravenous creatures that will tirelessly consume and assimilate matter. Killing and butchering slime will yield slime globs which are essential component for making mutagen slurries.
Mutagenic slurries are a VERY random mutagen that fit a lot of mutations into one consumable, making it very risky but very rewarding if you are lucky. Beware that the mutation phases are worse to your colonists when consuming the slurry.

Mutations persist through death but there is a new quest reward:

Genome mech serum: A one-use super-dose of mechanites tuned to restore original genome. The mechanites will try to get rid of all mutations in the body, however their capacity is limited. Some mutations may even be impossible to revert.
How it works: Genome mech serum will always remove at least 1 (or possibly more) random mutations that are not considered to be body parts. Mutations that are considered to be body parts and cannot be removed: Claws, Snake eye, Fey eye, Empty eye, Plated arm, Ignited heart – to get rid of them you have to replace corresponding body parts.

Original author: AtomicRavioli.
Special thanks to Mlie for making initial 1.1 update, without it I would have never discovered this mod.
The code and textures has been seriously reworked/updated.
List of changes can be found here.
GitHub version:
FAQ 1. Are there any hard incompatibilities?
CE is not compatible as this mod adds several mutations with attacking tools. But otherwise this mod should work fine as it just adds a bunch of new drugs and Hediffs.

2. Can this mod be added/removed from existing games?
It can be safely added to existing game, removing should be possible but not recommended.

3. Can this mod be swapped with More Consumables and Mutagens (Continued) in ongoing game?
I have removed ichorio and horns mutation so swapping to this mod will throw a bunch of errors on first load (but they should be harmless).

Please report any problems and/or inconsequences!

Review written whilst game was in Early Access.
Features are subject to change, and it’s always possible that this review will become out of date with future updates.

Don’t be put off by the visual similarities to Prison Architect (something which gave me pause before picking up the game). Whilst a similar (or indeed almost identical) visual style has been used there are enough differences in the gameplay to set this apart.

RimWorld has an interesting core concept to it that will likely appeal to a number of different people. The default scenario starts with a small group of people marooned on a frontier world and having to survive in this hostile (and semi-alien) environment.

Before delving in a little further to the details, if you’re going to pick this up in Early Access I would strongly recommend that you make sure you’re happy with the idea of relying on the wiki and forums for information about the game. The in-game hints and tutorials are currently rather sparse and lacking in this respect. Hopefully, this is something that’s improved over time (although with Early Access there are, of course, no guarantees).

SummaryA solid game for an in-development project, but which has a steep initial learning curve and few tutorial or hints in the game. Check out online tutorials and the Wiki to get the most from the game. If you can live with that, then this game might be something for you to at least investigate further.

GameplayAfter selecting your colonists (at least in the default scenario) you’ll be dropped in to the first planet.

You plan out your settlement, set where you would like your colonist/survivors to dig or build, what to hunt, and leave them to get on with it.

It sounds simple as a first step, however, with the default scenario only giving you three to start with (each with their own sets of skills) it quickly becomes a delicate balancing act between creating the rooms for your characters to live in, the tools and equipment that they’ll need to survive, and the food that they need to live. It’s very easy to get this wrong and find that whilst you have created ample room for them to sleep that you’ve neglected to gather and cook enough meat to feed your characters so they’re now starving and eyeing up your precious dog Scruffy.

However, this does create a slight problem for the game. It’s most difficult when you’re starting out, but becomes easier later on as you gain more colonists and already have some of the buildings constructed. To start with there’s a desperate scramble to get a kitchen and sleeping quarters set up whilst trying to hunt for food, but later on when your freezer is stocked and you’ve got enough rooms to house an army of prospective settlers it actually starts to become significantly easier. The difficulty curve is (almost) reversed which gives new players to the game a rocky introduction to their first planet. (I really cannot over-state enough that reading the Wiki or watching some online tutorials is almost a must at this point; hopefully a lot of this information will be incorporated in to the game later in development).

Research, leading to new buildings and items, provides a progression as your settlement increases in size and we can only hope that as the game continues in early access there will be more content added to this (not that the existing content is lacking; but it could easily be expanded as well).

Later on in the game raids by other settlements, natural disasters, and more do provide some challenge for players who have gotten past that initial bump in the road. If you find yourself becoming stuck in the early stages of founding you colony, check out the wiki until a good tutorial/introduction is in place.

However, one of the few bug-bears that I have with the game is that you can only randomly generate colonists for the default scenario, each with strengths and weaknesses (or all-rounders). Unfortunately, there are certain skills which are almost required to start a colony (such as someone with the ability to haul raw resources around) so you will find yourself randomly generating until you have most of the key skills covered. Please, please, let me have random as an option for when I want that ‘hardcore’ approach, but also let me just customise the skills and select attributes on a points based system! I’ll get the same result by randomly generating them, but it just takes longer.

UI/User InterfaceThis is something that I feel lets the rest of the game down massively. It’s something to perhaps expect from an Early Access game. The layout and design of all of the buttons that you’re going to need to use feels un-intuitive and the hover-tips aren’t always all that useful. It’s an area where you really need to start to rely more on the Wiki and the forums to help understand how you get to the menu you need to (for example, to change which of your colonists will do which jobs).

Graphics/VisualsIf you’ve played Prison Architect and were happy with the visual style used there, then you’re going to be at home in RimWorld.

The visuals used to represent the world, the characters and animals in it, and the elements of buildings are clear and distinct enough for you to tell at a glance what is going on. However, there is perhaps some work to be done on the icons used for certain buttons in the game to make them a little more intuitive (this is hopefully an element of polish that will be added).

However, it is worth noting that if photo-realistic graphics are what you’re looking for then this probably isn’t the game for you. The screenshots available of the game are broadly representative of what you can expect from the game.

PerformanceI’ve had no issues in running the game. However, I am running with a PC setup that includes an i7, 16GB of RAM, and a GTX 980 Ti. I can’t speak for how well the game holds up on lower specification systems.

BugsI’ve encountered a few here and there. However, there haven’t been any that have stuck in my mind as being particularly game-breaking or obnoxious. Again, with development in progress some bugs are to be expected.

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