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Fleshmass Regeneration

- 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 [b]rate[/b] and [b]favorite[/b]! <> 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 - [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3545666494]Unique Apparel & Armor[/url] – Armor and clothing can have unique effects [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3545639884]Seek Enemies[/url] – Lets player pawns automatically seek out enemies [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3533887236]Combat Speed Unlocker[/url] – Unlocks all game speeds during combat [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3532289991]Auto Close Research Popup[/url] – Auto-closes the research finished popup [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3529094759]Psychic Ritual Mechanoids[/url] – A mech helps invoke psychic rituals [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3523197969]Psychic Anchor[/url] – New psychic ritual to prevent low consciousness [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3463258265]Archite Temperature Genes[/url] – Adds higher-level temperature genes - Support - [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Famro][img]https://i.imgur.com/yF04Amm.png[/img][/url][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

Зависимости мода

Логотип мода

Harmony

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