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More Consumables and Mutagens Reworked

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.
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The code and textures has been seriously reworked/updated.
List of changes can be found here.
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GitHub version:

https://github.com/Meltup/More-Consumables-and-Mutagens-Reworked
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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).
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Please report any problems and/or inconsequences!

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Harmony

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