jackinthebox2 Posted July 24, 2025 Posted July 24, 2025 View File Corruption, Bimbofication, Mutation and Mutagens Corruption, Mutation and Mutagens: This mod has expanded its scope to a system of corruption and transformation being applied by various vectors. A new post sex system has been implemented to introduce gradual corruption in different forms based on the types of sex colonists have. There are also material accelerants of transformation. Currently there are dart pistols, dart rifles, gas grenades and IED gas traps. I will add more vectors of mutation in future. I wanted the gas to be strategically useful, not just lewd. So all transformations culminate in a specific mental break. It takes about 37 seconds for a full transformation from continuous exposure from gas, on par with how long it takes tox gas to immobilise a pawn. Darts are faster depending on gun type. The dart guns vary. Sniper rifles take about 3 shots to fully transform someone. Dart pistols fire rapidly but take about 15-16. The transformation is xenotypic meaning if your colonists are exposed you can treat them by injecting any new xenogerm unless it is allowed to fully progress. At complete corruption all xenogenes become endogenes and the xenotype is renamed. You can turn off specific transformation types and tweak some other settings in the mod menu. This is my first mod. I made it for me but anyone can do whatever they want with it. I have no idea if I will update it. Chinese Translation by Seal Knight Corruption: Corruption has been extended. You can gain it from gas or bullets and as long as there is some corruption every deviant act has a chance of deepening it. There's also a chance of catching corruption from certain sexual acts, based on location and traits. Corruption will gradually reduce over time but is more likely to progress for a sexually active pawn. Taking cleanser is necessary to prevent it. New in 2.5 the ideo update ideo xml editing is mind numbingly boring -added two memes: deviant corruption and monstrous corruption -added precepts for desiring/demanding monstrous or deviant corruption -added a goblin specific precept (i was gonna do a unique one for each time but it's too boring) -added new rituals that allow an instant corruption of the target. for now there's one ritual for most corruption types. in future i might add a ritual for randomisation and MAYBE a cleansing ritual (reversion after skin and hair have been changed is messy and would probably require a rewrite) New in 2.4 im gonna add a thousand factions -added a faction that sends mutation specific raids and can be allied with -added an immunity gene that can be added without side effects -made a gene that makes futa cum creating edible futanising cum -made a couple of melee weapons that apply mutation - they can be crafted but wont show up in raider hands yet it was to make a melee vector -toned down the rate of random corruption events -made minor paths ignore immunity (IE a goblin can still be futanised) New in 2.3 don't ask about the clown thing i thought it'd be simple but it wasn't -fixed some bugs, corrected some recipes -added giggleglaze, a food for a clownification path -clownification is a minor path that doesn't prevent others, changing pawns into unbreakable masochist clowns that cum giggleglaze - this was an experiment with extending RJW's cum gene system and making some minor appearance genes myself -bimbofied gene prevents skilled labour and research jobs but now also increases social impact - bimbo/himbos didn't feel very affected by the transformation New in 2.2 - tuned down the disease type corruption event frequency - updated recipe ingredients to be better balanced, and allowed human milk - added curse of the wolfkin caught by random event, sex outdoors in forests, sex with wolfkin and eating howler's kibble - cleaned up the progression system a lot to try to eliminate message duplicates - i'd wanted a message for every position but too many acts have multiple position tags - made cheap cleansers require only cooking tech so pre industrial can still treat it - tweaked goblins a little, no more toughness but no more slow learning -tweaked trigger conditions to make some corruption types less common New in 2.1 - added thoughts to each transformation stage - updated rules system to allow multiple messages to choose from at random - created transformative foods as a vector for minor paths or things I didn't want to put a lot of elaborate work into - feminisation of men - futanisation of women - ogrefying stew - bimbo icecream - food paths can be caught from the food but can progress from sex or more food - made a clown cheeks gene for an idea i didn't finish New in 2.0 i am haunted by my mistakes -there's now a compressed folder called guide in there it contains commented example xmls and a short guide for adding ur own transformation types and gasses if u make one and share it here i may implement it -cleaned up a lot of files with legacy shit in them -added a new corruption event system; it works like diseases - some of ur pawns will catch corruption selected at random. idk if i made frequency too high or low LMK. u can disable it in the MOD MENU -added satyrification which is caught by sex acts while drunk or high on psychite tea/ambrosia/smokeleaf and makes the pawn a horny, alcoholic, nudist i'm not sure what to add next New in 1.9 today i learned mod menus i also learned how real mod developers future proof their work too late to go back, i had to do a rewrite -mod menu implemented you can now turn off transformation types, tweak corruption chances and how much is gained per act. it does stop weapons causing transformations but does not remove associated weapons. i'll figure that out some time. something to do with patching tags -cheap cleansers are now much cheaper to make and unlocked at drug research so it should be easier to treat pawns early New in 1.8 - Rewrote the corruption system (again) following testing. First, multiple hair and skin colours are now supported. Goblins have random skin shades, himbo/bimbos have random hair colours. Second, complete corruption changes all genes to endogenes effectively making the change permanent. I have also made it that while multiple types of corruption can be gained, once fully corrupted it's impossible for a colonist to be corrupted by another type. I may make someone able to duplicate in future (like bimbo/himbos being universal, maybe more "light" types) but it was feeling too messy to have multiple corruption tracks running over a pawn's life. - Xenotypes for the Goblinified, Bimbo/Himbofied, Ratkin, Bovidae added (RJW already adds succubus and incubus( so they can be encountered in the world and I can use them in future for events. - Filth system expanded with messages and made more lightweight. - Made hediffs from cleansers invisible. - Made tweaks to corruption chances (mostly to make it less common) following playing with it. - probably some shit im forgetting New in 1.7 - Completely removed mammalia requirements for bovine and wrote my own milking system. It was too performance hungry. Once per day adults with the lactation gene will be milked by another colonist assigned to animal handling. There's a small mood buff and relationship boost. - Added cleansers for individual corruption types that are cheaper but only last a day. - Deleted a lot of rules that were doubling up in testing. I'm not sure which sex types mark givers and receivers and I wanted unique messages both ways so there may still be duplicates, let me know. - Tuned rules. Chances of catching corruption reduced. Chances of progression significantly increased. Essentially, you spontaneously catch it less but it's probably going to progress if you do and don't treat it. - Maybe fixed a bug for animals catching it from sex. I don't use beastiality so someone needs to report if it's fixed. next i think im gonna add more kinds of corruption New in 1.6 - Corruption system extended and deepened. New in 1.5 Added a means of reducing corruption. - Implemented new drug that reduces corruption daily (to limit performance impact). It works like penoxyciline, lasting five days per dose. New in 1.4 - Overhaul of progression. It now takes a long time for corruption to decay and it will be increased by certain sex acts. - Grenades and guns nerfed indirectly by removal of consciousness debuff so the corruption wouldn't impair pawns (combatively, it affects them sexually now). The corruption system is sensitive to indoors/outdoors, biome, the traits of involved pawns, the types of sex, the temperature, the filth, the wealth of the room, the genes of involved pawns. It'd be helpful to get suggestions of conditions for various types of corruption. I could theoretically add even more conditions. I think I'll add a mechanism to reduce corruption next, and expand the rules. New in 1.3 - Implemented dart rifles and pistols for bimbo, vermin, bovin and goblin. New in 1.2 I have tortured the homunculus more. - Implemented succubus/incubus gas. - Updated system to allow for xenotypes to block transformation. - Implemented a berry that regresses colonists to neanderthals. New in 1.1 I have tortured the homunculus more. - Implemented bovinfication gas. - Implemented system to allow different genes applied to different genders. - Made a break event for goblinfication. - Fixed bug where raiders enter break state but continue to raid. REQUIREMENTS: - Biotech - RJW Genes: https://github.com/vegapnk/RJW-Genes - Big and Small Core: https://steamcommunity.com/sharedfiles/filedetails/?id=2920751126 - Outland - Genetics: https://steamcommunity.com/sharedfiles/filedetails/?id=2910172297 Optional (for 1.6 and earlier): - Biotech Expansion Mammalia: https://steamcommunity.com/sharedfiles/filedetails/?id=2878084431 And their dependents. I know, I know, I'm greedy with gene packs. I promise this was the conservative decision for me. You can edit the hediff xmls to change the genes if you want. I don't care. Weapons: All gas weapons create a cloud that lasts for 60 seconds. The gas respects walls but not gas masks (it's not driven by inhalation but contact with the skin). It is blocked by 100% vac resistance. It is also blocked if a pawn already has the associated genetic marker. Bimbos can safely fight in bimbofication gas, goblin in goblinification gas, you can mix gasses. The transformation follows stages: Initial exposure: No changes. Minor Exposure (0.25): Minor changes. Some effect on sex drive and vulnerability. Moderate Exposure (0.5): Moderate changes. Moderate effect on sex drive and vulnerability. Major Exposure (0.75): Major changes. Major effect on sex drive and vulnerability. Complete (1.0) Complete transformation: Transformation triggers a specific mental break. All transformation genes become ENDOGENES and the change is irreversible. Faction: Morphic Cartel The Morphic Cartel deals in flesh the way other cartels deal in spice or steel. Their stock is the body itself—warped, sculpted, and sold to the highest bidder. They arm their smugglers with mutagenic rifles and gas canisters, turning raids into field trials where every cry of shock or moan of pleasure is another datapoint logged. Cartel soldiers march beside “morphlings,” conscripts reshaped into pliant muscle, eager beauties, or slavering beasts. To the Cartel, every colonist is potential inventory: a new toy, a new experiment, a body waiting to bloom into something obscene. The cartel will send raids that are a mix of mutated melee and pawns armed with mutation weapons (gas and guns). Each raid will bring the same type of weapon so in a group they could cause rapid transformation if you're not careful. On the flip side, the cartel's raids are much weaker if you have some kind of immunity or are already mutated. Cleansing: Neurosynth A bitter compound first produced by the exile-physicians of Thassus Theta, where mutation once turned entire colonies inward. Though corruption takes root through breath, flesh, and will, this compound does not purge it in a single act. Instead, it works slowly—binding and breaking down mutagenic traces in the blood over several days. The body is not shocked into purity, but eased back from the edge, one hour at a time. It cannot reverse mutations but it does help prevent them. To be effective, the compound must remain active. Once it fades, the cleansing stops—but no further change occurs unless something new awakens it. In this, the drug offers not a cure, but reprieve—a slow return to form for those who still have something left to return to. Lasts for five days. It will reduce corruption over time but wont prevent transformation. If you stand around in gas or eat a round of darts you'll still be changed. Neurosynth allows you to control for small corruption over time. Note that removing corruption wont undo any existing changes. You have to make a xenogerm to achieve that. Cheap Cleansers Each corruption type can be treated individually with a cheaper cleanser made with berries. These cleansers are not suitable for long term consumption. They allow selective corruption removal, and removal if neutroamine is inaccessible. Application vectors: Grenades: Crafted at machining bench. Unlocks at xenogenetics except for lustbound which unlocks at archogenetics. Raiders CAN spawn with them. Bimbo Gas Grenade A sleek glass canister filled with shimmering pink vapor, laced with psychoaffective pheromones and neuroplastic mutagens. Upon detonation, it exhales a cloying, sweet-scented mist that clings to skin and sinks deep into lungs. Extended exposure induces a cascade of euphoric neural drift, muscle laxity, and hormonal amplification. Subjects often begin to giggle or flirt mid-combat, losing track of objectives in favor of pleasure-seeking behavior. Originally synthesized as a failed morale enhancer by the Softwell Institute, it was decommissioned after field trials ended in mass desertions and an infamous incident involving an entire research platoon and a mobile spa dome. Goblin Gas Grenade A crude alchemical weapon containing a volatile blend of spore-mist, cave rot extract, and distilled pheromones. Upon detonation, it releases a thick green cloud that lingers in the air. Prolonged exposure triggers an aggressive physiological shift: the body twists shorter and stockier, skin roughens, and a feverish heat pulses through muscle and marrow. Victims often erupt into violence before the change is complete, howling with animal joy as they shed their former selves. Originally used in Rimfront border skirmishes, its deployment was swiftly outlawed after entire platoons devolved into savage goblin packs. Vermin Gas Grenade A squat, grime-flecked capsule filled with swirling green particulate and engineered vermiform spores suspended in a volatile carrier mist. Upon detonation, it bursts with a damp hiss, releasing a clinging vapor that seeps through vents, fur, and skin alike. The gas delivers an aggressive microbial payload designed to erode social restraint, amplify pheromone output, and provoke hoarding, nesting, and indiscriminate mating behaviors. Subjects rapidly exhibit fur growth, dental protrusions, and vocal changes, often accompanied by obsessive rutting and territorial fixation. Originally fielded as a bioweapon for tunnel-clearing operations, the compound was recalled after several test zones collapsed into mating dens - overrun by hybridized, cannibalistic brood-clusters incapable of organized resistance but highly effective at breeding in place. Bovine Gas Grenade (Requires Mammalia) A compact glass canister brimming with murky brown gas saturated with hormonal destabilizers and neuro-retardants. Upon detonation, it releases a pungent, earthy vapor that clings to skin and fur, quickly saturating the lungs. Male subjects typically experience aggressive stature growth, horn development, and a surge in physical dominance—paired with impaired reasoning and hypersexual rutting behavior. Female subjects, by contrast, exhibit softening curves, heightened lactation reflexes, and a docile, nurturing temperament. Originally trialled as a behavioral suppression tool, the compound was withdrawn after a handler inadvertently transformed half a caravan into placid, grazing companions during a lunch break. Lustbound Gas Grenade (Unlocked at Archogenetics) A blackened glass canister swirling with dark violet mist, saturated with pheromonal corruption and self-replicating morphogenic enzymes. Upon detonation, it unfurls a warm, incense-sweet vapor that seeps into flesh and thought alike. Prolonged exposure induces hormonal instability, invasive arousal patterns, and psychosomatic reshaping. Victims often begin moaning, touching themselves, or trying to seduce allies in the midst of battle. Originally developed in secret by a cult devoted to dark archotech idols, its blueprints were recovered from the ruins of a glass cathedral found beneath the sands of Abraxas VI—alongside hundreds of empty robes and a perfectly preserved altar soaked in sweat. There are also IED versions of each. Dart Guns Rifles and pistols can spawn on raiders. There may be a lot, it's hard to test. I personally use a lot of VE weapons. They still do some damage, but it's very low. Bimbofying dart pistol A compact burst-fire weapon engineered to saturate targets with low-velocity mutagenic darts. Though nonlethal, its payload is potent: a custom blend of pheromonal fog condensate and neuroplastic rewiring agents originally derived from Softwell’s morale optimization trials. Victims experience light-headedness, suggestibility, and an acute preoccupation with pleasure. Effective at close range, the pistol is favored by bounty crews seeking to disorient targets without damaging their... assets. Goblinifying dart pistol This burst-fire dart pistol was engineered for close-range mutagen saturation, lacing its hypodermic loads with volatile pheromones and deepcave fungal reagents. Victims struck by its darts experience sudden adrenaline spikes, bodily compression, and a manic urge to fight, fuck, or feast. Favored by feral gangs and pleasure cult enforcers, it's infamous for converting crowds into snarling mobs in seconds—especially when fired indoors. Verminifying dart pistol This compact auto-dart sidearm is designed for close-quarters saturation with bioactive vermin spores and rut-enhancing hormone accelerants. Adapted from a failed penal riot suppressor, each burst induces rapid fur growth, pheromone overdrive, and obsessive procreation urges. Victims often scurry beneath cover, gnash at furniture, or attempt to 'claim' nearby bodies. While not lethal, the behavioral fallout is catastrophic for unit cohesion—several field units reportedly collapsed into squealing, territorial broods within hours of exposure. Bovinifying dart pistol Compact and brutally effective, this dart pistol fires quick volleys of mutagen-infused needles designed to suppress rebellion through anatomical reprogramming. Its serum blend induces lethargy, hormonal rebalancing, and strong instinctual regression. Victims may thicken in form, grow sluggish and affectionate, or display dominant mating behaviors depending on baseline biochemistry. Though officially decommissioned, it remains a popular tool among fringe ranchers, raider clans, and certain perverse slaver rings. Plants: I've added a new plant system for food driven transformation. There is only one plant right now. Muruba Berries A dense, waxy-limbed bush native to tropical forests, the Muruba plant yields clusters of fragrant purple berries. Long valued for their rich nutritional content and resilience-enhancing properties, Muruba bushes grow wild in humid climates and were once cultivated by early settlers for survival rations. However, tribal lore warns of overindulgence: those who feast on Muruba too freely are said to "return to the before-thinking." Some anthropologists speculate that Neanderthals originated from isolated populations sustained solely on Muruba, using it to tame prisoners into docile kin. They can be grown and grow natively in tropical biomes. Effect Eaten raw the berries boost mood as thoughts simplify. Regular consumption will slowly change the colonist into a neanderthal. Early changes are purely adaptive but come with increased hunger. Later changes cause complete regression. Neanderthal are immune to the transformation and can eat the berries purely for a mood buff. Transformative Food: Silverseed Tart A delicate tart with a shimmering, syrupy center, made from rare psychoid and milk. Rumored to unlock hidden potentials in women, bestowing forbidden changes on the body and mind with repeated use. Causes futanisation. Blossom Pudding A silky dessert infused with daylily and strawberry. Eating it over time makes the body grow softer and curvier, the voice gentle, and masculinity slip away, replaced by new, alluring grace. Causes feminisation. Gutbuster Stew A heavy, fatty stew crammed with chunks of meat, potatoes, and lard. Eating Gutbuster Stew packs on weight, thickens the bones, and leaves the mind sluggish, instincts brutish, and strength monstrous. Sometimes served to captives in ogre or giant communities, or slaves in fringe world labour camps. Causes weight gain and then ogre transformation. SugarSwirl Icecream This glossy, violet-dipped cone shimmers faintly under moonlight, cold to the tongue but warm as it melts down your throat. Initially marketed as a mood-lifter for overworked colonists, SugarSwirl Icecream was quietly blacklisted after reports of altered behavior, slurred speech, and spontaneous wardrobe glamorization. The flavor? Addictive. The texture? Silken. The side effects? Progressive cognitive rebalancing—away from critical thought, toward sweetness, sensuality, and submissive bliss. With each bite, the world grows softer, simpler, prettier. Soon, big decisions feel too hard, and giggles come easier than questions. The final stage is always the same: wide eyes, a vacant smile, and a cheerful “teehee!” as another scoop is licked clean. Howler's Kibble A dense, oil-slick kibble reeking of gamey meat and wild herbs, its surface glistening with a faint silver sheen. Legends claim it was first mixed by a pack-bound cult to “welcome new kin” without the bite. The truth is less poetic: every pellet is steeped in alchemical mutagens keyed to the curse of the wolfkin. No one eats Howler’s Feast without consequence. Within hours, the gut burns with unnatural heat and the blood thrums to a feral rhythm. Soon after, nails thicken, teeth ache for the tearing of flesh, and the mind begins to circle around scents, sounds, and the pull of the moon. By the time the first growl escapes their lips, the change has already taken root. Giggleglaze A glob of thick, candy-hued jelly that shimmers in the light and smells faintly of spun sugar and something far more wicked. First created as an erotic novelty by the wandering jesters of the hidden circus, Giggleglaze is equal parts dessert and mutagen. Sweet to the tongue and warm as it slides down the throat, it floods the body with psychoactive bliss while seeding the blood with the clownifying curse. Those who indulge often find themselves giggling without cause, craving attention, and daydreaming about an audience for acts both comic and indecent. More than a treat—it’s an invitation to become part of the show. Causes clownification. Transformation specifics: Bimbo/Himbo: The Bimbo is a common result of corruption taking root through desire rather than domination. Marked by bright pink hair, exaggerated sexual features, and a flirty, cheerful demeanor, these individuals often begin with mild exposure—gas, contact, or repeated indulgence—before shifting fully into their final form. Physically soft and mentally pliant, they display reduced intellectual focus, poor combat instinct, and a growing disinterest in anything beyond social play and sexual attention. Despite a weakened body and slowed learning, Bimbos excel in interaction, exhibiting elevated libido, compulsive seduction, and hormonal shifts that reinforce dependency and pleasure-seeking. Sterility is common, but rarely noticed. They live for affection, arousal, and praise—often found clinging to those who admire them or drifting toward roles where they are adored. Whether infected deliberately or corrupted by slow environmental contact, Bimbofied colonists are irresistible, eager, and slowly forgetting what they used to be. Corruption Triggers: There's a chance of the corruption setting in from any of these. Sex with a nymphomaniac partner Giving cunnilingus Receiving anal sex Giving fellatio Goblinified: The Goblin is what remains when corruption festers in the margins—thriving in darkness, filth, and forgotten places. Often beginning with a cough or rash after exposure to tainted air or contaminated tunnels, the change accelerates through stress, squalor, and overexposure. Victims begin to shrink, their frames condensing and skin paling to a sickly sage tone. Fangs emerge. Ears stretch. Light becomes uncomfortable. Food tolerance shifts toward rot and refuse. Mental clarity fades alongside pride. The transformed grow impatient, impulsive, and driven by hunger—physical and sexual. They rut often, mature quickly, and crave enclosed spaces where they can dig, hoard, or breed. Intelligence dims, but cunning remains. The Goblin is not mindless—it is shameless, opportunistic, and driven by urges that bloom in pressure and neglect. What they lack in strength, they make up for in volume, aggression, and proximity. Goblinified colonists rarely stay alone for long. Corruption Triggers: Sex under a rock roof in filthy surroundings Sex indoors in a wealthy, dirty room Sex outdoors in a swamp or bog biome Masturbating indoors in a wealthy room (if Greedy) Masturbating indoors in a wealthy room (if Abrasive) Sex with a partner who has tight orc genitalia Sex with a partner carrying the goblinifier gene Sex with a partner who has small orc genitalia Verminified: The Verminified is what emerges when corruption takes the shape of hunger, filth, and unchecked spread. The transformation begins with minor discomfort—rashes, itch, a sharpening of the teeth—but escalates violently. Victims sprout rat-like tails, venom-tipped claws, pawed feet, and coarse, infectious fur. They heal fast, breed faster, and feed compulsively. Flesh, rot, and fluids are all fair game. Social instincts collapse into twitchy, territorial aggression. Verminified colonists lose conversational capacity and gain an obsessive need to rut, hunt, or dominate. Their eyesight dims, their scent sharpens, and their sex becomes a vector as much as a drive. Though disorganized, they are relentless—capable of surviving wounds that should kill, spreading disease wherever they settle, and thriving in darkness, trash, and damp. Once a single body gives in, others tend to follow. The Verminified do not retreat. They multiply. Corruption triggers: Sex indoors, not under a rock roof, in a room with cleanliness below -1.0 and wealth under 2000. Sex with a partner who has the VerminifiedFlag gene. Sex while afflicted with GutWorms. Sex while afflicted with Flu. Sex while afflicted with Plague. Sex while afflicted with Malaria. Sex while afflicted with SleepingSickness. Sex with a partner afflicted with GutWorms. Sex with a partner afflicted with Flu. Sex with a partner afflicted with Plague. Sex with a partner afflicted with Malaria. Sex with a partner afflicted with SleepingSickness. Bovine The Bovinified are what emerge when corruption overwhelms will, reshaping body and instinct into something soft, strong, and deeply obedient. It begins with sluggishness and hunger, then hooves form, tails swish, and horns break the skin. Males grow heavy with muscle and lust, driven by a mounting need to rut and dominate. Females swell with warmth and milk, minds dimming into slow, placid calm. Cognition dulls, speech slows, and thoughts drift toward comfort, closeness, and physical contact. Violence fades. Rebellion dissolves. What remains is docile, affectionate, and deeply attuned to others—driven to breed, to serve, and to be near. Though not helpless, the Bovinified lose all urgency. They follow, they carry, they wait to be touched. And when one transforms, the others begin to gather. The genes are different depending on if the subject is male or female. Not male or female? The gas will not apply male or female specific genes. Corruption Triggers: Sex with a partner who has equine genitalia Sex with a partner carrying the bovinifier gene Sex outdoors in temperate Bull: Cow: The sexual transmission gene is unchanged. I may make one for bulls and one for cows. Incubus and Succubus These are the same genesets as RJW xenotypes. Corruption: Sex with a partner who has demonic genitalia (if the receiver does not) Any sex act (if the giver has the Bloodlust trait) Any sex act (if the giver has the Psychopath trait) Incubus: Succubus: Neanderthal: As vanilla. These are not new xenotypes (making it apply a xenotype seemed to be an issue) Satyrified Those caught in a surge of mutagenic influence—be it from tainted air, potent nectar, or forbidden ritual—may undergo a raucous, spiraling change into something wild and bacchanalian. This transformation is not merely imposed; desire itself becomes an accomplice, twisting body and mind toward revelry, hedonism, and animal hunger. Limbs grow powerful and lean, fur bristles along the forearms and shins, and curling horns crown a face split by a broad, leering grin. Their spirit warps as the metamorphosis deepens. Inhibition and restraint dissolve, replaced by a craving for pleasure, intoxication, and unfettered freedom. Songs and laughter spill from their lips, and every gathering becomes an invitation to excess. Hierarchies, duties, and decorum are abandoned for music, flesh, and feasting. Reason gives way to impulse, and dignity to a boisterous, predatory joy. The satyr’s existence is a constant celebration of appetite—chasing drink, dance, and bodies in a perpetual festival at civilization’s edge. Once fully transformed, little remains of the person they were; only the wild, joyous spirit of the satyr remains, heedless of law or shame. Corruption: Sex with a satyr Any sex act while drunk, high on psychite, high on ambrosia, high on smokeleaf Wolfkin Wolfkin are the result of a slow, insidious corruption that stirs the predator within. It begins with restless nights and a gnawing hunger for meat, soon joined by sharper instincts, keener eyes in the dark, and a voice that carries the low, commanding timbre of a wolf’s call. Their bodies grow lean and powerful, muscles honed for sudden bursts of violence, hands and feet reshaping into padded paws tipped with claws, and fangs ready for the kill. Social bonds twist into something more primal—loyal to their pack, hostile to outsiders, and quick to challenge or dominate. Heat runs deep in their blood, driving them toward rut and reckless indulgence. They thrive in company, in the hunt, and in the chaos of the chase. Left unchecked, the transformation strips away the veneer of civility, leaving a creature that moves, fights, and loves with the wild abandon of the wolf. Corruption Sex with canine genitalia. Sex outdoors in temperate or boreal forest. Clownification Caused by eating giggleglaze. New genes: Giggleglaze Changes pawn cum to pink, edible, giggleglaze. Causes clownification if consumed. Sex driven transformations are now part of the corruption system and the genes are mostly legacy: Slowly turns the pawn's lovers into goblins over time. Slowly turns the pawn's female lovers into cows over time and male lovers into bulls (requires biotech mammalia). Updated to match gas genes. I made this mod for my own use after playing around with RJW genes and RJW unleashed traits. The mod does not conflict with RJW unleashed but my bimbo has a different gene set. You can do what you want with it as a modder. I have vague plans to add more gasses as the mood strikes me. If you have suggestions leave them (I may or may not do them). For modders - the code allows for new gasses with xmls copied only. You cannot adjust the length of gas presence but you can adjust the rate of exposure, define genesets, colour the gas differently. I tried to make the homunculus put together a set of template files but it kept screwing it up and I don't want to do it manually. The system also allows for new sex conditions to be defined fairly easily - refer to PostSexRules in the hediff folder for examples. Sorry in advance for the mess I didn't work on this with others in mind at first. Submitter jackinthebox2 Submitted 07/24/2025 Category Rimworld 1
Vulkandrache Posted July 24, 2025 Posted July 24, 2025 Does the transformation set a pawns Xenotype or does it add the genes?
TwoMoreTimes89 Posted July 24, 2025 Posted July 24, 2025 Fantastic mod and going to give it a try immediately! Love that you also integrated it with the raiders, so that you can fight against it as well :). Would love your bovinification also as a gas, as well as things like becoming a succubus or like a latex drone, but ultimately I'll just follow this and be entertained by whatever you choose. Thanks for making it!
jackinthebox2 Posted July 24, 2025 Author Posted July 24, 2025 11 hours ago, Vulkandrache said: Does the transformation set a pawns Xenotype or does it add the genes? It only adds xenogenes. Making it change the xenotype was a headache. It also means it'll add them to - say - a sanguophage without removing them. The sex driven transformation uses RJW gene's framework which changes endogenes by default but RJW genes let you change that setting to xenogenes if you want.
jackinthebox2 Posted July 25, 2025 Author Posted July 25, 2025 10 hours ago, TwoMoreTimes89 said: Fantastic mod and going to give it a try immediately! Love that you also integrated it with the raiders, so that you can fight against it as well :). Would love your bovinification also as a gas, as well as things like becoming a succubus or like a latex drone, but ultimately I'll just follow this and be entertained by whatever you choose. Thanks for making it! i wasn't gonna do bovine gas because i wasn't sure how to handle genders but i worked it out so it's in i could do rjw genes' succubus fairly easily probably
TwoMoreTimes89 Posted July 25, 2025 Posted July 25, 2025 4 hours ago, jackinthebox2 said: i wasn't gonna do bovine gas because i wasn't sure how to handle genders but i worked it out so it's in i could do rjw genes' succubus fairly easily probably Wow that was quick! IF you have a patreon or kofi let me know, I'd gladly help support to get more into this mod!
jackinthebox2 Posted July 25, 2025 Author Posted July 25, 2025 it's just something I'm doing for fun with the framework done it's pretty simple to duplicate a gas it's just a matter of making the icons and deciding on the genes (the list of genes is the most tedious tbh)
jackinthebox2 Posted July 26, 2025 Author Posted July 26, 2025 yeah if you got ideas or notice bugs let me know
TwoMoreTimes89 Posted July 26, 2025 Posted July 26, 2025 (edited) Having modded before, I know it can be a pain to ask for stuff as it's work on your end. The only other thing that would be interesting to me (besides more transformations of course) is other ways to have it happen naturally in the game. Maybe the raiders come equipped with bows that do no damage but also inject the drug? Or events? Whatever is easier to code honestly. Mainly more ways to encounter it more frequently (or setting to change the frequency would work as well) Edited July 26, 2025 by TwoMoreTimes89
jackinthebox2 Posted July 27, 2025 Author Posted July 27, 2025 8 hours ago, TwoMoreTimes89 said: Having modded before, I know it can be a pain to ask for stuff as it's work on your end. The only other thing that would be interesting to me (besides more transformations of course) is other ways to have it happen naturally in the game. Maybe the raiders come equipped with bows that do no damage but also inject the drug? Or events? Whatever is easier to code honestly. Mainly more ways to encounter it more frequently (or setting to change the frequency would work as well) i'm not sure how to make the mod menus or modify frequency i may look into it in future weapons have been implemented the speed of transformation from them might need balancing 1
Seal Knight Posted July 27, 2025 Posted July 27, 2025 This is really a super great mod In "RimWorld", I has always been looking forward to having a mod that can create a world full of dangerous ecosystems, lewd wild enemies and imaginative weapons like those in "Corruption of Champions" - they all share a core theme—— It is an attempt to transform the protagonist into other dissolute species (among which the big-chested Wolf girl and the powerful dragon are my two favorite species 😋). I had imagined this scene when I saw the modules' RJW Gene 'and' RJW sExpanded Corruption 'before. Unfortunately, the existing modules either make it difficult for genetic infections to spread effectively or the types of infectable species are too scarce to truly achieve a rich ecosystem. Therefore, I have always been looking forward to having talented creators develop gene infection modules with extremely high species diversity. When I saw this new mod, I immediately realized - my wish was about to come true!
TwoMoreTimes89 Posted July 28, 2025 Posted July 28, 2025 Do you have a general expectancy on how commonly we should see the grenades/weapons? I swear in the beginning I spotted them but I've done a whole rimworld year now with none of the attackers having any. Is it based on faction?
jackinthebox2 Posted July 28, 2025 Author Posted July 28, 2025 54 minutes ago, TwoMoreTimes89 said: Do you have a general expectancy on how commonly we should see the grenades/weapons? I swear in the beginning I spotted them but I've done a whole rimworld year now with none of the attackers having any. Is it based on faction? Weapons are bound to tags, that are assigned to pirate raiders. As I understand it weapon spawning is based on the cost of the weapon. Low cost weapons spawn earlier when raiders have lower cost weapon access. The guns SHOULD have a higher wealth and start appearing when grenades phase out. I'm not sure how to force frequency. I could make a new faction and force equip them. I may do so if I can figure it out and the mood strikes me. I'm currently testing a small overhaul of the system to make it a more general corruption system - the weapons are unchanged but I'm making the progression decay very slowly and increase on certain acts. Right now I have it hooked to the post sex system so I can make it increase a small amount after sex with pawns with specific genes, traits, at certain temperatures, in certain biomes, indoors, outdoors, under ground, at certain levels of room wealth, at certain levels of filth, etc.
Kris995109 Posted July 29, 2025 Posted July 29, 2025 Great mod, really love the system and idea! I would love to see a corruption system for feminization, toyification and maby breeder? Any plans on incorporating more corruption types?
jackinthebox2 Posted July 30, 2025 Author Posted July 30, 2025 6 hours ago, Kris995109 said: Great mod, really love the system and idea! I would love to see a corruption system for feminization, toyification and maby breeder? Any plans on incorporating more corruption types? in theory the system supports anything that can be expressed with genes if you could define what genes would represent those things (using existing RJW genes or other genes in the mod) i could implement it i'd also need to pick trigger conditions right now im expanding the trigger system so the initial corruption is something you risk doing corrupting acts but isn't certain, but once corrupted every sexual act might progress it
Ordas Turul Posted July 30, 2025 Posted July 30, 2025 Errr.... Are the animals supposed to get infected too? I mean, I don't mind it, I just would like to know if it is intended or a bug?
jackinthebox2 Posted July 30, 2025 Author Posted July 30, 2025 6 hours ago, Ordas Turul said: Errr.... Are the animals supposed to get infected too? I mean, I don't mind it, I just would like to know if it is intended or a bug? no though gas and darts check for it and i never play with bestiality or SA on so maybe that's the cause of transmission 1
Ordas Turul Posted July 30, 2025 Posted July 30, 2025 59 minutes ago, jackinthebox2 said: no though gas and darts check for it and i never play with bestiality or SA on so maybe that's the cause of transmission Yeah, I had bestiality on, prob that's the problem.
jackinthebox2 Posted July 31, 2025 Author Posted July 31, 2025 8 hours ago, Ordas Turul said: Yeah, I had bestiality on, prob that's the problem. i added a check to the post sex code i have no idea if it'll work but lmk after next update 1
Ordas Turul Posted July 31, 2025 Posted July 31, 2025 2 hours ago, jackinthebox2 said: i added a check to the post sex code i have no idea if it'll work but lmk after next update Okay, thank you!
jackinthebox2 Posted July 31, 2025 Author Posted July 31, 2025 56 minutes ago, Ordas Turul said: Okay, thank you! ok lmk if it's still happening in the latest version
Ordas Turul Posted July 31, 2025 Posted July 31, 2025 3 hours ago, jackinthebox2 said: ok lmk if it's still happening in the latest version 1.7 seems to have fixed it. Thank you.
Technomager Posted August 2, 2025 Posted August 2, 2025 Would you be willing to add sliders in a settings menu for things like ambient transformation speed and maybe a toggle FOR random mutations, I like the mod, but playing for an hour after the update and one of my colonists turned into a rat
jackinthebox2 Posted August 3, 2025 Author Posted August 3, 2025 (edited) 7 hours ago, Technomager said: Would you be willing to add sliders in a settings menu for things like ambient transformation speed and maybe a toggle FOR random mutations, I like the mod, but playing for an hour after the update and one of my colonists turned into a rat i've never tried adding a mod menu so i'll have a look but no promises it might be beyond my skills - value tweaking is possible and i have only my own play experience to base it off without feedback i'm trying to tweak values to make them a sometimes thing not an always thing, how did your colonist catch the rat corruption? what i tried to make it was so the chance of catching it is 1/100 for some acts (rats is sex acts while in a dirty room, or while diseased) and progression is at 50% chance to gain 0.05 per sex act - to reach the first stage you need 0.25, then 0.5 then 0.75 then 1.0 so it should take approximately 7-10 sex acts to hit the first stage gas and darts can result in complete change very quickly of course i found progression slow personally but it might depend on sex act frequency, i could tweak it i think i'll also make the cheap cleansers cheaper and earlier to unlock - the idea was to make the mechanic something you could end up losing control of without careful management to make unwilling transformation possible Edited August 3, 2025 by jackinthebox2
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