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At long last, the era of magnetism has begun.
The Magneto X-Gene is now live, granting your colonists the ability to command metal itself — to rip weapons from their enemies, orbit steel like celestial satellites, and crush all who oppose evolution.
This is the first release, so expect continued refinement and balance adjustments as the power of magnetism settles into RimWorld’s fragile ecosystem.
“Every revolution begins with a spark of metal.”
Version: Minor Fix Patch
Fixed an issue where bodies with Adamantium skeletons could still burn away under certain conditions.
The healing factor and adamantium infusion now properly prevent destruction by fire as intended.
(Because even Adamantium shouldn’t melt that easily… unless you’re throwing colonists into a volcano, in which case — bravo.)
https://steamproxy.net/sharedfiles/filedetails/?id=3594533129
Good news, snikt-fans! I tweaked the Infusion Chamber so it now plays nice with the RimForge mod.
If you’ve got RimForge installed, the chamber automatically swaps Plasteel for Adamantium—because regular metal bones are for quitters.
But hey, if you’re the kind of person who likes to live dangerously (or just likes vanilla), there’s a shiny new toggle in the mod settings that lets you switch back to Plasteel.
No extra mods required, no weird dependencies, no “where do I get this mystery ore” nonsense.
Just pure, uncut, regeneratin’ goodness.
Now go forth and upgrade your skeletons responsibly. Or irresponsibly. I’m not your mom.
Fair warning though—it's completely broken right now. Like, teleports-around-doing-everything-before-you-even-blink kind of broken.
If that sounds fun (or terrifying), go check it out and see for yourself.