This mod adds a new drug, ALZ-112: A neurogenerative mRNA drug that either greatly increases intelligence and strength
or kills any being exposed. It is usually 90% fatal in untested animals and humans.
For animals (and humans) that it does succeed on, they are Uplifted to sentience (self-awareness) and massively
increased sentience and slightly increased speed and strength.
If they survive, any animal exposed to ALZ-112 will become a more integral part of your colony, complete with Backstory,
Full name, a Skill Set, and the ability to be trained to Attack and Haul, and if they are big enough, Rescue.
See the article Science or Science Fiction? Uplifting Animals
for more.
Timing
NOTE: Uplifting a pawn takes quite a long time, as the mRNA virus has to rewrite the DNA and then rebuild every cell
of the creature. It will probably take more than 200 Uplifting attempts per exposure.
During this time, the creature will be unable to fend for itself and will be in something similar to a complete
catatonic breakdown, but with a greatly-increased (5x) appetite.
Each uplifting attempt will occur every 90 in-game minutes (16 attempts every 24 hours).
215 / 16 = 12.5 days, average, though sometimes it can take 30 or 40 days. Rarely 7 days or less.
You can see the Uplift Attempt number inside the Health tab.
Compatible Animals
As per the dictates of The High Evolutionary, HopeSeekr, ALZ-112 has been perfected for the following animals:
- Raccoons
- Thrumbos
- Monkeys
- Horses
- Donkeys
- Pigs (but not Wild Hogs)
- All Birds (Chickens, Geese, Ducks, Cassowary, Ostriches, Emus, Turkeys)
- All Foxes
- Wargs
For compatible animals, the chance of death is greatly diminished to just about 1 out of 81 odds.
Each animal will receive the following enhancements:
- Full name.
- Ability to Haul (if big enough; some species, notably Raccoons, are increased in size to be able to Haul).
- Ability to Rescue (if big enough).
- 150% Consciousness
- 115% Moving speed
- 150% Manipulation
- 125% Sight
- 125% Hearing
- 200% Metabolism (faster healing + immunity)
- High likelihood of Full Uplifting (e.g., become a non-Human Colonist in your colony).
- Lifespan is dramatically extended.
Incompatible Animals
For incompatible animals and Humans, the chance of death is randomly decided, anywhere from 100% instant death
to 6.5% (1 out of 15), with an average distribution of 40% Lethality.
You can see the Lethality Odds of any exposed creature directly in the Health tab.
Humans
[NOT FULLY IMPLEMENTED!]
Humans are not likely to survive exposure, though it is possible. Any human that survives will have the following
enhanced attributes:
Cured of Luciferium Addiction.- Cured of all brain ailments (Alzheimer's, Dementia, Trauma Savant, and cataracts).
- 150% vision (stacks with bionics).
- 150% hearing (stacks with bionics).
- 150% consciousness (stacks with other attributes).
- 150% global work speed.
- Enhanced Immune System (equivalent of continual Penoxycyline).
- Lifespan is dramatically extended to 250 years.
Warning
You MUST immediately save and reload the game after each successful Uplifting.
This mod does really strange things that RimWorld wasn't exactly made to handle. Especially when
pushing animals up to Full Sentience (members of the Colony), we need the SaveGame sanity fixers
to come in and tweak things for everything to work right.
Otherwise, the main symptom of Uplifting Psychosis is that the Pawn will just stay in the same place,
never sleep, never eat, and be unrescuable and unfeedable and eventually die.
Change Log
v2.0.0: 2026-09-02
- [2026-09-01 18:37:39 EEST] Thrumbos can now also attack.
- [2026-09-01 17:21:33 EEST] Fixed: Avoid cross-map allowed areas for Attack Mode.
- [2026-09-01 16:22:25 EEST] Stopped mixed Attack orders from sending non-predator animals.
- [2026-09-01 15:55:20 EEST] Cached the edible-food scan so it stops pathfinding on every think tick.
- [2026-09-01 15:55:09 EEST] Cached the whole-map prey scan so it stops pathfinding on every think tick.
- [2026-09-01 15:24:18 EEST] Shifted uplifted costs to 110% baseline.
- [2026-08-18 18:54:11 EEST] Switched animal attack gizmos from the melee icon to TexCommand.Attack.
- [2026-08-18 18:54:02 EEST] Let ALZ-112 patients rage when they can still walk despite being Downed.
- [2026-08-18 18:53:57 EEST] Scaled ALZ-112 uplift dice by life stage and species compatibility.
- [2026-08-18 18:53:53 EEST] Granted ALZ-112 Uplifted to newborns that vanilla generation skips.
- [2026-08-18 18:53:25 EEST] Added a colony attack-animals HUD and selectable DPS list.
- [2026-08-16 17:11:00 EEST] Fixed ALZ-112 tend detection and added treatment feedback messages.
- [2026-08-16 16:49:18 EEST] Made already-Uplifted pawns immune to a second ALZ-112 dose.
- [2026-08-16 05:27:13 EEST] Rewrote ALZ-112 exposure dice, death bar, and berserk rage.
- [2026-08-16 05:55:34 EEST] Added self-defense AI so colony uplifted animals fight instead of wandering.
- [2026-08-15 09:09:37 EEST] Let combat-capable uplifted animals be ordered to attack a pawn until they are downed.
- [2026-08-15 01:22:28 EEST] Added a Core animal uplift status tracker.
- [2026-08-15 01:22:28 EEST] Documented how to sign commits from an agent shell.
- [2026-08-15 01:22:24 EEST] Hid Slaughter and Release to Wild on selected non-bird uplifted animals.
- [2026-08-15 01:22:08 EEST] Gave colony uplifted animals proper names instead of numbered labels.
- [2026-08-15 01:21:55 EEST] Made starving uplifted wargs hunt instead of starving.
- [2026-08-14 17:09:24 EEST] Added completed uplifted bird races with vanilla stats, graphics, and fertilized eggs.
- [2026-08-14 16:45:06 EEST] Stopped uplifted herbivore animals from eating human meals.
- [2026-08-14 15:18:36 EEST] Stopped plant-eating uplifted animals from eating farm crops.
- [2026-08-14 14:48:25 EEST] Made uplifted offspring inherit the race and fixed ALZ-112 dose administration.
- [2026-08-14 14:28:13 EEST] Uplifted Animals can't be bought but can be sold.
- [2026-08-14 14:21:19 EEST] Stopped uplifted animals from spawning or wandering onto the map.
- [2026-08-14 13:07:32 EEST] Added a multi-version watch build script.
- [2026-08-14 13:07:31 EEST] Stopped uplifted animals from roaming off the map.
- [2026-08-14 13:07:31 EEST] Show ALZ-112 odds on the hediff label and harden conversion.
- [2026-08-14 13:07:31 EEST] Added RimWorld 1.6 compatible races and drug defs.
- [2026-08-14 13:07:31 EEST] Added the uplifted horse, donkey, pig, fox, monkey, and warg races.
v1.2.0: 2026-08-14
- [2026-08-14 13:07:31 EEST] Added full Rimworld v1.6 support.
- [2026-04-16 11:21:30 EET] Migrated to a modern dotnet SDK project and RimWorld v1.6.
- [2024-04-06 18:14:25 EET] Tweaked the Uplifted Thrumbo stats for better playability.
v1.1.0: 2024-03-14
- [2024-03-14 23:17:30 CDT] Upgraded to Rimworld v1.5.
v1.0.0: 2024-03-11
- Initial Release
RoadMap
Better Rimworlds Stargate Mods
- Stargate — Send Pawns and Items to other Savegames on the same computer.
- CryoRegenesis — Forever Young Glittertech (a Rimworld take on the Goa'uld Sarcophagus).
- ZPM — Build your own or buy an Archotech Zero-Point Module (Stargate Atlantis).
- ZatGun — An actual Zat'nik'tel, from the Stargate Universe. One shot stuns. Two shots kills.
Other Better Rimworlds Mods
- WakeUp Implant — Installs a brain implant that gives the effects of a permanent wakeup high.
- Savegame Shrinker — Cleans up unnecessary data from long-running Savegames.


