RimWorld

RimWorld

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The Zerg!
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.116 MB
18 Oct, 2018 @ 7:02pm
11 Apr @ 11:05am
22 Change Notes ( view )

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The Zerg!

Description
Version: 0.6.6 1.5

This is my first mod, trying to recreate Zerglings from Starcraft as interact-able creatures in Rimworld. Its based on a Korean mod that has since disappeared from the workshop since Rimworld 1.8.1 and I have taken out both Zerglings and Hydralisks from it, and updated them to work with Rimworld's 1.0 launch. It is still in testing and might have errors or limited functionality. If you find errors, please send me the information of the error and I will see what I can do to fix it, though I am very busy.

The idea of the mod is to add wild Zerg creatures to the world of Rimworld. They breed like normal animals, and can provide potent allies if you are able to tame and train them.

Turn them into a faction with this mod here, by Gorlath!
https://steamproxy.net/sharedfiles/filedetails/?id=2953316008

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Zerg Strains

Zerglings: The common and beloved rushing monsters everyone sees first on the field. They frequent many biomes in groups of 4 to 8, eager to consume the local wildlife. While moderately difficult to tame, these creatures crave a master, and make loyal guard dogs and pets for any rim colony.

Evolved Zerglings: These larger and more aggressive Zerglings come in fewer numbers but make up for it in strength. Notable for their more violet flesh, they frequent the same biomes as their weaker cousins, but are much more rare, and equally more of a challenge to tame.

Zergling Raptors: the weakest of the 3 strains currently implemented, they provide their own unique uses, being incredibly fast, they would serve a colony well for hauling and rescue. As they are less resistant to colder biomes, they are rare in alpine forests and all but non existent in tundra and ice sheets, favoring the hotter climates more.

Hydralisks: These large beasts are highly dangerous, needing more than a few pawns to work together if you hope to take one down with minimal problems. However, they make for fantastic shock troops much like their version in their origin games.

Evolved Hydralisk: These larger, more purple and angrier variants of the Hydralisk are far more deadly and nigh untamable. They fear nothing and will hunt anything they see fit for food, be it rats or pawns. be wary when taking one down as they are nearly twice as strong as their less evolved strain.
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Version .10 : initial release
Version .15 : Tweaked settings, allowed Zerglings to breed, fixed baby sizes
Version .20 : Offspring now almost always 2, increased incubation by a week
Version .35 : Added Hydralisks!
Version .38 : Fixed Hydralisk description, put in ranged weapon framework but after 2 and a half hours of debugging, cannot get it working. weapon is present and disabled.
Version .44 : Added 2 additional Zergling strains, Evolved and Raptor, and an evolved variant of the Hydralisk
Version .45 : Minor changes to taming rates, just about halved all the man-hunting on taming chances, and gave the Zerglings less than a 100% retaliation chance, especially the raptor strain
Version .5 : Minor rate tweaks, updated to Rimworld 1.1
Version .5.1: Updated to Rimworld 1.2, removed small syntax errors (hopefully)
Version .6 : Added leathers with the help of Fikus!
Version .6.1: Updated to support Beta 1.3!
Version .6.2: Added 1.4 to supported versions list. Its a basic XML mod so it should be fine
Version .6.3: Fixed "Missing Resolved Grains" error
Version .6.5: Fixed toxic bug and re-balanced Zergling Diets to be less strict
version .6.6: added support for 1.5 version
205 Comments
Machello Sabor 30 Apr @ 1:15am 
Why would you do this to the rim? The Zerg are going to infest the anomaly entities and then they really will be invincible. Great mod idea though love it.
Darqueness 22 Apr @ 12:03pm 
@kyle, i think u mean tyranids lmao
these bois from starcraft
Desolator 11 Apr @ 11:57am 
Yo...if the Evolved Hydralisks are going to be as hard as you say, then I can only imagine taking down a herd of angry Thrumbos would be easier than taking down a lone Ultralisk.
Gerewoatle 24 Feb @ 10:18pm 
@Kyle: Yeah, I got that part. But just in case this isn't your everyday trollin', this faction has nothing to do with 40k.
Gerewoatle 24 Feb @ 9:39pm 
@Kyle: ...Your favorite wot?
DaxxAxx 7 Jan @ 2:56am 
are these able to be mounted and armored with the giddyup 2 mod? they look awesome, lol
Faith 26 Dec, 2023 @ 9:57am 
Would love this as a playable race, could take loads inspiration from Mantodean mod with regards reproducing etc.
Alexandria Zergling  [author] 31 Oct, 2023 @ 12:10pm 
The normal hydralisk can eat kibble, the evolved hydralisk is about on par with a thrumbo in terms of strength, hence the high upkeep, though of course anyone wanting can just go to the file and edit Races_wildzerg.xml in a text editor of choice, go to line 786, and remove the word strict from <foodType>CarnivoreAnimalStrict</foodType>. I mostly wanted to avoid making something too easy to break, though with how popular some of the other crazy mods are these days, maybe that doesnt matter ¯\_(ツ)_/¯
Dragon of Desire 31 Oct, 2023 @ 1:08am 
Also, those of you who want to keep a hydralisk, make sure to get the "Vanilla Factions Expanded: Tribal" and get the Meat Drying Rack. It makes Jerky, which counts as meat, and doesn't expire. Perfect for feeding to Hydralisks! Also, you get 0.02 free nutrition per unit of meat.
Alexandria Zergling  [author] 30 Oct, 2023 @ 11:44pm 
awesome, Im glad it worked then!