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Mod, 1.4, 1.5
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7.927 MB
6/out./2022 às 6:09
19 de abr. às 11:13
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Vanilla Animals Expanded

Em 2 coleções de Oskar Potocki
Vanilla Expanded
98 itens
Vanilla Expanded - Empire playthrough
148 itens
Descrição
[www.patreon.com]




1.1.0 (10/06/2022): 1.4 Update



THE INDIVIDUAL ANIMALS EXPANDED MODS WON'T BE UPDATED TO 1.4!

Vanilla Animals Expanded is a large mod that contains almost all previous Vanilla Animals Expanded modules, this time merged into one big mod. Fear not, however - last thing we want is to bloat your game: you can now disable individual animals in mod options! You can only enable the animals that appear in your biome if you want.

The reason we merged all the animal mods is because they are finished - the only new animals we have planned fit into standalone packs. We have already covered all the biomes, so it’s only proper we clean it up and make it into one big mod.

No, we have no plans to merge any other mods together.

This mod adds dozens of new animals that fit RimWorld aesthethic, from house cats and rottweilers to anacondas and indian elephants, it really breathes a lot of life into the game and makes every biome feel very, very unique.

The Waste, Endangered and Royal animals mods will remain independent, as they add special mechanics and events that stray a bit from this type of mod.



Vanilla Animals Expanded adds following animals to the base game:




































































[forms.gle]

For balance reasons, we have made a VERY comprehensive animal spreadsheet: https://docs.google.com/spreadsheets/d/19wyuEqVvMIIO717o8eZq81Nkh-5ZISwAsPtjOxoDdeQ/edit?usp=sharing



Q: Do the animals spawn randomly in biomes?
A: Yes, a majority of them are guaranteed to spawn in Temperate Forest biome, with some of them also spawning in other biomes.

Q: Can I disable X animal?
A: Yes! Use mod options to disable any or all animals if you so desire. This will disable them from spawning in the wild.

Q: Is X a pack animal?
A: Pack animals are marked on infographics.

Q: Why is X animal white?
A: It’s only white as a texture, but ingame, code applies colour to it. It’s a little trick that mod authors do to have a bit more control over how an animal looks.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new animals?
A: No. I will focus on other modules, adding new animals, but this mod is complete as is.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you want. Please remember: removing mods causes issues!

Q: Can you add /this/ animal?
A: Feel free to suggest it!

Q: CE compatible?
A: No idea.

Q: Are you doing this with any other VE mods?
A: No.

Q: But my load list is clogging!
A: This may come as a surprise to you, but your modlist is not a toilet. The impact of loading 14 mods is basically the same as loading a single mod that includes those 14.



Graphics are created by Oskar Potocki.

Steam Infographics inspired by Planet Zoo. Love that game.

Code work created by Sarg Bjornson.

Lemur made by Luizi!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]









Discussões populares Ver todos (2)
31
2 de jun. às 11:20
AFIXADO: Suggestions
Sarg Bjornson
1
13/jul./2023 às 23:41
AFIXADO: Vanilla Expanded animal mods that are separate from this one
Sarg Bjornson
560 comentário(s)
Sarg Bjornson  [autor(a)] 2 de jul. às 22:52 
Mod conflict, they don't have a custom render tree
creatura.exe 2 de jul. às 20:50 
White 23 de jun. às 20:16 
Might be a stretch because of the hospitality mods but it would be cool if you could make exibits for some animals, like if you had 2-4 giraffes in a good looking exibit than tourists would come and pay silver to look at the animals. Or maybe you can choose a trait for an animal to have based on how they were raised, like biotech did with children but instead it would be something like alligators being aggressive to anything that isn't listed as a part of the colony, or being aggressive to a specific animal so you can just make alligator pits for raiders to walk into and get attacked. This is just a suggestion though and I imagine it would be hard to code
retrobarbaari 23 de jun. às 12:42 
@Oskar Potocki That's why I suggested naming feature, so that players could do it. Could one change then also the vanilla animal species names, what do you think?
Oskar Potocki  [autor(a)] 23 de jun. às 11:45 
Elk is a base game animal. This mod adds a moose. If I renamed Moose to Elk you'd have two elk types...
retrobarbaari 22 de jun. às 16:07 
For a feature, it would be cool if one could rename animal species.
For example, your and vanilla animal naming is American instead of European way (moose instead of elk, elk instead of wapiti, cheetah instead of gepard, cougar instead of puma). I would edit the names if it was a feature. Someone might have other reasons to edit names.
retrobarbaari 22 de jun. às 15:49 
How gepard and jaguar do higger damage than a lion? No way.
Instead Indian elephant, Asian elephant would make more sense: it includes also the Indian elephant.
I settled by a lake, and about 30% of the map is water and sand. Offering nothing. Some fish would be good, salmon in rivers, waterfowl, crabs, something that makes any sense to settle by beach.
Does a river btw add some animals that otherwise wouldn't be on the local map? Like beaver, hippo, alligator?
New animals? As there are megasloths in vanilla how about recently died animals, like mammoth, woolly rhino, terror bird, cave lion, sabre-toothed cat (smilodon)?
JohnBrick 22 de jun. às 10:21 
ah that did it! Thanks!
Sarg Bjornson  [autor(a)] 22 de jun. às 10:04 
If you added the mod to a running save, you need to edit bills
JohnBrick 22 de jun. às 9:40 
I have a beaver and wild goose in my stockpiles, and my cook refuses to recognize they're available to cook with. Any ideas?