RimWorld

RimWorld

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Dark Ages : Beasts and Monsters
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Mod, 1.5, 1.6
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7.792 MB
28 apr @ 10:05
14 okt @ 8:47
38 ändringsnotiser ( visa )

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Dark Ages : Beasts and Monsters

Beskrivning


A new entry of the Dark Ages series inspired by medieval fantasy, folklores and tales in order to bring you new creatures to populate the lands of the rim. I have tried to make them fit amongst other vanilla-like animals to the best of my abilities and i certainly hope that you will enjoy them.

This mod has been partially tested in a proper playthrough, so some stats may be off, some critters might be underpowered. Let me know in the comments if you find something that i may have missed.

Consider liking and subscribing, it helps me grow and is really appreciated!
























Q: Can you add this mod in a non-medieval playthrough ?
A: Of course, they'll just be a bit less threatening. But nothing is tech restricted.

Q: Can i add it in my current game ?
A: It should not be problematic. Tho i advise against as some features won't be present like the bearded troll hunting behaviors and the such.

Q: Will you add more to the mod ?
A: Yes, in time.

Q: What can i do with the petrifying gland ?
A: Nothing for now.

Q: How can i properly report an issue ?
A: Be sure to explain what happened properly and send a log.

Q: Somethingsomething CE ?
A: I am not responsible for anything CE, anything CE is on CE.


Q: Why is there an owlbear and why is it named taraal here ?
A: It is a re-used asset from past-me as i didn't really want to leave it in the dust, however i didn't really feel like giving it the D&D name so i went for this. (Don't sue me Wizard of the coast)








Sir Van for most of the art, concepts and such
RedMattis & Alite for the big bulk of the c# invovled.
Elseud for texture-work, XML and the peer-reviewing of most descriptions as well as some minor help on the c#.
Visandar for several sketches as well as some of the designs re-used in this mod.
Sovereign for helping out for sounds extraction.
You for reading all of that, be sure to give the others above some love !

And hopefully i did not miss anyone.

Crestel sounds are owned by CD Projekt RED and i do not claim any sort of ownership over them.


Mods used in the preview

Medieval Overhaul
Regrowth Retextures
Rebuild: Doors and corners
Clean Textures

[ko-fi.com]

This mod is distributed under Creative Commons Attribution 4.0 International, which means that you can use and modify this mod as long as you credit me and others who worked on it.

Rimworld is owned by Tynan Sylvester
Populära diskussioner Visa alla (7)
81
13 okt @ 7:14
KLISTRAD: Suggestions
Sir Van
5
23 aug @ 10:23
Bug Report
Drogan
1
27 aug @ 10:00
Creatures having wrong stats.
Hubertdragon1
400 kommentarer
Sir Van  [skapare] 16 timmar sedan 
@Jilly You should try for to spawn in a northern drog and butcher it, it also uses the custom code for giant bones (you can delete it all after, it's mostly to test out if that was a weird case or a thing affecting all your animals with said code)
Jilly 16 timmar sedan 
@Sir Van Yeah I really don't know how it happened lmao. The lack of leather is probably to do with medieval overhaul dropping a pelt instead of the leather but it didn't really occur to me to check ;)
It's probably not worth looking into unless it happens to more people, but I for one blame my 190 mods long modlist. But for JUST a second my mind went "Is-.. Is this intended?"
Sir Van  [skapare] 14 okt @ 15:12 
@Jilly Uh, it is indeed not supposed to drop an absolute mountain of sangonite- it uses a custom code for it too which makes it extra strange did it not drop 5 billions leather/meat too ?

Else to answer the question, depending on the cook and room ect ect, it's around 80 sangonite
Jilly 14 okt @ 14:34 
It may be a mod incompatibility but when slaughtering a Rock Troll I suddenly found myself with, and this is no exaggeration. About 45.000 Sangonite. I don't believe it's supposed to drop this much??? I do really wanna adjust it to a 'normal' level. How much of the special metal are they intended to drop normally? so I can just go into dev mode to remove a bunch of it until I no longer have an endless supply of the stuff. :)
Sir Van  [skapare] 14 okt @ 8:50 
New burrows from trolls will now inflict a unnerving presence hediff around them until cleared. Lowering mood and increasing the chances of mental break. This is a little con since too many people are just using them as free meat delivery- you can still do that, but you'll have to deal with this debuff

Greatly lowered the chances of ironcasket beetles spawning off ores

Little update that i felt like throwing in the comments
Venatrix 13 okt @ 18:11 
Im about to begin a Genome-Splicing colony with Vanilla Genetics Expanded, are these animals compatible with that?
Mari Gaming 13 okt @ 17:02 
@Vril steel traps should be able to get it as they can even pierce even mechanoids
Vril 13 okt @ 16:50 
Yeah i saw that its CE that patched the mod, i guess the mod is not strictly for medieval playthrough to they buffed the values for crestel to be resistant to rifle fire, but typical medieval weapons have at most 4mm rha penetration, so basically CE made crestel invulnerable in medieval playthroughs lol.
Sir Van  [skapare] 13 okt @ 16:44 
@Vril I am *not* responsible for CE and its patches- please refer to the CE team for anything CE related, i'm no CE player.
Vril 13 okt @ 16:28 
How do i fight Crestel? It has 14mm RHA sharp armor in CE, crazy high.