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RimWorld => Releases => Mods => Outdated => Topic started by: rooki1 on September 11, 2015, 04:35:14 AM

Title: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on September 11, 2015, 04:35:14 AM
RimBeast
The hunt begins

(http://orig02.deviantart.net/1907/f/2015/254/5/5/preview_by_rooki1-d995m01.png)

Description:
This mod adds various species.

Xeno beast

Mankind played god's role for so many years.
In consequence, it's not hard to find the presence of gene modified species even in far rimworlds.
But finding them is one thing, and confront them is another.


(http://orig05.deviantart.net/93fb/f/2015/254/0/b/fturtle_front_by_rooki1-d995l2q.png)(http://orig02.deviantart.net/0a9a/f/2015/254/5/e/fturtle_side_by_rooki1-d995l38.png)(http://orig00.deviantart.net/62eb/f/2015/254/4/e/fturtle_back_by_rooki1-d995l2i.png)
Fort turtle: The fortress turtle is a living citadel. Designed to moving bunker, this behemoth estimated to be created for protecting soldiers while Mechanoid invasion. Fort turtle has periodically harvestable shells. This shell furnishes material for military composite alloy. Reliable protector and strong porter, fort turtle will be your great companion.

(http://orig06.deviantart.net/acab/f/2015/255/e/e/raptor_front_by_rooki1-d99a1lg.png)(http://orig01.deviantart.net/5ea9/f/2015/255/2/a/raptor_side_by_rooki1-d99a1le.png)(http://orig02.deviantart.net/0816/f/2015/255/b/d/raptor_back_by_rooki1-d99a1zh.png)
Feather raptor: Quiet and cunning, elegant but ruthless, these reptile species were originally developed to resolve warg increasing problem. Fortunately, after someone realized that adding another alpha predator doesn't help already broken ecosystem, the project was canceled. After the original project cancelled, scientists started a new product development project, which making a pet of rich people. Because of that, now these raptors have colorful feathers.

Insectoid Hive

A hive of gene-modified insects. Originally made for fight against Mechanoid invasion, creators of these creatures applied hive-mind system of their foes to society system of insectoid hive. Unfortunately, these new species are became totally out of control and became another threat for human exist.

(http://orig03.deviantart.net/a1f2/f/2015/264/e/0/antis_front_by_rooki1-d9adufh.png)(http://orig08.deviantart.net/4e68/f/2015/264/0/6/antis_by_rooki1-d9adufk.png)(http://orig12.deviantart.net/ac53/f/2015/264/e/9/antis_back_by_rooki1-d9adufi.png)
Antis: A quiet stalker and merciless killer, Ant mantis is a warrior caste of the insectoid hive. This species were created to beat the Mechanoid invasion, but it is dangerous to people, too. A social creature, it cannot reproduce individually.

(http://orig13.deviantart.net/4cb5/f/2015/264/6/5/gnawler_front_by_rooki1-d9adufc.png)(http://orig08.deviantart.net/3d2a/f/2015/264/4/b/gnawler_side_by_rooki1-d9aduf9.png)(http://orig09.deviantart.net/04c3/f/2015/264/8/3/gnawler_back_by_rooki1-d9adufe.png)
Gnawler: A "grunt" caste of the insectoid hive, gnawler is a much smaller than other warrior caste, and on its own it doesn't seem dangerous. However, if many gnawlers are grouped together, things change. A social creature, it cannot reproduce individually.

Changelog:

v0.121:
-Now insectoids attack properly.
v0.12:
-Insectoid hive added
-Antis added
-Gnawler added
v0.111:
- Raptor texture corrected
- Egg problem corrected
v0.11:
-Animal trader added
-Feather raptor added
v0.101:
-Hunger rate of fort turtle adjusted.
v0.1:
-The mod has been added.
-Fort turtle added.


Author/Mod Team
rooki1

Download

RimBeast
https://www.dropbox.com/s/1rvx95rwcyaopyl/RimBeast.zip?dl=0
(22-09-2015 updated)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [A12] RimBeast: The hunt begins.
Post by: rooki1 on September 11, 2015, 04:37:55 AM
Well, the mod begins.
I know it just a beginning of the beginning and there are lots of work to do.
Anyway, you will see the next Xeno beast soon.
Title: Re: [A12] RimBeast: The hunt begins.
Post by: Wild Card on September 11, 2015, 04:44:25 AM
Hey, this sounds interesting, i`ll definitely be keeping an eye on it !
Good Luck
Title: Re: [A12] RimBeast: The hunt begins.
Post by: TheRexus100 on September 11, 2015, 04:47:57 AM
Nice work, i hope you will finish your mod =]
Title: Re: [A12] RimBeast: The hunt begins.
Post by: Dragoon on September 11, 2015, 05:49:53 AM
I can't wait to see your creatures if your artistic mind is amazing. I know you planned to do a raptor but do you have any plans after that?
Title: Re: [A12] RimBeast: The hunt begins.
Post by: soulkata on September 11, 2015, 06:02:00 AM
Hi!

I have developped a mod that might interest you... Ability Pack (https://ludeon.com/forums/index.php?topic=15764.msg166488#msg166488) It allows you to add custom abilities to your monsters!
Title: Re: [A12] RimBeast: The hunt begins.
Post by: rooki1 on September 11, 2015, 06:22:12 AM
Quote from: Dragoon on September 11, 2015, 05:49:53 AM
I can't wait to see your creatures if your artistic mind is amazing. I know you planned to do a raptor but do you have any plans after that?

I have a few thoughts. Federation war beast, mega crab that produces eatable slime, devastating vermin swarm...
Oh, and the I-lux, Imperatorsaurus lux, the laser firing t-rex.

Quote from: soulkata on September 11, 2015, 06:02:00 AM
Hi!

I have developped a mod that might interest you... Ability Pack (https://ludeon.com/forums/index.php?topic=15764.msg166488#msg166488) It allows you to add custom abilities to your monsters!

Thanks! Maybe I can use some codes from yours...
Title: Re: [A12] RimBeast: The hunt begins.
Post by: soulkata on September 11, 2015, 07:10:44 AM
Quote from: soulkata on September 11, 2015, 06:02:00 AM
Hi!

I have developped a mod that might interest you... Ability Pack (https://ludeon.com/forums/index.php?topic=15764.msg166488#msg166488) It allows you to add custom abilities to your monsters!

Thanks! Maybe I can use some codes from yours...
[/quote]

The idea is that you dont need to code anything... Only works with the AbilityDef and ManaDef! :)
Title: Re: [A12] RimBeast: The hunt begins.
Post by: FridayBiology on September 11, 2015, 07:20:47 AM
i'd love to see a insect-like pet that can rescue colonist. :3
Title: Re: [A12] RimBeast: The hunt begins.
Post by: GramMKII on September 11, 2015, 07:58:35 AM
This is amazing. Great job!
Title: Re: [A12] RimBeast: The hunt begins.
Post by: limefoega on September 11, 2015, 08:51:17 AM
the fort turtle seams to have a problem just eating enough to not get malnutrition when grazing
Title: Re: [A12] RimBeast: The hunt begins.
Post by: rooki1 on September 11, 2015, 09:44:03 AM
Quote from: limefoega on September 11, 2015, 08:51:17 AM
the fort turtle seams to have a problem just eating enough to not get malnutrition when grazing

Well, It because of I set its hunger rate too high. I uploaded mod file again.
Thanks for your notice.
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: bazalisk on September 11, 2015, 12:58:20 PM
Is this an Event?

does it turn up and stomp my base, like a boss fight or is it small and/or passive?


i often thought about huge creatures that only turn up during events.  Godzilla like creatures that take everyone in the colony, and turrets, to fight.

will you be adding something like this?
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: Turtle Medic on September 11, 2015, 02:44:13 PM
Quote from: bazalisk on September 11, 2015, 12:58:20 PM
Is this an Event?

does it turn up and stomp my base, like a boss fight or is it small and/or passive?

--snip--


I second this, is the fort turtle like a warg attack or are they just wandering about?

Looked in the code and noticed that wildSpawn was disabled but didnt see any events in the file.

EDIT: The turtle texture is pretty epic, but that almost goes without saying.
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: Herc18 on September 11, 2015, 02:52:35 PM
Artwork is beautiful, must have raptor!!! 😍
Title: Re: [A12] RimBeast: The hunt begins.
Post by: Dragoon on September 11, 2015, 03:14:33 PM
Quote from: rooki1 on September 11, 2015, 06:22:12 AM
Oh, and the I-lux, Imperatorsaurus lux, the laser firing t-rex.

Laser firing trex....you have made my dreams come true (http://www.tshirtvortex.net/wp-content/uploads/Consider-Yourself-Warned.jpg) (just something I saw and thought of
when I read you comment, i'm sure whatever you come up with will look cool and fit the madness that is rimworld.
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: chaotix14 on September 11, 2015, 04:09:05 PM
Personally I'm more a fan of the cybernetic fortress carrying flame spewing kind.
(http://oyster.ignimgs.com/ve3d/images/06/53/65368_SupremeCommander2-Wallpaper-01_normal.jpg)
Might just be me.
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: Emunator on September 11, 2015, 06:53:03 PM
This mod is great! I look forward to further updates!
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: PineyCreek on September 11, 2015, 09:23:38 PM
Because normal snapping turtles weren't terrifying enough.
Title: Re: [A12] RimBeast(v0.101): The hunt begins.
Post by: Dragoon on September 12, 2015, 02:38:34 AM
Quote from: chaotix14 on September 11, 2015, 04:09:05 PM
-snip-

...I was not giving a suggestion it was supposed to be funny. Also that T-rex shoots fire not lasers, is a cyborg and while it might be able to lay eggs they would not have the same powers because it's a cyborg.
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: rooki1 on September 12, 2015, 06:32:57 AM
v0.11 Updated.

(http://orig06.deviantart.net/acab/f/2015/255/e/e/raptor_front_by_rooki1-d99a1lg.png)(http://orig01.deviantart.net/5ea9/f/2015/255/2/a/raptor_side_by_rooki1-d99a1le.png)(http://orig02.deviantart.net/0816/f/2015/255/b/d/raptor_back_by_rooki1-d99a1zh.png)
Feather raptor: Quiet and cunning, elegant but ruthless, these reptile species were originally developed to resolve warg increasing problem. Fortunately, after someone realized that adding another alpha predator doesn't help already broken ecosystem, the project was canceled. After the original project cancelled, scientists started a new product development project, which making a pet of rich people. Because of that, now these raptors have colorful feathers.


Feather raptors and animal trader added.
Yay.
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: blaze7736 on September 12, 2015, 07:12:07 AM
rooki you art is so sexy been wanting to see/do a similar mod but never could get them to look nice but what you have here is amazing well done
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Dragoon on September 12, 2015, 09:54:59 AM
They look awesome id have them as a pet any day! Why don't the female raptors..look more dull in the wild bird males look colorful to attract females (also there is no way to currently tell male from female that is why I brought this up).
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: FridayBiology on September 12, 2015, 10:01:53 AM
Can't wait to see what is added next.
fingers crossed for a ambush water animal :3
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: FridayBiology on September 12, 2015, 10:56:08 AM
Any chance that we could see a Gravios/Tree/woodwall eater?
http://monsterhunter.wikia.com/wiki/Gravios

Awesome work so far though i feel that Raptors should be slightly faster and maybe have a manhunter event only to be able to spawn at night... for use with darkness mod :P
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: bazalisk on September 12, 2015, 01:54:51 PM
hmm How about Dune Worms?

huge sand worms that swallow animals.

could be an event where an animation of a huge, say 6 x 6 square, maw erupts from the ground beneath a random group of colonists/animals then disappears below ground again leaving a huge hole.

you could also have much smaller version, as young, that act like the Graboids from Tremors :D

     ( https://en.wikipedia.org/wiki/Graboid )

these could act much like a normal manhunter pack only they are invisible (due to under ground) but will come above ground sometimes.   Would be awesome if there was some way of making them movement sensitive :s


just ideas though.  I love what you have done so far  :D
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Dragoon on September 13, 2015, 05:45:16 AM
Quote from: bazalisk on September 12, 2015, 01:54:51 PM
-snip-

This can't be done for several reasons. Above ground worms can and have been done, but the the maw no. "an event where an animation of a huge, say 6 x 6 square, maw erupts from the ground beneath a random group of colonists/animals then disappears" That sounds like a huge troll and is unfair to your colonists/pets since they aren't wounded, (even if they are it's still not right since they could lose an arm or even get a head injury) they are killed, and from what I have seen from the textures/defs, I don't think they can be invisible then come above ground.
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: bazalisk on September 13, 2015, 06:48:53 AM
fair enough

was just an idea
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Pilz on September 13, 2015, 09:49:32 AM
Small bug report:

After a gestation period of ~65 days (which is quite long), my raptor laid a lovely egg.
Out of which hatched a tortoise...

Other than that, great mod, awesome textures, looking forward to more animals!
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: jamesinar on September 13, 2015, 09:54:26 AM
How big is the turtle?
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Loki88 on September 13, 2015, 11:30:26 AM
Quote from: jamesinar on September 13, 2015, 09:54:26 AM
How big is the turtle?

Anywhere from minivan to small moving truck sized? Depends on your scale reference. :P
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: A_Soft_Machine_Man on September 13, 2015, 12:55:08 PM
Instant download, awesome work as always, Rooki!
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Dragoon on September 13, 2015, 04:11:18 PM
I just noticed the the frill behind the head isn't on the side model.
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: Ptolisgoodguy on September 13, 2015, 04:23:23 PM
I think there may be a useful feature for some of your creatures over here:

https://ludeon.com/forums/index.php?topic=16091.0 (https://ludeon.com/forums/index.php?topic=16091.0)

Massive web sling arachnids anyone... or just the classic laser t-rex.
Title: Re: [A12] RimBeast(v0.11): The hunt begins. (12/09/15)
Post by: rooki1 on September 13, 2015, 07:01:40 PM
v0.111

- Raptor texture corrected
- Egg problem corrected


Thanks for notice everyone.
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Herc18 on September 14, 2015, 03:19:37 PM
So what's the next creature you have planned? And just curious what are the stats of day a raptor compared to a husky? Is there any large benefit to taming one? Fast speed for chasing down fleeing enemies for example?
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: NateBen84 on September 14, 2015, 04:06:46 PM
First......Love all your mods :D ..... Second Good job :D looking forward to more animals :)
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: rooki1 on September 19, 2015, 08:05:47 AM
Quote from: Herc18 on September 14, 2015, 03:19:37 PM
So what's the next creature you have planned? And just curious what are the stats of day a raptor compared to a husky? Is there any large benefit to taming one? Fast speed for chasing down fleeing enemies for example?

They are much faster, stronger, deadlier than wargs. Even more than, they can produce feathers that considered as cloth.

(http://orig04.deviantart.net/0c41/f/2015/262/d/9/antis_by_rooki1-d9a3zmq.png)

Hello everyone, now I'm working with the third Xeno beast, the "Antis". The warrior caste of genetically-engineered insectoids, Antis is a fierce and aggressive creature. Unlike previous two Xeno beast, it is more like a threat.
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: AllenWL on September 19, 2015, 09:17:28 AM
I have been wanting more insectoid castes since forever.
Very much hyped.
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Pilz on September 19, 2015, 01:16:59 PM
First off, Mantis looks awesome, could you make color variants?

Secondly, the raptor is still bugged.
Their eggs don't seem able to be fertilized, i have encountered this in 2 seperate games so far.
(males were available and not to old, so i assume it's not a problem on my end).
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Balkri on September 20, 2015, 02:36:31 AM
are you sure? the raptor and the turtle have a very long "egg process", i have a couple and they manage to incubate one little raptor, in the second try... a muffalo eat the first egg (>.<)
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Sam_ on September 20, 2015, 03:11:47 AM
You art work is very nice indeed. I like how you have added a ton of detail yet it still maintains the Rimworld appearance. I see a lot of mods that have sprites with way too much detail to where they look like an eye sore. These fit perfectly. Hopefully one day we get to use animated sprites.
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Pilz on September 20, 2015, 09:31:14 AM
Quote from: Balkri on September 20, 2015, 02:36:31 AM
are you sure? the raptor and the turtle have a very long "egg process", i have a couple and they manage to incubate one little raptor, in the second try... a muffalo eat the first egg (>.<)

So did you manage to get fertilized Raptor eggs with the newest version? Because after ~1 year+ each in two savegames, i still have my female raptors stuckt at 50%, waiting to be fertilized, with the bigass turtles it took only 2 days.
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Balkri on September 20, 2015, 02:56:58 PM
yes, i have the last version and a mini raptor hauling stuff in the colony... have you tried to limit your raptors to a small area to make sure they have contact? i think a toxic fallout helped in my case.
Anyway it would good to know if more people have similar experiences/problems :)
Title: Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
Post by: Giraffe on September 21, 2015, 01:20:25 AM
Raptor eggs working correctly in my game. I love how they change colors while they grow, this mod is seriously awesome. R A P T O R B O Y S
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: rooki1 on September 21, 2015, 07:54:16 AM
v0.12 Updated!

v0.12:
-Insectoid hive added
-Antis added
-Gnawler added

Insectoid hive: A hive of gene-modified insects. Originally made for fight against Mechanoid invasion, creators of these creatures applied hive-mind system of their foes to society system of insectoid hive. Unfortunately, these new species are became totally out of control and became another threat for human exist.

(http://orig03.deviantart.net/a1f2/f/2015/264/e/0/antis_front_by_rooki1-d9adufh.png)(http://orig08.deviantart.net/4e68/f/2015/264/0/6/antis_by_rooki1-d9adufk.png)(http://orig12.deviantart.net/ac53/f/2015/264/e/9/antis_back_by_rooki1-d9adufi.png)
Antis: A quiet stalker and merciless killer, Ant mantis is a warrior caste of the insectoid hive. This species were created to beat the Mechanoid invasion, but it is dangerous to people, too. A social creature, it cannot reproduce individually.

(http://orig13.deviantart.net/4cb5/f/2015/264/6/5/gnawler_front_by_rooki1-d9adufc.png)(http://orig08.deviantart.net/3d2a/f/2015/264/4/b/gnawler_side_by_rooki1-d9aduf9.png)(http://orig09.deviantart.net/04c3/f/2015/264/8/3/gnawler_back_by_rooki1-d9adufe.png)
Gnawler: A "grunt" caste of the insectoid hive, gnawler is a much smaller than other warrior caste, and on its own it doesn't seem dangerous. However, if many gnawlers are grouped together, things change. A social creature, it cannot reproduce individually.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: A Friend on September 21, 2015, 08:12:57 AM
Quote from: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.

Neat. Now my colonist can eat alien ticks.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Beathrus on September 21, 2015, 09:35:51 AM
Quote from: A Friend on September 21, 2015, 08:12:57 AM
Quote from: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.

Neat. Now my colonist can eat alien ticks.

I feel like... we need alien bug armor!
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Ptolisgoodguy on September 21, 2015, 01:39:32 PM
I really want the ability to either tame or recruit the hive members if you incapacitate them and hold them prisoner.

That would lead to either some really weird colonists, or some epic 'RELEASE THE ANTIS!' moments.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Shackleberry on September 21, 2015, 01:57:33 PM
Quote from: Beathrus on September 21, 2015, 09:35:51 AM
Quote from: A Friend on September 21, 2015, 08:12:57 AM
Quote from: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.

Neat. Now my colonist can eat alien ticks.

I feel like... we need alien bug armor!

A "chitin" resource from butchering/machining them and a new recipe for chitin-plated armor at the machining/smithing table?
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Beathrus on September 21, 2015, 03:50:03 PM
Quote from: Shackleberry on September 21, 2015, 01:57:33 PM
Quote from: Beathrus on September 21, 2015, 09:35:51 AM
Quote from: A Friend on September 21, 2015, 08:12:57 AM
Quote from: rooki1 on September 21, 2015, 08:05:12 AM
Quote from: A Friend on September 21, 2015, 08:00:30 AM
:U

Is the NOPE hive a faction? Like does it raid you or is it just another animal to hunt around?

Unfortunately for the colonists, they are faction just like Mechanoid hive. I'll add more insects later, after adding some gazelles and hippos. Well, you can also see some roaming insectoids in wild.

Neat. Now my colonist can eat alien ticks.

I feel like... we need alien bug armor!

A "chitin" resource from butchering/machining them and a new recipe for chitin-plated armor at the machining/smithing table?

Yes, Or maybe a special table, just for it. Like, buy the table from an Exotic good merchant; and it'll allow you to work the chitin into gear.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: caboose410 on September 21, 2015, 05:12:50 PM
Quote from: Ptolisgoodguy on September 21, 2015, 01:39:32 PM
I really want the ability to either tame or recruit the hive members if you incapacitate them and hold them prisoner.

That would lead to either some really weird colonists, or some epic 'RELEASE THE ANTIS!' moments.
Yeah that would be extremely cool. I think rooki1 should eventually add a hivemind/queen creature that can be purchased or tamed. And once you have her you can breed new/tame existing hive creature to join your hivemind. Either way, the queen should play a big role for this faction, like when she is killed other bugs just scatters or something.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Fallatus on September 21, 2015, 05:42:45 PM
Quote from: caboose410 on September 21, 2015, 05:12:50 PM
Quote from: Ptolisgoodguy on September 21, 2015, 01:39:32 PM
I really want the ability to either tame or recruit the hive members if you incapacitate them and hold them prisoner.

That would lead to either some really weird colonists, or some epic 'RELEASE THE ANTIS!' moments.
Yeah that would be extremely cool. I think rooki1 should eventually add a hivemind/queen creature that can be purchased or tamed. And once you have her you can breed new/tame existing hive creature to join your hivemind. Either way, the queen should play a big role for this faction, like when she is killed other bugs just scatters or something.
Or maybe they all go into a frenzy, attacking whatever is closest to them, Including their own.
Title: Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
Post by: Herc18 on September 21, 2015, 06:22:58 PM
LOVE the new additions, Agree with the armor and weapons being made out of the shells would be really cool, This is my new favorite mod to follow! Keep up the good work :)))
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on September 22, 2015, 02:32:42 AM
Hot fix.

There was an error that Insectoid don't attack other factions.
After a short discussion, they have agreed with me to attack your colony. Yay.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: whoishigh on September 22, 2015, 03:16:05 AM
Like everyone else, I'm loving the artwork! Keep up the good work!
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Wild Card on September 22, 2015, 02:40:05 PM
Yeah they look great and i think this mod will be a fine adition to the rimworld...world :)
GL with your next ones.
Also as a sidenote, it says on my turtle that it`s producing cotton...shouldn`t it be shells?
And do you have any plans of making some of the feathers shells mandibles whatevers of creatures be craftable into weapons or equipment or something like that.
Like an armor suit of some medieval faction made from fort turtle scales.  Or a raptor feather headdress for the great warriors of some tribe
And so on...ofc i mean craftable by the player
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: AllenWL on September 23, 2015, 12:34:26 AM
Just a question, but have you ever considered getting someone to proofread the lore and such for the mod?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on September 23, 2015, 01:24:19 AM
Quote from: AllenWL on September 23, 2015, 12:34:26 AM
Just a question, but have you ever considered getting someone to proofread the lore and such for the mod?

Well, I'll a keenly appreciate anyone who help me. Writing in a foreign language is not an easy job to me.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Loki88 on September 23, 2015, 01:48:35 AM
Quote from: rooki1 on September 22, 2015, 02:32:42 AM
Hot fix.

There was an error that Insectoid don't attack other factions.
After a short discussion, they have agreed with me to attack your colony. Yay.

Does the hotfix require a new save or new world?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on September 23, 2015, 01:51:09 AM
Quote from: Loki88 on September 23, 2015, 01:48:35 AM
Does the hotfix require a new save or new world?

You don't need make new world. Just overwrite it.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Loki88 on September 23, 2015, 02:04:52 AM
Quote from: rooki1 on September 23, 2015, 01:51:09 AM
Quote from: Loki88 on September 23, 2015, 01:48:35 AM
Does the hotfix require a new save or new world?

You don't need make new world. Just overwrite it.

New save though?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on September 23, 2015, 02:20:19 AM
Quote from: Loki88 on September 23, 2015, 02:04:52 AM
Quote from: rooki1 on September 23, 2015, 01:51:09 AM
Quote from: Loki88 on September 23, 2015, 01:48:35 AM
Does the hotfix require a new save or new world?

You don't need make new world. Just overwrite it.

New save though?
It doesn't needs new save file. You can use your old save files.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Loki88 on September 24, 2015, 09:20:14 AM
I forgot to grab a screen shot, but the bugs actually came to my rescue by accident :P

Randy decided I needed a psychic ship, a tribal raid, and an insectoid raid... All within 3 minutes... Ship drops in, I head out to deal with it. Tribals show up and begin to attack right away, I try to break away from the mechs to deal with tribals when the bugs pop up right where the tribals are and go nom nom on the tribals...

I now love them that much more :P
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Hiztaar on September 24, 2015, 02:57:28 PM
Outstanding graphics ! O_O
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Pheanox on September 24, 2015, 09:40:34 PM
The feather raptor is adorable.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Fallatus on September 25, 2015, 02:05:27 AM
I've got a suggestion for the bugs.
Sometimes when the insectoids arrive they'll start scouting the area for a suitable location (maybe a steam vent?), Then when they've found one they "set up camp" and wait around it, defending it from anyone that gets too close and maybe digging around to make room.
If after a few days they have not been killed, A queen will arrive and try to make it to the location, Once she does she'll create a hive nest that will produce more insectoids over time, Some of which will occasionally go on excursion to your base.

I imagine that if the nest gets too damaged the queen would come out of it and try to escape or if it gets destroyed first she'll come out either incapacitated or damaged.

Also, If these insectoids are meant to be the same as the ones engineered to fight mechanoids, Maybe have them prioritize any mechanoids on the map?

The art for your beasties is wonderful by the way, Completely awesome.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: praguepride on September 26, 2015, 06:16:26 AM
I haven't had the chance to see them in action just yet but looking through the mod folder I agree above, the artwork is fantastic! Keep up the good work!
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: praguepride on September 26, 2015, 07:35:25 AM
Alright got the Fort Turtle and here is your proofreader (emphasis added to show fixes)

QuoteThe fortress turtle is a living citadel. Designed to be a moving bunker, this behemoth is believed estimated to have been be created for protecting soldiers during while mechanoid invasions. Fortress turtles have has periodically harvestable shells. This shell can be used as a strong composite alloy. furnishes material for military. A reliable protector and strong porter, a fortress turtle can be a valuable asset for an outpost will be your great companion.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: MultiDavid on September 26, 2015, 10:33:10 AM
Quote from: praguepride on September 26, 2015, 07:35:25 AM
Alright got the Fort Turtle and here is your proofreader (emphasis added to show fixes)

QuoteThe fortress turtle is a living citadel. Designed to be a moving bunker, this behemoth is believed estimated to have been be created for protecting soldiers during while mechanoid invasions. Fortress turtles have has periodically harvestable shells. This shell can be used as a strong composite alloy. furnishes material for military. A reliable protector and strong proter, a fortress turtle can be a valuable asset for an outpost will be your great companion.
~

you missed one, at ''reliable protector and strong PROTER'' but otherwise, well done |
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: skyarkhangel on September 27, 2015, 03:03:11 AM
Quote from: rooki1 on September 23, 2015, 02:20:19 AM
-SNIP-

rooki1, i think 3px stroke too much.

with 1px stroke. My modified version f. raptor
I think looks in game  much better.

[attachment deleted due to age]
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: skyarkhangel on September 27, 2015, 03:05:28 AM
Also with 1px stroke for hive.

[attachment deleted due to age]
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FridayBiology on September 27, 2015, 09:17:40 AM
Now all i need is a Hypnotic-Peacock-like beast that causes nearby animals to become aggressive towards humanoids. Ideally it'd spawn without event notification :P
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Topper on October 04, 2015, 02:49:20 AM
The meat is useful but shouldnt the bugs drop shells or skin for tailoring/construction?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FridayBiology on October 05, 2015, 08:10:33 AM
any chance of a fire breather?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: argusthecat on October 06, 2015, 12:31:51 AM
Loving the mod so far.  It adds a good deal of flavor to the world, and the art fits perfectly.

I do agree with the person two comments above me that the insectoids should have some chitin drop when butchered.  I like to link up mods sometimes, and I feel like that would be the perfect stuff to make Ish's Medieval Armor out of.  Good against sharp, shatters to blunt.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: TheGentlmen on October 24, 2015, 02:18:22 PM
Hello Lokki,

I've found a bug :)

Under SoundDefs/Pawn_Vox.xml:
  <SoundDef>
    <defName>Pawn_Raptor_Death</defName> 
    <eventNames /> 
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Folder">

            <clipFolderPath>Things/RaptorDeath</clipFolderPath>
          </li>
        </grains>     
        <volumeRange>
          <min>5</min>       
          <max>10</max>
        </volumeRange>     
        <pitchRange>
          <min>0.9311765</min>       
          <max>1.045882</max>
        </pitchRange>     
        <sustainLoop>False</sustainLoop>
      </li>
    </subSounds>
  </SoundDef>

But the audio file is located/called 'Things/Dead'

The soloution is simple, change the file name to 'Things/Death'

-Gentz
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: «Temple» on October 24, 2015, 04:53:32 PM
At the beginning of the game, theres little walls that are built with Fort Turtle shells, and that's the only thing holding me back from installing and playing with it, and shells shouldn't be usable as cloth(I.E. Shirts pants etc.) and should only be used for armor.(vest helmet etc.)
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: LustrousWolf on October 25, 2015, 11:36:41 AM
For some reason the Gnawlers when they are on sandbags no one will shoot them, including turrets. Not sure if this is intended or not? But they just sit on the sandbags around my turrets and demolish them whilst the turret and my colonists stand there. They begin to resume shooting immediately when they step off of the sandbags. The big ant creature is fine, they all get shot dead even when on sand bags, just gnawlers that do not get shot.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Dragoon on October 28, 2015, 06:48:06 PM
Quote from: Hunter00064 on October 24, 2015, 04:53:32 PM
-snip-

There are crocodile skin boots so why not shell?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: starburst98 on October 29, 2015, 02:00:49 AM
are the insectoid hive units supposed to be the deadlier cousins of the Megascarab it alludes to in it's description? interesting idea could be that they COULD be tamed but only if you have some megascarabs assigned to the tamer. with more giving you better odds. this is because the megascarabs are emitting a sort 'trust the human' signal into the hivemind, causing the bigger ones to lower their guard.
like they have a massively high 'attack on tame failure' chance that goes down per scarab. so only colonies that can support having a swarm of scarabs around, as in, more late game ones, would have a fair chance of not having their tamer bitten in half.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: caboose410 on November 04, 2015, 07:22:33 PM
Just wandering is this mod still being updated or did the author move on?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: A_Soft_Machine_Man on November 04, 2015, 10:01:36 PM
Quote from: caboose410 on November 04, 2015, 07:22:33 PM
Just wandering is this mod still being updated or did the author move on?

Rooki1 tends to update semi-infrequently. If he makes major progress on an update/fix, I'm sure he'll let us know.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FridayBiology on November 06, 2015, 04:35:00 AM
Hey, Rookie doing a new letsplay featuring your Rimbeast mod as the main endgame. Stealing your description text for the letsplay, though email me if you've any issues and i can take it down.

https://www.youtube.com/watch?v=DEU14Ki9OWs
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: henkepro on November 06, 2015, 12:27:51 PM
Hey guys, im stumbling upon a problem where my raptor refuses to go beyond 50% Fertilized egg, have been patiently waiting on it for some ingame time... Need help! Thx
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Komyets on November 16, 2015, 09:15:34 PM
I'll give this mod a try and see how it behaves with CombatRealism, I suspect there will be inbalances since you say that a Fort Turtle has immense armor, CR changes, adds and rebalances many stats regarding weapon Armor Piercing, and Armor values in very complex ways, lets hope this doesnt makes Fort Turtle an invulnerable foe.

EDIT: The mod description doesnt specify if RimBeast is compatible with saved games, I enabled this mod on a new game though, havent found the new creatures yet except for an Antis who attacked the colony early on, was easy to defeat.

Still, I reccomend pointing out if this is compatible with already saved games too, could increase the number of downloads :)
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Hiztaar on November 23, 2015, 11:03:30 AM
I will say Antis are just outstanding. It replaces Xenomorphs pretty well. I have some very intense battles raging on. Guy that's crazy.  ;D
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: «Temple» on November 25, 2015, 04:04:32 PM
Quote from: Dragoon on October 28, 2015, 06:48:06 PM
Quote from: Hunter00064 on October 24, 2015, 04:53:32 PM
-snip-
All crocodile skin is is just hardened leather that has a natural form to represent what we call chainmail.
There are crocodile skin boots so why not shell?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Komyets on November 26, 2015, 03:50:44 PM
What is the "Hot Fix" about?, I'm curious.

EDIT: Ignore this message, I meant to post it in a different thread, my bad XD
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: duduluu on December 13, 2015, 12:27:05 PM
the raptor will be name when a colony tame it. the turtle won't be name.
how to achieve?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Dspendragon on January 20, 2016, 09:02:00 PM
Is there someway you could make them attack more often, like I went 3 months in game without a attack and then they only sent one little tick thing. At first I thought that they where building an army and almost had panicattack when I saw the warning messge pop up and thought the must have built their army, but nope. One. One little tick thingy . Torn to shreds by my defenses. T-T. I felt so bad after I killed it, It made a weird noise when it died. please even their chances by somehow making them more in numbers. T-T....Now I Must Go. My People Need Me (by people I mean my cat).     
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Emottaja on January 26, 2016, 03:59:41 PM
My Fort Turtles are being a bit silly, they prefer to drink all of the beer my colonists make, even tough there's a crapton of hay, meat and meals lying around right next to the beer.

Only noticed this after one of my Fort Turtles overdosed and died of beer and the rest of them where drinking the bottles right after my colonist dropped them.  :P
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Xeldrakka on January 26, 2016, 07:29:31 PM
That's freaking awesome man. XD I mean, really tragic and obviously needs to be fixed, but the mental image I got from reading that was hilarious.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: AllenWL on January 27, 2016, 02:00:54 AM
I think that's a problem with animals. A while back, we had all sorts of posts in the reddit about animals drinking themselves dead and so on.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Kadrush on March 08, 2016, 07:56:26 AM
An Alcoholic Fort Turtle is a hilarious mental image
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: sproutprinceps on April 13, 2016, 03:23:39 AM
Seem like the description of the insect in A13 match those of Antis ;D
Anyway, will there be an update to this mod? I miss it so much, can't wait to mow down the insects.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: rooki1 on April 13, 2016, 05:20:32 AM
Quote from: sproutprinceps on April 13, 2016, 03:23:39 AM
Seem like the description of the insect in A13 match those of Antis ;D
Anyway, will there be an update to this mod? I miss it so much, can't wait to mow down the insects.
Well, now I'm working on feral pack. It will needs some time to update.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: sproutprinceps on April 16, 2016, 04:39:34 AM
Quote from: rooki1 on April 13, 2016, 05:20:32 AM
Quote from: sproutprinceps on April 13, 2016, 03:23:39 AM
Seem like the description of the insect in A13 match those of Antis ;D
Anyway, will there be an update to this mod? I miss it so much, can't wait to mow down the insects.
Well, now I'm working on feral pack. It will needs some time to update.
Thank so much for the concern for fellow rimworld player  ;D ;D ;D
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Dimbledorf on July 10, 2016, 11:34:35 AM
Could you update this to a13?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: A_Soft_Machine_Man on July 11, 2016, 12:30:53 PM
Quote from: Dimbledorf on July 10, 2016, 11:34:35 AM
Could you update this to a13?

I can't say anything officially, but I think if Rooki does update this mod he'll wait until A14 since it's going to change up animal pawn AI behavior.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: kaptain_kavern on July 11, 2016, 12:55:22 PM
Want some animals?

https://ludeon.com/forums/index.php?topic=17087

Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: bazalisk on August 05, 2016, 07:23:04 AM
Rooki,  show these wee beauties some A14 love will yea?  :D
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Lennbolt7 on August 05, 2016, 10:20:17 AM
I second this. If nothing else, the creatures from this mod could be put into that xeno beasts pack for Rimsenal.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Lem Wright on January 16, 2017, 08:50:42 PM
Any chance of an A16 update?
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Sarelth on January 26, 2017, 11:15:20 PM
Made a quick update for this as a personal project. (And by quick I mean 24 hours of trying to get a clue.)
I'll add it here for the time being. If anyone objects I can remove it later.

The only thing I could not get working really well was the ThinkTree. If anyone has pointers for that I would gladly take them.

: My update version (http://www.dropbox.com/s/s73oti3mfcn6tpj/RimBeast.rar?dl=0) :
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FreyaMaluk on January 27, 2017, 10:35:17 AM
Quote from: Sarelth on January 26, 2017, 11:15:20 PM
Made a quick update for this as a personal project. (And by quick I mean 24 hours of trying to get a clue.)
I'll add it here for the time being. If anyone objects I can remove it later.

The only thing I could not get working really well was the ThinkTree. If anyone has pointers for that I would gladly take them.

: My update version (http://"https://www.dropbox.com/s/s73oti3mfcn6tpj/RimBeast.rar?dl=0") :

the link is broken
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Sarelth on January 27, 2017, 07:32:47 PM
Should be fixed now, let me know if there are any problems or ways I can try to improve this.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FreyaMaluk on January 28, 2017, 02:46:37 AM
Quote from: Sarelth on January 27, 2017, 07:32:47 PM
Should be fixed now, let me know if there are any problems or ways I can try to improve this.

thnks... gonna give this one a try
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Lethe on March 28, 2017, 01:38:28 PM
Quote from: Sarelth on January 27, 2017, 07:32:47 PM
Should be fixed now, let me know if there are any problems or ways I can try to improve this.

Your link still seems to be broken btw. Thanks for updating it to a16 for us.
For anyone else: www.dropbox.com/s/s73oti3mfcn6tpj/RimBeast.rar?dl=0

Edit: In case anyone else wants their raptors to eat kibble.

Go to Mods\RimBeast\Defs\ThingDefs_Races and open Races_FRaptor with notepad and find the line "<foodType>CarnivoreAnimalStrict</foodType>" towards the middle of the file. Change it to "<foodType>CarnivoreAnimal</foodType>". Save and exit the file.

I'm going to assume fixing Raptors via ADS doesn't work. If/when mine get injured and I tweak the ADS to support them I'll come back here and provide a copy for anyone else. Alternatively, if someone reading this already tweaked their ADS to support them it'd be cool if you upload and link it.
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Sarelth on May 05, 2017, 04:28:08 AM
Looks like I deleted the mod from my Dropbox for some reason at one point. Here is a new link.
https://www.dropbox.com/s/8ew6fxy9c8cso5j/RimBeast.rar?dl=0 (https://www.dropbox.com/s/8ew6fxy9c8cso5j/RimBeast.rar?dl=0)
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Halcyel on July 09, 2017, 03:33:57 PM
Any chance of get this awesome mod for A17? :O
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: FosterKicks on August 16, 2017, 09:40:09 AM
Quote from: Halcyel on July 09, 2017, 03:33:57 PM
Any chance of get this awesome mod for A17? :O

Yea =/
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: SpaceDorf on August 16, 2017, 12:12:17 PM
Quote from: VauntedPixels on August 16, 2017, 09:40:09 AM
Quote from: Halcyel on July 09, 2017, 03:33:57 PM
Any chance of get this awesome mod for A17? :O

Yea =/

Pretty good chances ...

Praise the Mod-Fairy

https://ludeon.com/forums/index.php?topic=35038.0 (https://ludeon.com/forums/index.php?topic=35038.0)
Title: Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
Post by: Modraneth on April 13, 2018, 04:07:35 AM
Any chance of get this awesome mod for A18?