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Topics - SargBjornson

#1
So, subject...

I was uploading a new version of one of my mods, RimBees, when electicity suddenly went out at home. Now if I try to update again, the button is missing from the UI. It is present for any other mod, it's just missing from the mod that was interrupted mid-upload.

Any help would be appreciated

EDIT: Before someone asks, yes, I'm in dev mode, all my other mods can be updated. Also the PublishedFileId is there and it's correct. It's as if Steam wasn't recognizing me as the owner
#2
Hi!

The way things are now, we can release the mods in both 1.0 and 1.1, but if we include the <packageId> tag in about.xml the mod will give a (harmless) red error when loaded in 1.0, since the XML parser finds something it wasn't prepared to parse.

Is there actually a way to fix this? I have noticed that if the tag isn't specified the game generates one with author.modname, but I don't know if that's cool or it's better that we generate them ourselves.

tc
#3
Releases / [1.2] Alpha Biomes
August 21, 2019, 11:57:46 AM

Adds multiple unique new biomes to Rimworld.
   
Features

Adds 10 new diverse biomes to your Rimworlds. The mod has been designed with the Alpha Animals mod in mind, although it is not a requirement.


  • The Mycotic Jungle: a warm and humid biome filled with HUGE mushrooms. Home to the Wildpod and some weird mushroom varieties of usual creatures.
  • The Gallatross Graveyard: an arid temperate biome, littered with the skeletal remains of ancient beasts.
  • The Feralisk Infested Jungle: a warm, wet biome with incredibly dense vegetation, filled to the brink with extremely dangerous predatory spiders.
  • The Ocular Forest: a weird transdimensional realm intruding upon our Universe. Home to strange new flora and fauna.
  • The Gelatinous Superorganism: a swampy biome that is actually the upper surface of an extraordinarily large mold-like creature. No rocks to be found, but plenty of food.
  • The Mechanoid Intrusion: a desolate temperate biome with mechanical ruins. Apparently an ancient mechanoid attempt at turning the planet into a megastructure.
  • The Propane Lakes: a frozen wasteland, colder than the most inhospitable Sea Ice, but teeming with aberrant flora and fauna.
  • The Forsaken Crags: permanently clouded by a preternatural darkness, light is the most valuable commodity in this desertic landscape. Inspired by (and compatible with) the Forsakens mod.
  • The Tar Pits: an arid biome rich in vegetation, filled with treacherous tar pits that make movement quite difficult. Beware the Bumbledrone hives!
  • The Pyroclastic Conflagration: a volcanic expanse of unrelenting and brutal nature. Fire and lava are both your worst enemy and your best friend in this biome.

The biomes have been tweaked so they don't take too much space in the world map, and you might have to generate a planet again if some biome is not appearing, since they have different temperature and humidity characteristics.

Issues
Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Plans for the future
Obviously, more biomes!

Compatibility
Compatible with any other biome mod
Compatible with Alpha Animals (obviously)
Compatible with Dinosauria
Compatible with Megafauna
Compatible with Animal Collab Project
Compatible with Rim of Madness - Bones
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Downloads
Steam
GitHub

Credit
Bone planet: Hyptosis https://opengameart.org/content/bone-planet
Some sounds by Mike Koenig at http://soundbible.com

Changelog
See full changelog on GitHub
#4
Magical Menagerie

Features

Adds 12 new creatures to the diverse biomes of your Rimworlds, all of them based on mythological and magical creatures from different ancient cultures and sources. Similar to Alpha Animals, the philosophy of this mod is that every new creature tries to bring some new mechanic into the game, whether it be fire breathing cattle, acid and poison spewing behemoth, or faster than average steed. Some of the mechanics are simple, others much more complex.

Animals will spawn with different rates in different biomes, and should appear at the same rate as vanilla animals (wolves have been taken as a benchmark, not rats).

Bear in mind that spawn probabilities have been calculated with no other animal mods installed. If you have, for example, Animal Collab Project, less animals from this mod will appear, obviously.


 

 

 

 

 

 

Download
On Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1821617793
On GitHub: https://github.com/juanosarg/MagicalMenagerie/releases

Issues

There shouldn't be any. Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

Plans for the future

Obviously, more animals!

Compatibility
Compatible with A Dog Said...
Compatible with the implants from Genetic Rim and gene extraction
Compatible with Nature's Pretty Sweet
Compatible with Advanced Biomes
Compatible with Lords of the Rims - Elves (mallorn biome)
Compatible with A RimWorld of Magic (animals drop Raw Magicyte)
Uses Harmony (no need to download)
Uses ModCheck (no need to download)

Credit
Some sounds by Mike Koenig at http://soundbible.com
Some sounds by Stephan Schutze at http://soundbible.com
Fire sound by JaBa at http://soundbible.com/1902-Fire-Burning.html
https://www.freesoundeffects.com/
Horse sounds by soundslikewillem https://freesound.org/people/soundslikewillem/sounds/418428/
"Horse Whinny, Close, A.wav" by InspectorJ (www.jshaw.co.uk) of Freesound.org

Changelog
v1.0: Release version (01/08/19)
v0.1: Prerelease

#5
Releases / [1.0-1.1] RimBees - 4.0 (30/07/20)
November 06, 2018, 06:12:02 AM
RimBees

Welcome to RimBees! One day I was thinking, "what does RimWorld need?" It needs bees, of course! Not just a simple mod where you can get some bees, and they produce some honey, and that's it. No, I mean a full fledged mod in the spirit of modded Minecraft, where you can crossbreed different species of bees to get all sorts of bizarre creations (I'm seeing a trend in my mods, uh...) that produce all kinds of resources so that, with a certain amount of work, you can run a colony entirely on bees.

This mod draws inspiration from the Forestry mod for Minecraft, as well as from the Frackin Universe mod for Starbound, but tries to be also adapted to the characteristics of RimWorld.

Features
- Beekeeping: find wild bees in all biomes, build beehouses to put them to work! A single beehouse won't do much, so prepare to build a few. Are you in an extreme biome? There are low-efficiency climatized beehouses available for you until you can get bees that modify allowed temperatures!

- Bee breeding: Mix two breeds of bees in a beehouse, and use a brood chamber to multiply them, and an hybridization chamber to get new species (more than 30)!

- Honey making: Centrifuge the combs produced by the bees to get honey and wax.

- Cooking and building: honey can be used as an ingredient in cooking, and wax can be used as a building material.

- Mead brewing: turn honey into mead to make your colonists happy (and drunk)

- Wax lighting: candles are a quaint and cheap way to light your base

- Resource gathering: many of the bees produce combs with more things than honey and wax. Will you find the Luciferium-producing bees?

- Research: discover new exciting bee combinations

- Pollination: plan your growing zones around your beehives and increase your crop production

Awesome animation by Chicken Plucker

Wiki
All mod info available at https://rimworld-bestiary.fandom.com/wiki/RimBees

Issues
Balance is always a work in progress!

Notes
Most of the mod is pretty well explained in the item and research project descriptions. I have also created a simple crossbreeding chart to help you get started!



Plans for the future
More bees!

License
I honestly don't care, use this as you wish. I even included the source for the c# part.

Download
Current release, updated for Rimworld Release version, can be downloaded at:
GitHub
Steam Workshop

Compatibility
Right now, the mod shouldn't give problems. In the future, I'll add patches to make new bee species that give modded materials

Credit

Fancy Food Items by KanaX: https://forums.rpgmakerweb.com/index.php?threads/fancy-food-items.44398/
Wax floor textures from the Apini Mod: https://ludeon.com/forums/index.php?topic=31076.0
Thanks to TheSevenSins for helping on the 2.0 update

Changelog
v4.0: Complete retexture of the mod from the gound up (30/07/20)
v3.0: Updated to RimWorld 1.1 (19/02/20)
v2.032: Added mushroom tree hives for the Mycotic Forest in Alpha Biomes (10/11/19)
v2.031: Fixed bug with mead fermenting barrels (4/11/19)
v2.01: Added properties to honeys so they transfer their special stats to meads and other food. Fixed adding chambers to beehouse blueprints. Added an option to automatically add a growing zone around beehouses (29/09/19)
v2.0: Updated everything. Beekeeping work type, queueing of bee jobs, externalization of most code on XML files, "extract from any comb" recipe, added 8 new bees, new combs, new honeys, new waxes. Seriously, check the changelog on GitHub because I almost rewrote the entire mod (26/09/19)
v1.01: Bugfixes. Added rotatable workbenches (12/11/18)
v1.0: Release version (06/11/18)
#6
Unfinished / [WIP] [1.0] RimBees
October 19, 2018, 04:50:48 AM

So, I thought, "what does RimWorld need?" It needs bees, of course! Not just a simple mod where you can get some bees, and they produce some honey, and that's it. No, I mean a full fledged mod in the spirit of modded Minecraft, where you can crossbreed different species of bees to get all sorts of bizarre creations (I'm seeing a trend in my mods, uh...) that produce all kinds of resources so that, with a certain amount of work, you can run a colony entirely on bees.



This mod is RimBees! Original name! Obviously it draws inspiration from the Forestry mod for Minecraft, as well as from the Frackin Universe mod for Starbound, but tries to be also adapted to the characteristics of RimWorld.

In this mod, you'll at first hunt down hives that spawn naturally in all biomes, with two basic breeds: Temperate and Mild bees. By placing them in a beehouse, they will produce honeycombs around once a day, as long as temperature, daylight and lack of rain are OK. These honeycombs can be processed in the Honey Centrifuge, producing honey and beeswax.



Honey is used in cooking, with many new dishes ready to be prepared in the Beekeeping Workbench



Wax is a building material. It can be used to make regular furniture, but also to make specific things like candles, or wax floors.

If you place different bees in a beehouse, for example a Temperate Queen and a Mild Drone, the beehouse will sometimes produce a Temperate Comb, and sometimes a Mild Comb. But there is more! If you attach an Hybridization Chamber to the beehouse, a mutant queen will sometimes appear. A new breed!

Every bee breed has specific traits. For example, Swamp bees can work in the rain, and their combs produces raw mushrooms. When the mod is released I'll add some charts detailing all the mutations, but some of them will be hidden, meaning you won't get the more powerful bees unless you experiment a little (or take a look at the source code, you dirty, dirty cheater).

As for beehouses themselves, there are going to be three tiers. The first one will be basic, easy to build. The second one will be electricity powered, and provide a boost to bee production. The third one hasn't been coded yet but it's going to need some specific high-tier bee products, and do something awesome.



Development is now quite advanced, and it'd say it will be ready in about a month, more or less.
#7
Releases / [1.0 - 1.1] Alpha Animals - 2.08 (16/03/20)
October 18, 2018, 03:28:58 AM

So, it is finally released!

Alpha Animals is a mod adding awesome creatures to the game. They were drawn by A_Friend, aka SentientLine and coded by milon, Skullywag and kaptain_kavern, but the mod wasn't kept updated mainly due to RimWorld updates constantly messing up with certain features of the mod (original thread: https://ludeon.com/forums/index.php?topic=17087.0)

Well, since I have experience with Genetic Rim and some spare time, I asked Skullywag for permission to take care of the mod, to see if A_Friend's creations could finally see release in 1.0.

The challenge was that A_Friend envisioned his creatures as adding something new to the game beyond purely the animal's graphics, so I tried to add new concepts and mechanics that make every creature unique, as well as a great threat or opportunity if properly exploited.

Without further ado, here are the beasts!

Implemented creatures

Aerofleet for Non-extreme biomes

A small, floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter, these squishy creatures wander the lands, aimlessly bouncing off objects in their path.
One of the few rare creatures around here that strangely isn't out for human blood. Well, isn't that nice?
Aerofleets are genderless, and reproduce by strobilation, a form of asexual reproduction.

New mechanics and cool things: Asexual reproduction, Event (colossal aerofleet passing by, similar to Thrumbo migration), Explodes on death, custom blue meat (this last thing is SUPER game changing. It's BLUE!!!).

Arctic Lion for Cold Biomes

These large descendants of the now almost extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.

New mechanics and cool things: Event (A stealthed Arctic Lion stalks your colonists)

Barbslinger for Arid Biomes

A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it's no stranger to combat.
New mechanics and cool things: Venomous creature with a ranged attack that throws barbs

Blizzarisk for Cold Biomes

Someone once thought that creating supersized spiders for hyperweave-webs production was a good idea. Their home planet is now reduced to a Marble World; a world completely purged by atomic fire. The Blizzarisk is a mutant variation of the Feralisk that has adapted to extremely cold climates.
Blizzarisks attack by throwing spider webs at their prey. These huge webs both stun and freeze anyone they touch, allowing the Blizzarisk to close in and finish the kill with their fearsome venom laced fangs.

New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and freeze. Event (a clutch mother appears and starts laying eggs. Grey goo scenario!)

Bouldermit for All biomes

A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.

New mechanics and cool things: Periodically can be "mined" to get random rock chunks. Event (a gargantuan Bouldermit will cross the map, and it will just crush almost everything on its path unless stopped. It feeds on your tears. Sweet, sweet tears)

Cactipine for Arid Biomes

In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.
New mechanics and cool things: Produces a meat that is actually vegetable, produces medicinal quills, Event (a terraforming drop pod filled with hostile cactipines lands and starts spawning them every few hours).

Devilsheep sold by Traders
Male

Female

A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don't listen to its whispers.

Dunealisk for Arid Biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. The Dunealisk is a mutant variation of the Feralisk that has adapted to extremely hot climates. Dunealisks attack by throwing spider webs at their prey. These huge webs stun and burn anyone they touch, allowing the Dunealisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and burn.

Feralisk for Non-extreme biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. Feralisks attack by throwing spider webs at their prey. These huge webs stun anyone they touch, allowing the Feralisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun.

Frostmite for Cold Biomes

A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.
New mechanics and cool things: Feeds on corpses. Digs frozen corpses when hungry. This is either very messy, or a lifesaver, depending on how cannibal-y you are feeling.

Gallatross (Legendary) for All biomes

Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can't copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.

New mechanics and cool things: Throws rocks as a ranged attack. Event (gallatross wandering).

Groundrunner for Non-extreme biomes

A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can't break, and for hauling large boulders that their owners can't lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.

New mechanics and cool things: Groundrunners will happily help your colonists mine rocks and minerals. They are however quite lazy and get distracted easily.

Ironhusk Beetle sold by Traders

Ironhusk beetles were genetically engineered by one of the miriad mining companies operating on the Rim. It's a peaceful farm animal that occasionally sheds metallic husks that can be smelt into steel, thus negating the need for heavy machinery in mining operations. As a downside, the beetle consumes a huge amount of wood from live trees.
Sadly, the mining company that created the Ironhusk beetles didn't account for this, and several planets on the Rim are now a barren ecological disaster.

New mechanics and cool things: Farm animal bought from vendors that produces steel chunks.

Lockjaw for wet biomes

A very large animal native to this planet's tropical regions. Nicknamed Lockjaws both for their incredibly strong bite force and for the disease they transmit, which afflicts its victims with a moderate facial paralysis that makes eating extremely uncomfortable. Despite having a guillotine for a mouth, the Lockjaw does not seem to be an overly aggressive creature; Preferring to prey on the local wildlife rather than the local populace.

New mechanics and cool things: Trasmits the Lockjaw disease.

Mammoth Worm for Arid Biomes

An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.
Originally, the Mammoth Worm was specifically bred as a living siege engine to destroy mechanoid structures, and as such it can be extremely effective.

New mechanics and cool things: Siege mechanics, extra damage against walls. These are part of the Black Hive faction, but can appear wild too.

Meadow Ave for Non-extreme biomes

A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.
New mechanics and cool things: Unlike the Ford Model T, comes in many colours, except black. Alsoooo, probably future Giddy Up integration to make them the perfect mount. Yeah, it is a Chocobo.

Megalouse for Non-extreme biomes

A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that are a joke compared to their former numbers and with killer instincts that yearn to be reawakened once more.

New mechanics and cool things: These are part of the Black Hive faction, but can appear wild too.

Needlepost for Arid Biomes

A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus), but having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.
Needleposts can derive nutrition from very small amounts of rotting vegetables, but they need a huge amount of sunlight (or equivalent) over anything else. Nights won't affect them, but a solar eclipse is usually fatal to them.

New mechanics and cool things: Ranged attacks, light sustenance.

Nightling for All Biomes

A sleek predatory beast with rows of quills on its back. The Nightling is a purely nocturnal hunter, hence its name, and isn't at all shy to prey on much larger animals, or people, than itself. Apart from its strong jaws, nighlings can throw the quills on their backs to overpower their prey.
New mechanics and cool things: Ranged attacks, nocturnal creature that only sleeps during the day.

Raptor Shrimp for wet biomes

A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes"

New mechanics and cool things: Impressive regeneration abilities.

Tetraslug (Legendary) for All biomes

These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions. It is rare to see one without the iconic power cores that protrude from their backs, as their unique bodily chemical composition is capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.

New mechanics and cool things: Ranged plasma attack. Slowly recharges nearby batteries.

Wildpods for wet biomes

This lumbering mass of apparently decomposing plant matter is a Wildpod, a sentient mycoid creature native to some jungle infested planet on the Rim. The Wildpod is almost impervious to gunfire, with bullets simply being absorbed into its mass without doing much damage, but very weak to fire. Interestingly, it reproduces asexually by releasing clumps of spores every few weeks.
New mechanics and cool things: Can't be damaged easily by guns. Prepare your molotovs!

The Black Hive for All biomes

All insectoid were created to fight mechanoids. The Black Hive were the best of the best, an insectoid hive so vicious and so terrifying that any mechanoids with half a brain would just flee when encountering them. That, however, was many years ago. Nowadays remnants of the black hive roam in the RimWorlds, a latent menace to anyone using advanced technology.
New mechanics and cool things: The Black Hive periodically starts raids using Megalice, Mammoth Worms, and black versions of the three base insectoids that use ranged attacks. This can be deactivated using Mod Options, for those who think it is too much of a challenge.
#8
Unfinished / [WIP] [1.0] Alpha Animals
September 17, 2018, 10:29:51 AM

Alpha Animals is a mod adding awesome creatures to the game. They were drawn by A_Friend, aka SentientLine and coded by milon, Skullywag and kaptain_kavern, but the mod wasn't kept updated mainly due to RimWorld updates constantly messing up with certain features of the mod (original thread: https://ludeon.com/forums/index.php?topic=17087.0)

Well, since I have experience with Genetic Rim and some spare time, I asked Skullywag for permission to take care of the mod, to see if A_Friend's creations could finally see release in B19. In this thread I'm going to detail the progress I'm doing every day :)

The challenge is that A_Friend envisioned his creatures as adding something new to the game beyond purely the animal's graphics, so I'm trying to add new concepts and mechanics that make every creature unique, as well as a great threat or opportunity if properly exploited.

I'll also try to keep the thread built in a similar way as the original one, because it looked cool. I'm updating and tweaking things by alphabetical order, though.

Implemented creatures

Aerofleet for Non-extreme biomes

A small, floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter, these squishy creatures wander the lands, aimlessly bouncing off objects in their path.
One of the few rare creatures around here that strangely isn't out for human blood. Well, isn't that nice?
Aerofleets are genderless, and reproduce by strobilation, a form of asexual reproduction.

New mechanics and cool things: Asexual reproduction, Event (colossal aerofleet passing by, similar to Thrumbo migration), Explodes on death, custom blue meat (this last thing is SUPER game changing. It's BLUE!!!).

Arctic Lion for Cold Biomes

These large descendants of the now almost extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.

New mechanics and cool things: Event (A stealthed Arctic Lion stalks your colonists)

Barbslinger for Arid Biomes

A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it's no stranger to combat.
New mechanics and cool things: Venomous creature with a ranged attack that throws barbs

Blizzarisk for Cold Biomes

Someone once thought that creating supersized spiders for hyperweave-webs production was a good idea. Their home planet is now reduced to a Marble World; a world completely purged by atomic fire. The Blizzarisk is a mutant variation of the Feralisk that has adapted to extremely cold climates.
Blizzarisks attack by throwing spider webs at their prey. These huge webs both stun and freeze anyone they touch, allowing the Blizzarisk to close in and finish the kill with their fearsome venom laced fangs.

New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and freeze. Event (a clutch mother appears and starts laying eggs. Grey goo scenario!)

Bouldermit for All biomes

A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.

New mechanics and cool things: Periodically can be "mined" to get random rock chunks. Event (a gargantuan Bouldermit will cross the map, and it will just crush almost everything on its path unless stopped. It feeds on your tears. Sweet, sweet tears)

Cactipine for Arid Biomes

In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.
New mechanics and cool things: Produces a meat that is actually vegetable, produces medicinal quills, Event (a terraforming drop pod filled with hostile cactipines lands and starts spawning them every few hours).

Devilsheep sold by Traders
Male

Female

A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don't listen to its whispers.

Dunealisk for Arid Biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. The Dunealisk is a mutant variation of the Feralisk that has adapted to extremely hot climates. Dunealisks attack by throwing spider webs at their prey. These huge webs stun and burn anyone they touch, allowing the Dunealisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun and burn.

Feralisk for Non-extreme biomes

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire. Feralisks attack by throwing spider webs at their prey. These huge webs stun anyone they touch, allowing the Feralisk to close in and finish the kill with their fearsome venom laced fangs.
New mechanics and cool things: Venomous creature with a ranged attack that throws webs that stun.

Frostmite for Cold Biomes

A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.
New mechanics and cool things: Feeds on corpses. Digs frozen corpses when hungry. This is either very messy, or a lifesaver, depending on how cannibal-y you are feeling.

Gallatross (Legendary) for All biomes

Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can't copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.

New mechanics and cool things: Throws rocks as a ranged attack. Event (gallatross wandering).

Groundrunner for Non-extreme biomes

A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can't break, and for hauling large boulders that their owners can't lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.

New mechanics and cool things: Groundrunners will happily help your colonists mine rocks and minerals. They are however quite lazy and get distracted easily.

Ironhusk Beetle sold by Traders

Ironhusk beetles were genetically engineered by one of the miriad mining companies operating on the Rim. It's a peaceful farm animal that occasionally sheds metallic husks that can be smelt into steel, thus negating the need for heavy machinery in mining operations. As a downside, the beetle consumes a huge amount of wood from live trees.
Sadly, the mining company that created the Ironhusk beetles didn't account for this, and several planets on the Rim are now a barren ecological disaster.

New mechanics and cool things: Farm animal bought from vendors that produces steel chunks.

Lockjaw for wet biomes

A very large animal native to this planet's tropical regions. Nicknamed Lockjaws both for their incredibly strong bite force and for the disease they transmit, which afflicts its victims with a moderate facial paralysis that makes eating extremely uncomfortable. Despite having a guillotine for a mouth, the Lockjaw does not seem to be an overly aggressive creature; Preferring to prey on the local wildlife rather than the local populace.

New mechanics and cool things: Trasmits the Lockjaw disease.

Mammoth Worm for Arid Biomes

An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.
Originally, the Mammoth Worm was specifically bred as a living siege engine to destroy mechanoid structures, and as such it can be extremely effective.

New mechanics and cool things: Siege mechanics, extra damage against walls. These will be part of the Black Hive faction

Meadow Ave for Non-extreme biomes

A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.
New mechanics and cool things: Unlike the Ford Model T, comes in many colours, except black. Alsoooo, probably future Giddy Up integration to make them the perfect mount. Yeah, it is a Chocobo.

Megalouse for Non-extreme biomes

A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that are a joke compared to their former numbers and with killer instincts that yearn to be reawakened once more.

New mechanics and cool things: These will be part of the Black Hive faction.

Needlepost for Arid Biomes

A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus), but having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.
Needleposts can derive nutrition from very small amounts of rotting vegetables, but they need a huge amount of sunlight (or equivalent) over anything else. Nights won't affect them, but a solar eclipse is usually fatal to them.

New mechanics and cool things: Ranged attacks, light sustenance.

Nightling for All Biomes

A sleek predatory beast with rows of quills on its back. The Nightling is a purely nocturnal hunter, hence its name, and isn't at all shy to prey on much larger animals, or people, than itself. Apart from its strong jaws, nighlings can throw the quills on their backs to overpower their prey.
New mechanics and cool things: Ranged attacks, nocturnal creature that only sleeps during the day.

Raptor Shrimp for wet biomes

A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes"

New mechanics and cool things: Impressive regeneration abilities.

Tetraslug (Legendary) for All biomes

These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions. It is rare to see one without the iconic power cores that protrude from their backs, as their unique bodily chemical composition is capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.

New mechanics and cool things: Ranged plasma attack. Slowly recharges nearby batteries.

Wildpods for wet biomes

This lumbering mass of apparently decomposing plant matter is a Wildpod, a sentient mycoid creature native to some jungle infested planet on the Rim. The Wildpod is almost impervious to gunfire, with bullets simply being absorbed into its mass without doing much damage, but very weak to fire. Interestingly, it reproduces asexually by releasing clumps of spores every few weeks.
New mechanics and cool things: Can't be damaged easily by guns. Prepare your molotovs!

The Black Hive for All biomes

All insectoid were created to fight mechanoids. The Black Hive were the best of the best, an insectoid hive so vicious and so terrifying that any mechanoids with half a brain would just flee when encountering them. That, however, was many years ago. Nowadays remnants of the black hive roam in the RimWorlds, a latent menace to anyone using advanced technology.
New mechanics and cool things: The Black Hive periodically starts raids using Megalice, Mammoth Worms, and black versions of the three base insectoids that use ranged attacks. This can be deactivated using Mod Options, for those who think it is too much of a challenge.

General updates

  • Custom body types for many creatures
  • Custom skeleton

Extra things

I'm also toying with adding some new things to the mod, once ALL the original creatures have been added. This will take some time, specially because I'd have to draw them in the same style as A_Friend, which is different from mine. Here is an example: a Dunealisk, a desert variant of the Feralisk.

#9
Releases / [1.0] Smart Speed
September 06, 2018, 06:49:10 AM


Allows the use of ultra speed and change event speed multiplier.

Features:

- Enable ultra fast speed without devMode
- Add ultra speed icon
- Set Event speed multiplier

Event Speed Mode

- Right click on speed control UI
- Slow : x0.5 speed (half of normal speed)
- Normal : x1 speed (default setting)
- Fast : x2 speed (as same as fast speed)
- Half : Half of current game speed
- Ignore : Ignore force event speed

Credit

Original mod created by AlcoholV. Maintained in B18 by Kartel'.

License

Released under MIT license, https://opensource.org/licenses/MIT   

Download

GitHub: https://github.com/juanosarg/Smart-Speed/releases
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1504723424&searchtext=
#10
Gates to the Universe

Hi everyone! I have been working on a new mod that tries to add content to an aspect of Rimworld that, in my opinion, is a bit lackluster: Exploration!

I toyed with the idea of adding some kind of spaceships, but I wanted to do something different, so I adapted the Farcasters from the Hyperion series. Farcasters are portals that link two distant locations, enabling instantaneous travel. In Rimworld, farcasters are pieces of ancient, forgotten technology, and your colonists are rebuilding them to try and explore different planets.

From a technical standpoint, the mod creates new maps, and links them with farcaster buildings. Every time the farcaster is activated, a new random map is generated. The maps use customized map generation, and weird new biomes (and eventually flora, fauna, ruins, buildings, whatever). I also added a way to transport things between the homeworld and the new planets via the farcaster pads, so the new maps can be expoiled for resources, and that opens up a way to do some progression (ie. planet number 3 can't be accessed without mats from planet number 2).

The coding behind all this is done, and mostly bug-free. I'm opening this thread because I want to gauge if the community likes this idea (gimme yer feedbacks!!), and because I'd like you to test it and see if I left something obvious out ;)

Also, I'm a terrible spriter if it isn't creatures :( Anyone interested in collaborating?

Some images





What's in it now?

  • The jury-rigged and advanced farcasters, as well as their technologies
  • The first farcaster can access the first planet, Sigma Alcyon IIb (ok, it's technically a moon). Lots of weird plants, minerals and... that's it for now
  • The second farcaster can access the first planet and the second planet, Delta Servitus IV, which is a Mechanoid base!! Nothing much there yet

The future plans


  • Content: it will obviously need lots of new content!
  • Progression: I think it would be cool to implement gated progression, and not necessarily lineal
  • For now, alien maps have the same events as the faction's homebase. This needs to be fixed
  • Upgrades: the advanced farcaster will be upgradeable using mats form the new planets. The more upgrades, the stranger worlds that can be accessed.

The download

Only on github for now, obviously: Download here

Credit

I was inspired by the DeepRim mod by meowmeow: Download here
Some sprites from Ayene: https://ayene-chan.deviantart.com/
Some sprites from jebo14: https://jebo14.deviantart.com/
#11
Genetic Rim

Scientists in the Glitterworlds, with their advanced technologies and stable societies, can allow themselves to think about ethics. "Should this be done in the name of science?", "Are we not playing god?", "What are the limits, and should they be crossed?". No such luxury on the Rim. If it can be done, it WILL be done. And if you are not the one doing it first, then you are the one being beaten to death by the results.

Hi! This is my first mod, and I hope you guys like it! It draws its inspiration heavily on a game called GeneWars, by Bullfrog (1996), which was an RTS where your "units" were different animals that you could hybridize to get different, more specialized units.

Features

- Hybridization: Extract genes from Bears, Cats, Chickens, Boomalopes, Muffalos, Wolves, Rodents, Reptiles, Insectoids, Thrumbos and Mechanoids, and create hybrids of these species. Some combinations can go both ways, so for example a bearalope is different from a boombear, and you will get one at random. A total of 77 new creatures for you to play with. Some very useful, others... less so.

- Hybrid implants: The Growth Vat can be used to create either animal or human implants. Using different animal genes, you can create implants such as Thrumbo Legs, or Chitinous Hearts, and turn your scientific aberrations into even more bizarre creatures. By using humanoid genes, you can mix them with animal genes and create several hybrid implants to improve your colonists.

- Paragon Creatures: With the Animal Enrichment research, you can turn regular animals into Paragons, more evolved versions of the base creature. A total of 14 new creatures for you to play with.

- Animal Control: With the Animal Control research, you can directly control your animals. Draft them and move them at will! It also gives special abilities depending on the creature, so wolf hybrids can use Adrenaline Rush, thrumbo hybrids can stampede, and so on. 11 new abilities, and any combinations of them, open up fascinating new tactical possibilities.

- Eldritch Creatures: If you download the patch mod, you can create 8 new hybrids with monsters from the Call of Cthulhu - Cosmic Horrors mod.

- Dinosaur Creatures: If you download the patch mod, you can create 8 hybrids with dinosaurs from the Dinosauria mod.

- Megafauna Creatures: If you download the patch mod, you can create 9 hybrids with creatures from the Megafauna mod.

- Alpha Creatures: If you download the patch mod, you can create 9 hybrids with creatures from the Alpha Animals mod.

- The Archotech Project: Genetic Rim adds a new win condition for the game. Instead of building a spaceship and leaving the planet, you can research how to integrate and control an archotech AI inside a bio-mechanical body. Why would you leave when you can stay and kill all your enemies?

Concept art by geek96boolean10

Wiki

There is a cool wiki here!

Issues

Recommended: This mod so the game stops mutilating mod images

Notes
How do I progress? Here is a mini-guide:
- First, research the genetic engineering tech.
- Build a Pulper or a Recycler to get organic pulp from wood or corpses (the Recycler needs a Pulper first, though), and a Genetic Extraction Table to get DNA from animals and to build empty incubators.
- Kill the animals to extract their genes.
- Build the Gene Pod to mix the genes of different animals, and fill an empty incubator with the mixture.
- The incubator will hatch in a day. Keep it warm! The creature will be born tamed.
- Results are sometimes random! If you mix Bear and Chicken, you might get a Bearchicken or a Chickenbear. Or the experiment can also go wrong...
- Finally, research the Insectoid Genome, Reptilian Genome and the Advanced genetic engineering techs, build the Advanced Gene Pod and experiment with Insectoids, Reptiles and Thrumbos to get the strongest creatures in the game. The advanced mechanite bio-integration is end-game, and unlocks mechanoid experimentation.
- On a different path, you can research humanoid genetic engineering, and develop hybrid implants to modify your colonists. Yeah, you can create a colonist that lays chicken eggs twice a day. It's hilarious and disgusting.
- On yet another different path, you can research animal enrichment, which allow you to create Paragon animals with the Paragon serum extraction table and the animal enrichment center.
- Researching animal control gives you access to fascinating new abilities in all your hybrids and paragons. Just build the Animal Control Hub.
- Finally, the age drugs tech allows you to mature your animals much faster!

Plans for the future
- Plant-like creatures
- Hybrids with creatures from other animal mods

License
I honestly don't care, use this as you wish. I even included the source for the c# part.

Download
Unstable 1.1 version release, can be donwloaded at:
GitHub
Current release, updated for Rimworld Release version, can be downloaded at:
GitHub
Steam Workshop

Download old versions
b19 on GitHub
b18 on GitHub
a17 on GitHub

Patches

Patch for Call of Cthulhu - Cosmic Horrors:
Steam Workshop
GitHub
Patch for Dinosauria:
Steam Workshop
GitHub
Patch for Megafauna:
Steam Workshop
GitHub
Patch for Alpha Animals:
Steam Workshop
GitHub
Patch for Combat Extended:
Get it on GitHub, made by Saebbi

Compatibility
Super compatible with Giddy-Up. Saddles included for all big enough hybrids and paragons
Compatible with Animal Collab Project, Alpha Animals, TropickAPP, Mechanoids Extraordinaire, More Mechanoids, Let's Have a Cat! and Polarisbloc - Mechenemy for gene extraction
Compatible with A Dog Said for implants on hybrids and paragons
Compatible with Rim of Madness - Bones for extraction of organic pulp from bones
Aesthetically compatible with the High Tech Laboratory Facilities mod
Uses Nightinggale's Modcheck mod (no need to download)
Uses Harmony (no need to download)

Credit
Uses custom version of Range Animal Framework by Fluffy and BrokenValkyrie
Some sounds by Mike Koenig, SoundBible.com
Some building textures modified from Textures by Pixel Art World
Some building textures modified from Textures in the High Tech Laboratory Facilities mod

Changelog
v4.5: New win condition for the game. TropickAPP compat. Human implant medicine use fixes (09/05/19)
v4.3: New animal family: cats. Added non-specialized genes to extract from any animal. Added genetrainers (29/03/19)
v4.2: New saddles for Giddy-Up. New mechanoid hybrid balance. Tons of new humanoid implants (26/02/19)
v4.1: New building graphics. New options screen for legless creatures. Alphas renamed to Paragons (28/1/19)
v4.04: Added several functions for the upcoming Megafauna patch (14/12/18)
v4.03: Disabled exotic wools on vendors, added gene extraction capabilities for several mods (15/11/18)
v4.0: Rimworld 1.0 version (17/10/18)
v3.203: Re-added patches for A Dog Said and Animal Collab Project (16/09/18)
v3.2: Added Mechanoid Hybrids, several new animal implants, fixed the mad scientist merchant. Full Changelog can be seen on GitHub (13/09/18)
v3.101: Added special ability for eldritch hybrids using the Animal Control research. The Boombeetles ranged attacks work again! Also some light bugfixing (31/08/18)
v3.1: LOTS of hybrid implants to modify your creatures added! You can now create implants that only work on hybrids and alphas, giving you a wide selection to improve your creatures. Also, there is no longer a need to have third party mods (30/08/18)
v3.04: B19 Version (29/08/18)
v3.0: Initial stages of updating to RimWorld B19 Version (18/06/18)
v2.405: Bugfixes. Changelog can be seen on GitHub (03/03/18)
v2.404: Adds compatibility with Dinosauria Patch. Incubators now send a message when they hatch. Animal control now has a mote effect and messages to adequately convey when the abilities are recharging. Recombinating serums now take 5 random serums instead of 10 random corpses (04/01/18)
v2.4: Animal Control research: 9 new abilities for your animals. Also, you can now build empty incubators in the alpha serum extraction table. Also fixed the graphic in the Snakewolf. Finally, removed many mod things from traders (06/12/17)
v2.2: Added native compatibility with A Dog Said and Animal Collab Project. No need for patches now! (23/11/17)
v2.1: Added rodent hybrids. 6 new creatures that breed very fast! (20/11/17)
v2.0: Updated for Beta 18. Added possible compatibility with other mods by adding prefixes to defnames (18/11/17)
v1.7: Added the Gene recombinator. You can now combine 5 vials of genetic material to get new genetic materials, perhaps of species that aren't showing up on your map! (10/10/17)
v1.601: Modified Age Pills to be slower to craft, made Thrumbochickens pack beasts, and fixed a typo(28/9/17)
v1.6: Added more Alpha Animals (hare, iguana, pig, rat and tortoise) and their animal products. (26/9/17)
v1.5: Added Call of Cthulhu - Cosmic Horrors patch, which adds 8 new eldritch creatures (19/9/17)
v1.48: Added Alpha Animals (first batch of 9, more to come). Added age drugs. Added recycler. Made taming unnecessary for all incubators. (15/9/17)
v1.35: Added A LOT of animal byproducts, and general balancing changes. Most hybrids should be useful in some way now (6/9/17)
v1.3: Added reptile hybrids and squashed many many bugs (25/8/17)
v1.2: Added hybrid humanoid / animal implants (21/8/17)
v1.1: Added the whole Insectoid hybrid family, with new tech. Added skill requirements and electricity requirements (20/8/17)
v1.01: Compatibility with A Dog Said (18/8/17)
v1.0: Release (17/8/17)