RimWorld

RimWorld

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Monster Mash
   
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Mod, 1.0
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1.612 MB
17 Oct, 2018 @ 1:57pm
10 Sep, 2019 @ 8:44am
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Monster Mash

Description
STATUS UPDATE
I dropped out of the RimWorld community entirely back in September 2019 and will not be returning to update mods. Other modders are free to make use of or update them for the community as they see fit.
Apologies for not applying this notice at the time.

DESCRIPTION:
Version 4.0.4:
Carrion Crawlers will now only breed once adult.
Inferno Beetles will now breed.
The Legacy version of the Polar Colossus is no longer tradeable. This is to prevent new one being acquired from tarders.
The new Thermal Core can now be used to build the old Thermal Core building.

The RimWorlds contain a broad variety of Earthly and artificial animals, ranging from tiny squirrels to the extinct megasloth (megatherium), from chemically useful boomalopes to rogue bioweapons.
Yet, here in the lawless Rim, far beyond the reach of the shining cities and ethics review boards of the GlitterWorlds, many a mad scientist or budding entrepreneur has attempted to establish themselves as a new giant in the field of genetic manipulation. Regardless of how well their creations were received in the journals back home, the beasts they forged still roam, wild and untamed, in the wildernesses of the RimWorlds.

This mod aims to implement a (hopefully) large number of interesting, dangerous and exotic creatures to the game; some serious, some fanciful.

CURRENTLY IMPLEMENTED:
Carrion Crawler
A huge land snail that roams the arid shrublands in an unending quest for prey. This acid spitting, flesh eating beast is a beautiful native creature of some RimWorld's. It's shell makes for a fine furnishing to any room.

Inferno Beetle
A giant dendrevour (tree eater) that converts timber into chemfuel. Originally developed as a means of industrial espionage in the timbre industry, the creature was abandoned due to its powerful flaming spit.

Land Kraken
A small, soft bodied, and lethal predator. Reasonably easy to kill but extremely dangerous in melee combat, the land kraken is armed with eight bladed tentacles and a poisonous bite. It sprays a cloud of ink to defend itself when shot.

Polar Colossus
An immense bear-like cyborg, the result of illegal experimentation with Mechanoid technologies. This monstrous beast is armed with an integrated power-core and thermal lance assembly. This assembly can be surgically extracted and transferred to human colonists, providing significant bonuses.

Sanguine Drake
A large predatory lizard developed for military operations on arid and desert-like worlds. Tough to kill, ride-able (with Giddy-Up!), capable of transporting goods and a fierce fighter, they far surpass camels or horses. In addition to their formidable capabilities, they are able to fire blood from the capillaries around their eyes at ballistic speeds, inflicting a powerful anti-coagulant venom, both from the blood-spray and their bite.

OTHER FEATURES:
Full prosthetics suite for the Land Kraken while A Dog Said... is installed.
Monster Sighting (Event) - A random event that spawns a small number on Monsters on your colony map, regardless of normal biome-locking. They'll hang around for a few days and then leave again.
Thermal Core (Building) - The thermal core of a polar colossus, modified and mounted into an external casing. This structure functions as a powerful heating unit, but it dies after a quadrum of use.
Thermal Lance Assembly - The thermal Lance Assembly is a set of three archotech equivalent prosthetic parts that can occasionally be purchased from traders, or harvested surgically form the Polar Colossus. All three provide significant bonuses in their own right, and when all are installed on a paw. the pawn gains full use of the Thermal Lance Assembly, granting them a ranged attack option (scales according to body size). The parts are:
Thermal Core: Comfortable Temperature Min - 40, Max -10 (results on a human is a comfortable temperature range of -24 to +16)
Optical Firing Assembly: +2 Accuracy and Aiming Time reduced by 10%.
Thermal Lance Firing Assembly: Provides a powerful bite attack that does both bite and burn damage.

IN PROGRESS:
Due to circumstances i will not discuss, I am taking a long break from RimWorld modding. I still have so much I would like to do with this mod in the future, but that may be delayed indefinitely. I'll let you all when I resume.

INSTALLATION AND COMPATIBILITY:
This mod automatically detects and adjusts for the presence of the following other mods:
A Dog Said... (Steam Workshop) (Forum[ludeon.com])
Giddy Up (Steam Workshop) (Forum[ludeon.com])

DOWNLOADS:
Ludeon Forums[ludeon.com]
B19 on Steam Workshop

Monster Mash should be loaded after all of the mods that it depends on. So, if you have Combat Extended installed, the load order for those mods should be Core, Combat Extended, Monster Mash.
It should be safe to add this mod to existing save files, but changing mods mid game is always risky.
In theory, if no pawn, component, or resource from this mod is anywhere on your map, it should be possible to remove it from an active game, but I wouldn't risk it.

This mod is intended to work alongside such great mods as the Animal Collab Project and the Megafauna mod. Similarity in creatures should be minimal.

BUGS AND LOCALISATIONS:
German: Monster Mash has been generously translated to German by Trunken.
Due to limitations in RimWorld core, the translations for the conditional A Dog Said prosthetics cannot be released yet. I'm working on a solution.

Please report any bugs that you find, so that I may try and solve them. When reporting a bug, please provide the error log and mod list.
I only speak English, so I cannot make localisations for other languages. If you know how and speak those languages, please feel free to create localisations and I can incorporate them into the core mod (Credits will be given).

CREDITS:
A Dog Said... Animal Surgery, created and maintained by spoonshortage. A mod that provides Animal Prosthetics and operations systems. Some A Dog Said... definitions are used in my mod for compatibility purposes.
Megafauna, created and maintained by Spino. A fantastic animal addition mod that acted both as the inspiration for my mod and an excellent template from which to learn.
Verb Expansion Framework, created by myself. A brand new framework designed to facilitate the various new features that I wish to implement in this mod.


LICENSE:
If you're a modpack maker and want to include Monster Mash or if you are a modder and want to use it as the basis of a derivative or similar mod, please feel free to do so. I only ask that you let me know about it and credit me where appropriate.
21 Comments
D_F_N 30 Mar, 2020 @ 4:51am 
Thank you for answering!
ilikegoodfood  [author] 30 Mar, 2020 @ 3:48am 
I have no plans for updating Monster Mash for 1.1. I may try and get it adopted after VEF is updated
D_F_N 29 Mar, 2020 @ 11:07pm 
I mean, will we see an update AFTER VEF is updated?
D_F_N 29 Mar, 2020 @ 11:03pm 
Will we see a 1.1 update?
ilikegoodfood  [author] 10 Sep, 2019 @ 8:52am 
Monster Mash 4.0.4 brings breeding fixes for the Carrion Crawler and Inferno Beetle, prosthetics integration for AlphaAnimals and the ability to convert the new Thermal Core (artificial body part) into the old Thermal Core (building).

It also brings us our first localisation. The modder Trunken has kindly translated Monster Mash into German.
ilikegoodfood  [author] 31 Aug, 2019 @ 9:31am 
Monster Mash 4.0.3 is a smaller update providing a fix for Carrion Crawlers never breeding, biome compatibility for AlphaBiomes, and Inferno Beetles now drop Chitin when butchered if AlphaAnimals is enabled.
ilikegoodfood  [author] 29 Aug, 2019 @ 5:05am 
Monster Mash Version 4.0.2 is now out, and along with it the version of the Polar Colossus that I originally envisaged.

The Polar Colossus now spawns with a set of three artificial bodyparts, the Thermal Core, Optical Targeting System and Thermal Lance Firing Assembly. Each one is roughly equivalent to an archotech bodypart, and grants powerful bonuses. When all three are installed on a pawn, the pawn gains the Thermal Lance Assembly and accompanying ranged attack (scales to body size).

Also finally fixed the tradability bug that has plagued this mod since release. All items, building and creatures are now tradable.

Near-future plans include the creation of a new mechanoid (technically two). Expect to see the Mechanoid Fabricator wandering the world, or occasionally dropping down among spaceship parts.
ilikegoodfood  [author] 25 Aug, 2019 @ 10:19am 
In terms of load time, the Verb Expansion Framework is minimal. I have also taken steps to minimise performance impact. While it's effect on performance is none-zero, you should only really notice this impact if a large number of AI controlled pawns have multiple ranged verbs to choose from, or when first spawning in large groups of pawns.
test 25 Aug, 2019 @ 10:14am 
no, I am trying to make my game as light as possible so I wanted to know if I can remove the library MOD.