RimWorld

RimWorld

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The Zerg!
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.116 MB
18 Oct, 2018 @ 7:02pm
11 Jun @ 6:52pm
23 Change Notes ( view )

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The Zerg!

Description
Version: 0.6.7 1.6

This is my first mod, trying to recreate Zerglings from Starcraft as interact-able creatures in Rimworld. Its based on a Korean mod that has since disappeared from the workshop since Rimworld 1.8.1 and I have taken out both Zerglings and Hydralisks from it, and updated them to work with Rimworld's 1.0 launch. It is still in testing and might have errors or limited functionality. If you find errors, please send me the information of the error and I will see what I can do to fix it, though I am very busy.

The idea of the mod is to add wild Zerg creatures to the world of Rimworld. They breed like normal animals, and can provide potent allies if you are able to tame and train them.

Turn them into a faction with this mod here, by Gorlath!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2953316008

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Zerg Strains

Zerglings: The common and beloved rushing monsters everyone sees first on the field. They frequent many biomes in groups of 4 to 8, eager to consume the local wildlife. While moderately difficult to tame, these creatures crave a master, and make loyal guard dogs and pets for any rim colony.

Evolved Zerglings: These larger and more aggressive Zerglings come in fewer numbers but make up for it in strength. Notable for their more violet flesh, they frequent the same biomes as their weaker cousins, but are much more rare, and equally more of a challenge to tame.

Zergling Raptors: the weakest of the 3 strains currently implemented, they provide their own unique uses, being incredibly fast, they would serve a colony well for hauling and rescue. As they are less resistant to colder biomes, they are rare in alpine forests and all but non existent in tundra and ice sheets, favoring the hotter climates more.

Hydralisks: These large beasts are highly dangerous, needing more than a few pawns to work together if you hope to take one down with minimal problems. However, they make for fantastic shock troops much like their version in their origin games.

Evolved Hydralisk: These larger, more purple and angrier variants of the Hydralisk are far more deadly and nigh untamable. They fear nothing and will hunt anything they see fit for food, be it rats or pawns. be wary when taking one down as they are nearly twice as strong as their less evolved strain.
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Version .10 : initial release
Version .15 : Tweaked settings, allowed Zerglings to breed, fixed baby sizes
Version .20 : Offspring now almost always 2, increased incubation by a week
Version .35 : Added Hydralisks!
Version .38 : Fixed Hydralisk description, put in ranged weapon framework but after 2 and a half hours of debugging, cannot get it working. weapon is present and disabled.
Version .44 : Added 2 additional Zergling strains, Evolved and Raptor, and an evolved variant of the Hydralisk
Version .45 : Minor changes to taming rates, just about halved all the man-hunting on taming chances, and gave the Zerglings less than a 100% retaliation chance, especially the raptor strain
Version .5 : Minor rate tweaks, updated to Rimworld 1.1
Version .5.1: Updated to Rimworld 1.2, removed small syntax errors (hopefully)
Version .6 : Added leathers with the help of Fikus!
Version .6.1: Updated to support Beta 1.3!
Version .6.2: Added 1.4 to supported versions list. Its a basic XML mod so it should be fine
Version .6.3: Fixed "Missing Resolved Grains" error
Version .6.5: Fixed toxic bug and re-balanced Zergling Diets to be less strict
version .6.6: added support for 1.5 version
Version .6.7: Updated for 1.6 - had to disable the wildness setting. (its commented out) It Defaults to -100% now, which I don't fully know what that means but there are no errors at least. If anyone knows what the new wildness variable is, that would be super helpful!
220 Comments
Wolpertinger  [author] 12 Jul @ 6:51am 
Maybe, it depends on how complicated that is, i havent interacted with wild insectoids in a long while, but I really only know the most basic of lua
White Rose! 12 Jul @ 6:14am 
If you do choose to expand this, you could copy the code from Insectoids to make a proper hive-caste system
dw.allen2001 2 Jul @ 6:30pm 
also if your doing roaches the spiting acid ability could be used as the primary attack
dw.allen2001 2 Jul @ 6:25pm 
@wolfpertinger i think you should look at zerg creatures (unfinished), and find some references in comparison with some base game animals that have ranged attack like some black hive creatures that spit acid or an ability that spits acid as a starting point
Wolpertinger  [author] 2 Jul @ 1:42pm 
I have looked into that and its not easy to do with the base code as at least, when the original mod was written, animals couldn't have ranged attacks. I am not the most skilled programmer and don't know how to do too much besides maintaining this from its original state. Id love to, or have an artists help to add and do more, but I am quite limited, I apologize
dw.allen2001 2 Jul @ 12:25am 
I think it would be a good idea if the hydralisk got a ranged atttack.
Wolpertinger  [author] 8 Jun @ 7:55pm 
That might be something on your end? In the coding, the base Zergling is -20, the evolved is -25, and the raptor strain is less resistant to temperatures but its still set to -10
<ComfyTemperatureMin>-10</ComfyTemperatureMin> for the raptor strain, so maybe there is some other modifier affecting them in your game?
lordsith54 8 Jun @ 3:59pm 
i noticed the zergling raptor minimum tempeture is +14 degrees...isnt it supposed to be in the negative -14 like the other zerg? or was this intentional?
DaxxAxx 30 Dec, 2024 @ 5:04pm 
YO, HAHAHA! I had to read comments to figure out these dudes arent Tyranids, i never played Starcraft. I still love these guys, been usung the red ones as mounts and green ones like war dogs. too cool!!
Faith 29 Nov, 2024 @ 11:02am 
Please slap together a spawning system based around bio mass and make them a faction please please please :D