RimWorld

RimWorld

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Mooloh's Dnd Menagerie
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Mod, 1.3, 1.4, 1.5
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9.319 MB
12 Feb, 2022 @ 4:55pm
16 May, 2024 @ 1:01pm
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Mooloh's Dnd Menagerie

Description
Now tentatively updated for RW 1.5!

Adds over a dozen Dungeons and Dragons-inspired animals to RimWorld.

Given the antagonistic nature of most creatures in DnD, many of these animals only appear in raids from a unique faction, while other creatures are loyal allies that must be summoned, built, or tamed. Almost every animal has a non-vanilla ability, behavior, or item associated with it.

Full description found in in-game mod selection.

--Animal List--

- Golems: Constructed guardians that trade natural healing for extreme power. Requires a "Manual of Golems" item, a lot of materials, and a high construction skill to build one. There are three types of golems: flesh, stone, and steel, with flesh being the weakest, and steel being the strongest.

- Animated Furniture: Reward animals that are created by using a "Scroll of Animate Objects" item on a chair, tool cabinet, or stool. Each type of animated furniture has a different behavior.

- Flumph: A friendly, psychic jellyfish that can be tamed to produce a psychic-boosting drug.

- Faerie Dragon: A small colorful dragon that can keep people happy with its euphoric breath.

- Owlbear: A deadly apex predator with a huge appetite.

- Displacer Beast: A magical feline that distorts light around its body.

- Basilisk: An eight-legged reptile that petrifies its prey.

- Medusa: A dangerous multi-headed reptile with a powerful petrification attack.

- Gibbering Mouther: A blob of flesh that disorients nearby prey with magical babble.

- Beholder: A malevolent, otherworldly creature that shoots magical eye rays with 10 different effects. Rays that don't deal damage have a chance to pierce shield belts.

- Spectator: A small cousin of beholders with 4 weaker eye ray attacks. Can be summoned to join your colony by constructing a Spectator Effigy.

- Rust Monster: A strange crustacean that eats rusted metals. Keep away from your metal stockpiles, armored warriors, and steel golems. Can appear in the wild, in raids, or even burrowing beneath your base.

- Annihilator: A predatory cousin of rust monsters that disintegrates prey and consumes the resulting dust. Keep away from your... everything.

--Mod Compatibility--

DnD Menagerie is compatible with the following mods:

- A Dog Said... Animal Prosthetics: All organic animals are compatible with implants added by A Dog Said. That said, I don't add any new prosthetics, so some body parts - like displacer beast tentacles and entire spectator eyestalks - have no replacements. Also, inorganic and unstable creatures (golems, animated furniture, and gibbering mouthers) are ineligible for implants.

- Giddy Up!: All sufficiently large, tameable animals besides Spectators can be ridden by default, and many animals have minor patches to make the mount/rider overlap look better. If Giddy Up! Battle Mounts is installed, animated dining chairs and stools gain stat bonuses while mounted.

- Draftable Animals: Works without issue as far as I could tell.

- Animal Search and Destroy: Tameable animals with multiple ranged attacks (currently just spectators) will choose randomly among toggled-on attacks, and can be set to only use a single attack type if needed.

- Dungeons Core: Groups of animals from this mod are added as possible dungeon occupants, with a 25% of occurring per dungeon. Due to how Dungeons Core selects dungeon's occupants, this 25% chance can't be toggled or turned off (yet). Also be warned: Dnd Monster threats are comparably bigger than other threats, and there's a 0.25% chance of dungeons being filled with annihilators. Have fun!

This mod doesn't do much beyond adding animals, so I don't expect too many problems beyond possible issues between beholder rays and modded body shields.

--Issues--

Balance is the main concern. I did some playtesting, but there are several new mechanics that can warp combat a bit. I'm very open to feedback regarding the resistance mechanic, shield-piercing rates for magical attacks, the general dps/tankiness of creatures, costs of rare items, and anything else. If you find a bug, please include a log if possible.

The following is a list of known bugs:

- Creatures targeting the victim of someone who just got thrown by a telekinesis ray will get confused when their target can't be found. They will properly select a new target after an error is logged. Fixing this would require checks in the combat AI code, which I don't want to do because of performance concerns for large lategame raids.

- Dragon's Descent. Apparently our various hacks to the ranged animal framework an incompatible, which causes dragons to be unable to make melee attacks. Hoping to fix this before mid-August.

Other issues to be noted when they arise...


--Planned Features--

This mod is a passion project, and since I don't want to risk Wizards of the Coast coming after me for using DnD stuff, I have zero intention of ever monetizing this mod. That means that future development depends a lot on player interest. I have several other mod ideas that I'd like to work on next, but I'll certainly revisit this in the future if there's demand for it. I have a bunch of ideas for other DND creatures I'd like to put into RimWorld, and I'll happily take more ideas under consideration.

As of late February, my current plan is to release the Beta version of the other mod I've been working on, then return to this mod and add 4~5 animals for a v1.2 release. That list currently includes: Mimics, shield guardians, gargoyles, bulettes, and phase spiders.

--FAQ--

- You call this a 'dungeons and DRAGONS' mod and you don't even have (full sized) dragons?! What gives?
Off the top of my head I can think of at least three great mods that already add dragons into RimWorld. I wanted to add creatures from DND fantasy that I haven't already seen in my games before. That's not to say that none of these animals don't already exist in RimWorld mods, but I haven't seen them.

- What about Liches? Those are pretty classic DND enemies too.
I play too much RimWorld of Magic to feel like I can contribute anything with a new RimWorld Lich variety.

- Beholders are supposed to have 10 eye ray effects - you're missing fear and charm rays.
Those actually exist in my code, but after 3 different attempts at making fear and charm rays, I am still not satisfied with their behavior. There are too many buggy edge cases that I didn't want to introduce into the game. When these reach a stable state, I'll add them back in. This goes for spectator fear rays as well.

- I just fought a basilisk. How do I unpetrify my colonist?
Use the drug called 'Antipet' on them. It can be made at a drug lab, or harvested from basilisk and medusa corpses.


--Credits and Thanks--

- Code: Mooloh

- Art: Erok

- Big thanks to the many wonderful people on the RimWorld Discord's modding channel - especially Steve - who helped me learn, debug, and solve all sorts of issues that came up as I learned about modding.

- Thanks to all the modders who listed their work on GitHub. I learned so much just from poking around the repos of my favorite mods, and I'm grateful that new modders stand on the shoulders of giants.


--Legal--

- MIT License: https://github.com/mlholland/MooDndMenagerie/blob/main/LICENSE

- Source Code on Github: https://github.com/mlholland/MooDndMenagerie

- I did a bunch of odd stuff behind the scenes in this mod. If you're a modder and you have any questions about how the code works, feel free to find me on Discord (mooloh#1554) and ask.

--Changelog--
- 2/22 v1.1c Added compatability for 4 other mods.
- 2/22: v1.0 Initial release
Popular Discussions View All (1)
12
4 Jul @ 2:25pm
Found a bug? Report it here!
Mooloh
260 Comments
Bomberbob123 14 Jul @ 8:13am 
Update for 1.6 Planned?
Mooloh  [author] 11 Jun @ 6:39am 
@Melkor I've never seen it happen, but I don't think I've done anything that would prevent it from happening. So... probably.

@Kotob I'm not sure how draftable animals works, but I assume it's meant to give you more direct control over animals. Does that mod require that animals be fully trainable? Golems can only be minimally trained unlike dogs or other smart creatures.
Melkor 10 Jun @ 3:38pm 
Can golems be slaughtered during a mental break? Just curious
I'm playing with Draftable Animals, and when I summon golems, they can't be put into combat mode, and they start running from the raiders. That's not how it's supposed to work, is it?
Mooloh  [author] 13 May @ 3:51pm 
@Mercurydoll I actually considered that! But I decided against it to prevent mass confusion when the offset models would seemingly walk through walls and stuff.
MercuryDoll 5 May @ 10:32am 
I am displeased with the fact that the Displacer Beast's texture isnt 2-3 tiles off center. 0/10 literally unplayable.
Wav3Frost.TTV 22 Aug, 2024 @ 3:30pm 
ehem 2 words. Purple Worm
Minato 18 Jun, 2024 @ 5:37am 
@Moolah It was a ghould from the anomoly dlc. Thanks for the mod!
Mooloh  [author] 17 Jun, 2024 @ 2:10pm 
@minato Thanks for letting me know. Which Ghoul are you referring to? The ghouls from the anomaly DLC, the undead from Rimworld of Magic's necromancer class, or something else?
Minato 2 Jun, 2024 @ 8:12am 
I can't apply antipet to a ghoul that's been petrified(entombed). It's not available on the operations list.