RimWorld

RimWorld

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L-Slimes (Continued)
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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3.584 MB
8 Jul, 2024 @ 1:26pm
9 Jul @ 11:13pm
3 Change Notes ( view )

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L-Slimes (Continued)

Description
This is a fork of the original mod by Leonapp, made with their permission: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206705240

Additional features: Hastily-thrown-together Biotech genes art for slimedrug dependencies.

1.6 update: Removed patches for More Mechanoids as that mod is no longer updated.

Original mod description below:

This mod adds slimes to RimWorld. These amoeboid creatures can be as temperamental as cobras, yet are as tough as bears. Taking one down or taming one could be highly dangerous, so beware! (Features builtin patching for A Dog Said... Animal Prosthetics and More Mechanoids.)

There is currently 14 slimes in this mod. Anything from regular slimes, which can be sheared for insect jelly, to cyberslimes which essentially are a cloud of mechanites with an AI core in the middle. This mod even adds a powerful weapon in the form of a rageslime. It can be harvested for its ragedrug which can be consumed (not recommended) or made into mortar shells and a launcher. Getting hit by the ragedrug in any form makes you go berserk but with a higher pain tolerance and better manipulation and moving. The berserk aspect of the drug can removed by combining the ragedrug with slimedrug which also improves the aspects of both drugs. There is a slime for most needs.
Need medicine? Drugslime got your back with immune boosting drugs.
Need warmth? Get a lavaslime (produces chemfuel as well).
Need cold? Acquire a iceslime.
Need luciferium? Very carefully tame a hellslime.
Need chunks? Stoneslimes are what you need.

Thank you alot zdfans for providing the textures to almost everything in this mod!
Also thanks to Thelockenessmonster for giving me the slimemech idea!
And a big thanks to ExoticButts for making the ADS patch, the Exotic's expansion, slime descriptions and helping me with other stuff!
12 Comments
ExoticButts 17 Jul @ 7:12am 
@Leonapp Lol you're all good mate :Blessing:
Leonapp  [author] 17 Jul @ 5:57am 
@ExoticButts didn't mean to take your credit for the electroslime, again it's been a few years and I temporarely forgot which ones I created and which ones I glanced by when updating :Sacked: . I personally would really like another expansion, but since I have stepped down from modding, I leave it in more capable hands. I hugely appreciate everyone who made this mod possible and Arukado for maintaining it! :resmile:
ExoticButts 17 Jul @ 3:44am 
Bit of a necro on the comment but when I wrote my expansion, underground/hidden conduits didn't exist, so unfortunately I couldn't test for that one :meepsad: My guess is it's likely just due to how the game handles the self-deletion of the globs, though admittedly their spawn and decay code is adapted from vanilla's Insect Jelly spawns at the time (fun fact!).

I haven't touched RimWorld myself since 1.2-1.3 beyond maintaining my mods (L-Slimes was always Leon's child), but I'm revisiting it again now, and may decide to make a new expansion for the ol' slimes. I'm sure Odyssey calls for some cyberslime changes at least :winter2019joyfultearsyul:

Oh, and thankyou Arukado for taking over this one, and apologies for any code issues I caused LMAO
arukado  [author] 9 Jul @ 11:16pm 
Updated for 1.6! I hope everyone continues to enjoy slimey bois.
Leonapp  [author] 17 Jul, 2024 @ 2:32am 
@OPcommander yeah I knew about it shortly after I made the slime, I dont remember why but it never got fixed and I personally just kept the slimes in a room or fenced area and reinstalled the glob into my powergrid. I havent touche the code in years at this point but my code knowledge at the time was limited and I probably didnt know how to fix that issue.
OPcommander 16 Jul, 2024 @ 4:46pm 
eh, as i said its whatever, just thought i should report it incase it wasnt known for one reason or another, the fact i can play this mod is more than enough on every basis possible
arukado  [author] 16 Jul, 2024 @ 2:00pm 
@OPcommander Unfortunately that's always happened - an electrogel glob spawning will destroy any conduits underneath. I'm not able to fix that at the moment as it likely requires a code change.
OPcommander 14 Jul, 2024 @ 7:14pm 
Howdy, just wanted to let ya know that when electragel globs spawn on a hidden conduit (idk if it happens to the normal ones) and then decay it destroys the conduit it was on. I dunno if that would even be possible to fix but it aint a big deal anyways, just thought i should let ya know
dragonkin877 12 Jul, 2024 @ 5:31pm 
Thank you I have missed this mod so much. :steamhappy:
Lemon caro 10 Jul, 2024 @ 11:22pm 
is this CE compatible?