RimWorld

RimWorld

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Capture the Dreadmeld
   
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Mod, 1.5
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266.402 KB
21 Sep, 2024 @ 6:16pm
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Capture the Dreadmeld

Description
This mod lets you capture the dreadmeld and gives it containment stats. Now you can truly catch them all!

Note: The gate will not close if the dreadmeld is captured. This is because I suck at C#. To close the gate, you need to take the living meld down into the cave, then kill it. If it dies above ground, it won't work. You can probably just close it with devmode to get around this. I am trying to figure out how to get around this (a good friend suggested I could add some sort of pillar pawn using the nucleus' AI which will collapse the cave when destroyed, but as I said, I don't know how to add it to mapgen.)

If someone could tell me how to fix this, I would be eternally grateful!!!

discord: thebronzewarrior
12 Comments
SonicPaladin 11 Jul @ 11:21pm 
Can't live without that underground base! Thankfully starting over means I can wait for 1.6 for a bit. but excited all the same!
TheBronzeWarrior  [author] 9 Jul @ 3:10pm 
oh sick! im sorry i didnt see, but id be very interested if you could help me make a 1.6 version that works or something similar
joey two hands 22 Jun @ 4:26pm 
no worries, was indeed on my side!! i wasnt paying attention, so it turns out i thought it had died while freezing it, but it had actually just been downed and spawned a bunch of fleshbeasts, so I only *thought* it had died :p

once i had actually captured it, it was very fun!! had a few undergrounder colonists living down there, and using its bioferrite for generators was easily enough to keep them sustained down there with sunlamps and hydroponics and such

also, ive been looking into C# modding lately, and id be happy to look into how the game triggers the pit gate to close when the dreadmeld dies! its probably just an event listener thats tied to that world space or something, so it might be a fairly simple fix. will have a look later and let you know what i find!
TheBronzeWarrior  [author] 21 Jun @ 9:06pm 
uh that sounds like an issue on your side, the patch ive made just removes the "force death on downed" thingo

sorry im not good with this stuff
joey two hands 16 Jun @ 12:01pm 
very good mod, now i can turn the undercave into my secret underground research cave!! just wondering though, how do you actually down the dreadmeld? everything ive tried just kills it and explodes it into other fleshbeasts. ive tried hypothermia, fire, heating the room up, toxic buildup, all sorts
TheBronzeWarrior  [author] 25 Dec, 2024 @ 12:57pm 
that sounds baller as hell but i dont know C# :sob:
StarFruit692093 3 Dec, 2024 @ 12:00pm 
something that would be nice is if the dreadmeld is captured the pit will stop spawning fleshbeast out of it, but you will get raids from flesh beast trying to free the dreadmeld.
StarFruit692093 3 Dec, 2024 @ 11:58am 
yea I don't want the gate to close I learned you can build a base in it and it'd be so cool to have the dread meld captured and defend it since if it dies your underground bases goes with it.
SonicPaladin 30 Sep, 2024 @ 4:18pm 
Maybe I dont want the pitgate to close...
TheBronzeWarrior  [author] 30 Sep, 2024 @ 2:49pm 
not a bad idea mir_38, the issue is my lack of C# knowledge