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Monster Mash (B19)
Updating compatibility with other mods will, of course, be dependant on those mods being updated first.
The Carrion Crawler is now out in the wilds.
This large, flesh eating land snail roams the arid shrublands of its native RimWorlds in a never ending quest to feed itself.
Tamable, Trainable, ride-able, but not suitable as a pack animal, this creature has a short range acid-vomit attack and a bite that'll punch through steel plate. Once killed, its shell makes for a beautiful trophy in any room.
Extensive research is in progress for new and exotic monsters. This, along with some time off doing irl stuff, has resulted in delays.
Hopefully you'll be seeing new monsters soon.
I did noticed however, that it doesn't seem to include grassland, so I started checking through RimWorld's Biome Defs and found that the diagram is rather incomplete. The newer biomes do seem to be in the side-bar, but it may mean that I have accidentally missed a biome or two when designing monsters.
I'm examining that now.
EDIT: Lol. I performed the check because i didn't see any plains and thought there should be. There aren't any.
If you load a game using Monster Mash, pause immediately or quit without saving (ALT + F4 works on ironman), then reload the game paused. Using the dev tools, kill all monsters on the map (Inferno Beetle and Land Kraken).
The dev tools can be activated in the options menu, both in and out of game. A series of icons will appear over your character protraits,. The fourth from the left is labelled "Open debug actions menu".
Open it, and use the "Tool: Damage to death" button at the top of the central row. Then go to each monster in turn and click on them.
To anyone who has already lost a save as a result, I appologise for your loss.
I believe taht I know why the issue has arrisen and it shouldn't happen again.
Furthermore, a number of other fixes have accompanied the release.
It adds a random event called the Monster Sighting, which works in much the same way as the "Thrumbo Passes" event, but for my monsters.
This will allow you to interact with them beyond their normal biomes.
Currently there are only monster for all Forests (Inferno Beetle) and Swamps (Land Kraken).
The Inferno Beetle will, on average, wait 8 days between mating attempts and the eggs take a very long time to mature. Once furtilized and laid, they hatch in similar time to other animals.
Only one egg is laid at a time.
Land Krakens breed a lot more often, roughly once a day, but the eggs still take a long while to fully mature. Absurdly though, they can lay clutches of highly variable sizes, from a single egg to just over thirty at a time.
The new prosthetic and bionic body parts and organs required by the Land Kraken will automatiically enable and integrate themselves if A Dog Said... is detected.
The easy patcher, as I have already excplained to someone of the Ludeon Forums who helpfully suggested the exact same thing, simply makes adding creatures to the A Dog Said... Operations list easier, by allowing you to group them.
It does not support, as far as I can tell, adding new prosthetics to the A Dog Said... system, new recipes to craft them with and new operations to install them.
I actually found the primary error a few minutes, with help from others.
The all-inclusive A Dog Said... Patch, as part of the main mod, is now back on the menu and updates will be out when I have time to complete them. That may be today, it may no be until next week.
It should be harmless and goes away if you kill the downed land kraken and relaunch RimWorld.
After the Land Kraken goes down, there is a slight, variable delay and then I get the Undefined Body Shape error.
As far as I can tell, I have followed the compatibility instructions provided on their wiki correctly, and have checked it against the b18 pre-release files, but it still occurs.
If anyone knows why, I would be interested to know.
But hey, it was just a suggestion.
I will need to create a seperate A Dog Said... Compatability Mod, as other mods have, and release that seperately.
I am aware that there are a few errors in the Land Kraken that have been fixed, but not uploaded yet, such as it being half the size it should be when combined with Combat Extended.
Fixes for those are going to have to wait until after I have successfully seperated the A Dog Said... content from the main mod.
I also have some other time commitments coming up, which will drag me away from my computer, so fixes may not be out until next weekend. It'll be sooner if I can, but that just may not be possible.
Interesting suggestion. I'm personally not fond of that particular combination, but I'll be sure to try and look further affield for my next monster.
Also worth noting is that all of RimWorld's creatures have very simple and easy to understand names and I feel like more people will recognise and appreciate "Land Kraken" than "Aardkrak" or "Aardkraken".
The aardvark, by example, is a South-African designation which the world accepted.
"Earth pig" in translation. The same could be done with the Land Kraken,
to make it more its own thing (immersion & credibility wise). Either way, nice work!
Capitalized the section headers for improved readability.
Because they eat trees they are not tamable, however, they can still be aquired as part of a trade deal or from the event that causes animals to join your colony.
Once tamed, they are trainable in both Obediance and Release and can be used to haul goods as part of a caravan.