RimWorld

RimWorld

Monster Mash
21 Comments
D_F_N 30 Mar, 2020 @ 4:51am 
Thank you for answering!
ilikegoodfood  [author] 30 Mar, 2020 @ 3:48am 
I have no plans for updating Monster Mash for 1.1. I may try and get it adopted after VEF is updated
D_F_N 29 Mar, 2020 @ 11:07pm 
I mean, will we see an update AFTER VEF is updated?
D_F_N 29 Mar, 2020 @ 11:03pm 
Will we see a 1.1 update?
ilikegoodfood  [author] 10 Sep, 2019 @ 8:52am 
Monster Mash 4.0.4 brings breeding fixes for the Carrion Crawler and Inferno Beetle, prosthetics integration for AlphaAnimals and the ability to convert the new Thermal Core (artificial body part) into the old Thermal Core (building).

It also brings us our first localisation. The modder Trunken has kindly translated Monster Mash into German.
ilikegoodfood  [author] 31 Aug, 2019 @ 9:31am 
Monster Mash 4.0.3 is a smaller update providing a fix for Carrion Crawlers never breeding, biome compatibility for AlphaBiomes, and Inferno Beetles now drop Chitin when butchered if AlphaAnimals is enabled.
ilikegoodfood  [author] 29 Aug, 2019 @ 5:05am 
Monster Mash Version 4.0.2 is now out, and along with it the version of the Polar Colossus that I originally envisaged.

The Polar Colossus now spawns with a set of three artificial bodyparts, the Thermal Core, Optical Targeting System and Thermal Lance Firing Assembly. Each one is roughly equivalent to an archotech bodypart, and grants powerful bonuses. When all three are installed on a pawn, the pawn gains the Thermal Lance Assembly and accompanying ranged attack (scales to body size).

Also finally fixed the tradability bug that has plagued this mod since release. All items, building and creatures are now tradable.

Near-future plans include the creation of a new mechanoid (technically two). Expect to see the Mechanoid Fabricator wandering the world, or occasionally dropping down among spaceship parts.
ilikegoodfood  [author] 25 Aug, 2019 @ 10:19am 
In terms of load time, the Verb Expansion Framework is minimal. I have also taken steps to minimise performance impact. While it's effect on performance is none-zero, you should only really notice this impact if a large number of AI controlled pawns have multiple ranged verbs to choose from, or when first spawning in large groups of pawns.
test 25 Aug, 2019 @ 10:14am 
no, I am trying to make my game as light as possible so I wanted to know if I can remove the library MOD.
ilikegoodfood  [author] 25 Aug, 2019 @ 10:13am 
Are you getting an error that makes you not want to use it, or do you simply want the creatures without their ranged verbs and other advanced features?
ilikegoodfood  [author] 25 Aug, 2019 @ 9:59am 
@can't You cannot.
The creature's all use features from the Verb Expnsion Framework. I have not made it in such a way that it can be used without it, and I am not particularly interested in making that change. That said, I had never considered it, so maybe in the future.
test 25 Aug, 2019 @ 9:42am 
can i use without verb framework?
Trunken 21 Aug, 2019 @ 6:56am 
oh god i love well coded mods so much :heart-eyes:
GwenBlanketSpecter 12 Aug, 2019 @ 1:42pm 
thanks for the update
ilikegoodfood  [author] 5 Aug, 2019 @ 2:31pm 
The first content update for MonsterMash in a very long time is now out!
Version 4.0.1 brings slight adjustments to all creatures, fixes and mod compatibility for Advanced Biomes, Nature's Pretty Sweet, Realistic Planets, and Terra Project.
ilikegoodfood  [author] 1 Aug, 2019 @ 11:36am 
MonsterMash version 4.0 is finally out.

Sadly, this update does not include new content updates, but it provides a huge number of fixes that have become necessary as time passed (and that no-one reported).

- Remove dependency on Range Animal FRamework
- Removed dependency on ModCheck
- Added dependency of Verb Expansion Framework
- Fixed compatibility patches for A Dog Said... Animal Prosthetics
- Changed compatibility patches for Giddy-Up in accordance with removal of ModCheck

I am actively continuing developement on the Verb Expansion Framework ( Steam Workshop ) ( Forum [ludeon.com]), which I started a long time ago in order to fascilitate some of the things I wanted to do with this mod.
Using features I hope to complete soon, I will performing a general overhaul of this mod.

Until then, this mod is working again, as it should be. Enjoy!
ilikegoodfood  [author] 18 Jul, 2019 @ 2:36am 
Thanks.
GwenBlanketSpecter 17 Jul, 2019 @ 7:14am 
nice mod
ilikegoodfood  [author] 17 Oct, 2018 @ 2:20pm 
Thanks again fo the reminder. I forgot to re-upload them when I updated to B19 too.

This is an old gallery, from back in B18. I am currently seeking an artist [ludeon.com] who is willing to touch up my textures, as I am aware that they're not quite up to scratch. When that is done, or when I start adding new creatures again, I'll try and get a whole new gallery.
Strategeryist 17 Oct, 2018 @ 2:12pm 
Images?