RimWorld

RimWorld

The Army Of Fetid Corpses Continued
102 Comments
XakerGoliaff 11 Jul @ 11:42am 
1.6 version please?
hanjiro10 26 Jun @ 5:14pm 
wait why are most of the the guns from No No germany
Dimitri 16 Jun @ 4:39pm 
this is degusting... i loved it :)
cooldoc 5 Jun @ 6:49pm 
PLS help, Any time I Try to start a game with the mod This air pops up
Exception filling window for RimWorld.Page_SelectStoryteller: System.ArgumentNullException: Value cannot be null.
SCARRIOR 26 May @ 4:24pm 
I had to disable the mod in the end, as a one person tribal survival, it is impossible to fight the creatures that spawn. The Wendigo wiped out an entire tribe of hunters at my doorstep. Needs some sort of calibration towards the difficulty.
Dingken 7 Apr @ 7:52am 
Why does my game keep saying MOD crashed?:steamsad:
Adrianeses 3 Mar @ 6:33am 
got a wendigo on the first 2 months of my colony as an animal spawn, i dont think i need to say what happened to my colony when a boss with 1k health decided to end me
Latex Santa 25 Feb @ 6:20pm 
@Capefear56
Use the mods Vehicle Map Framework and Map Vehicles. They're these mobile platforms that you can build / install things on. Including power generators and turrets. Things like the Portable Power Generator. Turrets such as the ones in Defensive Machine Gun Turret Pack.
All you need is a driver, a few power generators powering a few M2 Brownings, Gatling Guns, Grenade Launchers, or Autocannon turrets installed on one of the Map Vehicles and you have yourself a mobile gun platform.

Mix and match the turrets on your new battle wagons, or specialize them. Get a few drivers together, and drive a killbox-worth of turrets towards the enemy. Put a mortar and a shelf with shells on each of them, and you have yourself a heavily armed artillery battery.

Put a bed roll, horseshoe pin, small stockpile of meals onboard your battle wagons, for the driver's sake. Throw in the mods Turret Does Not Consume Ammo and All Turrets Can Set Forced Target for optimum results.
DI5H3V3L3D 9 Feb @ 3:24am 
@Capefear56 One word: Mortars
Capefear56 7 Feb @ 10:28pm 
The corrupted ship event is way too hard to defeat. 30 turrets surrounding a ship with 7500 hp and like 90% damage resistance. And the turrets respawn instantly until you've destroyed the ship. I had to park 10+ colonists with sniper rifles just outside the turret range and sit there for 3+ days shooting nonstop.
RandomEdits 3 Feb @ 5:50am 
I think the power armor should be separated into its own parts like a Warcasket.
Foxtrot 813 3 Feb @ 4:49am 
The Hag Spider makes me think of the space boss in Laveview Cabin Collection
horologium 10 Jan @ 12:17pm 
I know i have a large modlist but in the time i saw the pit I don't recall it ever re-spawning enemies, just so you know.
FerrisCG  [author] 10 Jan @ 8:30am 
@horologium Its ment to respawn enemies at a very slow rate but i dont think thats working atm
horologium 10 Jan @ 8:28am 
just food for though. event itself was pretty good overall but I've had a voidtech colonist shooting/punching it for about three days and its still got 35% health left
horologium 10 Jan @ 8:21am 
the flesh pit having 6500 hp makes getting rid of it a little harder than what i would expect, especially after defeating the other forces around it.
Nitrofire 22 Dec, 2024 @ 7:21pm 
had a zombie group kill a hag spider and now i have zombie hag spider, awesome and scary
lloki 22 Dec, 2024 @ 3:50am 
I know it suppose to be hard, but the corrupted ship even is impossible to beat as the turrets immediately rebuild :D
Sel Und Irae 16 Dec, 2024 @ 10:57am 
I can't wait to play this one when i buy Biotech later this week.
Silent Service 16 Dec, 2024 @ 8:52am 
render tree problem with the marine
wuliwali 30 Nov, 2024 @ 2:00am 
The Bloody Marine Corps generates no models. Tip: Attempted to draw Necronoid_FlesMarine45058 without a resolved render tree
👁️⃤Singu ꧅🥲⃤⃞⃟ 28 Nov, 2024 @ 4:36pm 
6 Colonists can't outdamage the damn wendio, like bro what am I supposed to do :steamfacepalm:
Valentine the protogen 28 Nov, 2024 @ 1:35pm 
Man, why does it require royalty? I thought at most it would require anomaly.. cause of the fact that's the thing it most closely resembles, Hate how each DLC costs like $20+ each on top of the already costly game.
Vexacuz 24 Nov, 2024 @ 11:29am 
man, the ranger centipede is so funny
ZX Zero 17 Nov, 2024 @ 6:47pm 
Very hard enemies, but the amount of fetid bugs almost break the game i used the weapons of grimworld 40,000 to deal with them and the custom alerts and minimap mod to don't get surprise deaths.
河蟹时代 11 Nov, 2024 @ 10:42pm 
The Bloody Marine Corps generates no models. Tip: Attempted to draw Necronoid_FlesMarine45058 without a resolved render tree
Mabus (the Werewolf) 26 Oct, 2024 @ 5:30pm 
If only I could edit it so they dont carry the weapons, then my dead space scenario would be perfect!
darkfiretim 13 Oct, 2024 @ 7:24am 
Tried this with the mods for unnatural darkness every night and permanent deathpall, it makes everything so much worse. Shamblers still have their passive abilities so howling spiders never go away they just get back up and start screwing over your psykers again. Definitely recommend if your looking for more of a challenge.

@丧病, Try "Scenario Amender", https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236547440&searchtext=amender . Sometimes the "create incident" part of scenarios breaks but restarting it usually fixes it. Save your game then use the "Review Scenario" button in your menu, where you save/load and quit game, to remove the necronid incident and re-add it.
Eidolan 11 Oct, 2024 @ 10:17pm 
Is the Antigen organ being "meat" intended? They kept being used to feed animals and the like and I don't think that's how they are meant to be used but I can't find a way to stop them other then flat out forbidding the items
丧病 3 Oct, 2024 @ 10:51am 
"I really like this mod, but it seems there are some issues when using the Continued version for 1.5. I created a world using the '7 days to die' scenario and waited for a month, but no related events have occurred. Are there any suggestions for how I can resolve this issue using Developer Mode to fix it? (Please don't mind my somewhat strange English, it's not my first language:steamsad:.)"
vanilla 29 Sep, 2024 @ 4:33pm 
is there a way to remove all the contents of this mod aside from the mechs?
FlashWarrior 20 Sep, 2024 @ 8:28am 
it was fun to have necron ship dropping near my base with 6 people holding lasguns. why its fun? this guys had shields and 200% heat res witch made my lasguns useless
Teddyburton 15 Sep, 2024 @ 12:20am 
just wanna check, is royalty and biotech a must to have this to work?
Tefnut 13 Sep, 2024 @ 6:37pm 
This seems like one of those mods that NEEDS config. As is its just too overbearing. Monsters that spawn without announcements, another variant of Toxic Fallout thats just "Be undergrounders or die". Def. doesnt work as part of a bigger modpack.

Additionally, silent events as a whole I'd say are just bad design, I'm sorry. If you're gonna throw something at the player, tell them.

I suppose this is mostly gripes for the original author, though, not someone who picked it up to continue it
然提携夜灯 9 Sep, 2024 @ 5:37pm 
I noticed the Hediff of NecronoidIncubation, it won't be removed when pawn is resurrected,
so any mod adding hediff or armor of resurrection is useless against the infection, is this intended?
Normal69 30 Aug, 2024 @ 6:09pm 
FerrisCG: thank you for the information - have a lovely, lazy weekend! :3
sPoky 18 Aug, 2024 @ 3:35am 
I am replacing every 'c' with 'g'
FerrisCG  [author] 3 Aug, 2024 @ 4:53am 
@Lemzu Ill see about pushing a proper config option officially for that sometime next week when i look at this mod again
@大番薯之怒 Yeah am aware its a minor issue technically renders fine despite me not updating all the tags entirely (uses fallback rendering atm)
Lemzu 3 Aug, 2024 @ 4:34am 
I don't use killbox by the way i have CAI
Lemzu 3 Aug, 2024 @ 4:26am 
Impressive mod but really need option for difficulty/balance, Every game i need to kill necro with dev mod or my game is dead, the number/difficulty of necro is unfair and they come sometime just after a difficult raid
Normal69 2 Aug, 2024 @ 9:41am 
Watching the Change Notes, if configuration options were included.
Still don't wanna get huge events when starting tribal. :D
Real nice horror mod in any other way.

High five to Eidolan!
大番薯之怒 30 Jul, 2024 @ 11:17pm 
Config error in Necronoid_FleshMarine: renderTree is null
xkp92110(orick) 26 Jul, 2024 @ 5:22am 
anomaly version?
Eidolan 25 Jul, 2024 @ 12:14pm 
It does work, if you set it up correctly the custom alert will make these events alarm as they should
Eidolan 24 Jul, 2024 @ 8:17pm 
This may help with the Howling Spiders that ninja show up and kill people:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895301341&searchtext=Custom+Alerts

I am installing now and will report back if it works
STIG 17 Jul, 2024 @ 6:27am 
Anyone who wants to scale down and control what events Will Be spawned coming from this mod should check The Vanilla expanded events.
Eidolan 16 Jul, 2024 @ 6:40pm 
The Marines also seem to throw a error each time they spawn out of the drop ship, so if 14 marines spawn you get 14 errors, once they all spawn the errors stop. The marines also seem to attack their own ship unless something else comes by and "aggro" them
Eidolan 16 Jul, 2024 @ 6:29pm 
I had the same issue as Anta'el Feir there, my tribe armed with bows and arrows had a drop ship of zombie power armored marines with full auto charge rifles come out..... didn't end well. I had previous Necro raids with just some standard troops and were well within reason. Not sure why this drop ship of doom decided to attack my little tribe lol.
Normal69 12 Jul, 2024 @ 5:11pm 
Watching the Change Notes, if configuration options were included.
Still don't wanna get huge events when starting tribal. :D
Real nice horror mod in any other way.
Some_one 9 Jul, 2024 @ 5:28pm 
ma dude, the corpse gladiator hediff actually makes the bladed guy weaker.
loving your mod by the way