RimWorld

RimWorld

The Army Of Fetid Corpses 1.5
263 Comments
@Johnny Macabre it's not true, those are just text and requires the old mods
Johnny Macabre 10 hours ago 
There are already a couple of 1.6 versions of this in other languages. So, the updating has technically been done, if anyone can translate.
Latex Santa 18 Jul @ 7:01am 
@Scionin
He stated on the Discord that this mod WILL NOT be updated to 1.6 before the end of the summer.
Latex Santa 18 Jul @ 7:00am 
@BlackMarket420
I'm going to miss this mod... At least, until it's updated.
It gives me a strong ABOMINATION: THE NEMESIS PROJECT vibe, and I really dig it.
Not to mention that I'll have to endure until Vanilla Factions Expanded Ancients is remade into a quest chain mod, and Vanilla Factions Expanded Mechanoids is entirely redone.
Scionin 15 Jul @ 12:28pm 
1.6?
gunns22 13 Jul @ 7:18am 
@BlackMarket420

Any chance of a 1.6 version? Update OR rework?
Yog 12 Jul @ 7:45pm 
One of the most fun mods I've ever played, will never start exploring 1.6 + DLC until this gets updated! Hope to see new stuff from this author as well
1340815253 12 Jul @ 1:55am 
1.6 pls!!!!
PIOᑎᕮᕮᖇ 11 Jul @ 9:32pm 
It is regrettable and regretful! I hope someone can temporarily take over this job before the author decides to release version 1.6, because this mod is really fun!
ChthonicKnight 9 Jul @ 4:57pm 
I know the mod is on hold for now just wanted to make a report on some bugs. This probably isn't that popular but the vanilla game has an option to restart the colony and have new pawns wander in after all others have died. With this mod it is impossible to do that since it seems Fetid Corpses always raid even with no colonists, and then they never leave just wonder around the center of the map forever.
gh0stashes 8 Jul @ 7:28pm 
All the pictures are broken so this mod sort of lacks a description now :(
Witch ~ 6 Jul @ 11:45pm 
oh no the pictures are gone
What I'm supposed to do with corrupted floor? I can't remove it, neither clean with waste clean area, neither change it via floor building/removal. I don't like that red patch of meaty floor just staying there forever
bigd 3 Jul @ 7:35pm 
How do you use the parasite core?
Lisan al-Nyata 28 Jun @ 7:37pm 
Hmm. It seems when I add this mod mid game, the game become stutter and lag. Anyone have this issue?
Goust 28 Jun @ 11:28am 
Necro generator with Apocitron and friends on day 13 is wild.
Psycho Penguin 27 Jun @ 8:59pm 
1.6 pls!!!!
Tcgirl8 27 Jun @ 3:41pm 
you'r mods are literally the coolest I have ever seen, love the signalis reference with Molly
amirsaid2018kk 27 Jun @ 12:05am 
I really haven't had a problem with anything this mod has thrown at me, I've always overcome and claimed victory in the face of adversity. My only complaint is one, it nerfs the Necronoid generator, I don't mind Necrotion Fallout, I don't mind that all the fauna, flora, that EVERYTHING on my map can be erased except my base, the only thing that bothers me is that out of nowhere 2 corrupted Apocritons come out along with an army when I don't even touch the generator and proceed to obliterate my entire colony effortlessly without me having a chance.
Manu30 16 Jun @ 12:00pm 
Are they going to update it to 1.6? That would be a shame
DeluvianSenecca 15 Jun @ 8:09am 
Also i think the cooldown for sunmon ravager is bugged. It says it's about an hour yet I can use it in an instant, it doesn't actually have a cooldown. Also bio fluid replenishes fully in like 3 seconds and abillities cost way too less. I can spawn a whole army of ravagers i finitely
DeluvianSenecca 15 Jun @ 7:42am 
Please nerf the necro hunter symbiote abillities they are too overpowered. They need some balance. Higher cost, higher cooldown, lower regeneration of fluid please. It's too much. Great mod btw I love it an cant play without it. Made dor some beautiful stories
BlackMarket420  [author] 9 Jun @ 9:21am 
Hey guys! After working on this mod for months, I decided to put this mod on hold for the time being. Since you already know that a new dlc will drop, I'm pretty sure I'll be busy in cleaning up the aftermath of my mods breaking like 1.5 did.

Though this doesn't mean that the TAOFC is over or abandoned, there are still a lot of things I'll need to do, and the 1.6 update is not helping, so for the time being I'm just gonna prepare the art assets while waiting for the 1.6 update.

And for those with complaints about the mod, no worries, I'll keep your suggestions in mind while working on the mod.

For those who are interested on the mod's progress, there's a discord server made by a friend of mine, and in it has the # pandora-general that I'm in charge with. It still has nothing yet, but I'm gonna add the list of stuff that's needed for TAOFC mod. here's the link for anyone who's interested,... https://discord.com/invite/XykqRAU8jK
Command Wanzer "Bloodking" 6 Jun @ 10:16am 
while i would say this mod is definitely on the stronger side. I wouldn't call it completely impossible with vanilla level gear.

the most basic event, the ghoul assault might look intimidating. But the only enemy you should worry in that group is the 2 or 3 bladed ghouls. once you deal with them, the fetid ghouls can be easily kited with vanilla level ranged weapons. You probably still need to give yourself some kind of advantage. But not in the level if installing OP mods. Just that... starting with barely nothing is now a bit shittier than before.

Arguably the most ridiculous event in this mod is the skip gate assault and necrotion fallout. Which is why I disabled them in the mod settings.
Baha 3 Jun @ 11:48am 
is this all industrial level or does it go higher?
Engineer Gaming Part 3 2 Jun @ 2:34pm 
fix the problem of MECHS being able to get necronoid infections
枯叶的风 2 Jun @ 10:30am 
ce?
(S.E.A.F) Blue Bravo 1 Jun @ 9:59pm 
for some reason I can instantly level my bioweapon to level 5? the button just sits there is there any way to get rid of it?
Revolver Ocelot 31 May @ 7:45pm 
Please scale/balance these events or something, this mod looks really cool, but having huge raids regardless of difficulty settings of permanently regenerating zombies as the easiest enemy feels really bad. I feel like I need to install some OP mods just to survive. It's also pretty frequent some of the ghouls just get stuck in place and tank performance.
Deep♂Dark 27 May @ 5:24pm 
@johnny Macabre I got crash every time when monster attack:steamsad:
Johnny Macabre 26 May @ 3:53am 
Sticking to the old version. This version causes insta-crash on startup. It's THIS mod doing it. Says there's some sort of incompatibility or corrupt file. But since it doesn't tell me an incompatibility in the mod manager, I have no way of knowing which mod it's having an issue with. I'm even using other Pandora Framework mods that aren't having any issues.
SCARRIOR 24 May @ 1:26pm 
Ah nevermind, adding the mod causes the mod loader to reset, I guess my genetically modified super soldiers wearing doom armour backed up by genetically modified insectoid/mechanoid soldiers fighting these doom like demons of flesh will have to wait :(
SCARRIOR 24 May @ 11:14am 
This looks really good, I installed it, but don't have anomaly, the dlc looks like a pure shit cash grab, eagerly awaiting the update that gets rid of the anomaly requirement.
The Doom Slayer 24 May @ 8:32am 
will you make it so you dont need anomaly as it is not popular and i am a big fan and the need for it makes it not work
sprite 23 May @ 5:26pm 
Thank god for the CE manual patcher, also this mod is fucking nightmare fuel and I love it
Vartarhoz 22 May @ 10:29pm 
Dude I spawned 3 of 10k raids from Empire, died too easily. Unless you use OP gamebreaking mods, I advice to not install this mod.
Galactic Coach 18 May @ 4:25pm 
I agree with previous comments, this mod looks cool but is just not balanced. It completely ignores wealth or anything and just spawns unbeatable raids.
Command Wanzer "Bloodking" 17 May @ 12:28am 
For those who are new to this mod. Be slightly warned, this mod is a bonafide horror mod in almost every sense of the word. There are events that will silently spawn (as in no alarms) a freaky enemy to your colony. You may or may not get actually jumpscared when it appears. If you install this mod, you WILL learn to be paranoid.
Biggiecheese 16 May @ 5:29pm 
Nice reference to "I have no mouth, but i must scream"
坂木 16 May @ 8:32am 
为什么尸鬼突袭没有暂停?
Why the game not pause when zombie attack?
Bad Connection * 16 May @ 5:17am 
What is the bloody mess bug exactly?
Plague!ctrl<_MIDA_> 16 May @ 1:31am 
Yo, could I get some snuggly parkas for my ravagers? They don't seem to do too hot in freezing climates. Hypothermia is a b i t c h.
BlackMarket420  [author] 12 May @ 3:17pm 
Thank you for the input @picard65, I'll keep that in mind
picard65 11 May @ 11:32pm 
Also, i saw someone mentioning symbiont bein healed, i did a quick dirt test using healer mech serum, since most mods base their heal on it, and it heals the symbiont, checked the xml, and it's missing afaik anything t o tell the game that it shouldn't be healed by item, you may try to add the tag <everCurableByItem>false</everCurableByItem>
picard65 11 May @ 4:21pm 
just fyi, events from this mod ignore the "pause on any threat" setting of the base game
amirsaid2018kk 11 May @ 11:22am 
A really good mod, the only thing I don't like is the fucking monolith that causes a necrotid storm and its 2 flesh apocritons that one-shot all my colonists.
Battl3bee 10 May @ 4:13pm 
closest we're getting to zombieland 1.5. still gonna try it out it looks effing SICKKK
UyTheo 9 May @ 10:34pm 
I wanna try this mod but I need someone to make a trypophobia retexture >.>
BlackMarket420  [author] 9 May @ 3:58am 
You won't need anomaly in the next update, still working on balancing and removing any anomaly elements in it. There's also stuff that I'll need to add that functions as a bedrock for future modules, so it'll take a while.
Littleman 8 May @ 7:17pm 
So if i'm understanding previous comments, Anomaly is a hard requirement for this mod right now? I can't play it with just Biotech?