RimWorld

RimWorld

Dark Ages : Beasts and Monsters
191 Comments
Catious 1 hour ago 
Me and my tribal start getting slaughtered by an owl bear is hilarious XD
PenderBloodfart 1 hour ago 
What an incredible mod. If i can give some feedback, the troll burrows scale a little too much with wealth (i installed this while in a lategame run and one burrow spawned around 70 trolls and then kept spawning every 30 seconds or so).
Also, void creatures? Would love to have pets that survive space
Mr.Moo 6 hours ago 
@Sir Van sweet thanks for the info, amazing mod every animal is great this is a mainstay in my modpack now!
Sir Van  [author] 7 hours ago 
@Bee Ah they changed MVCF, it'll be fixed up on the next update with the goldilox problem, adding alongside those fixes a brand new creature

@Mr.Moo any damage to it will awaken the dormant burrow
Mr.Moo 10 hours ago 
How do troll lairs become active? There is one on my starting map kinda worried about it, it is currently dormant at least.
Bee 21 Jul @ 9:42pm 
"[MVCF] Found pawn DA_Phrak64801 with native ranged verbs while that feature is not enabled. Enabling now. This is not recommended. Contact the author of Dark Ages : Beasts and Monsters and ask them to add a MVCF.ModDef." I this is an error with Vanilla Expanded Framework. I'm uncertain if this is a my computer issue or a mod issue. I just thought I should report it in case other people have the same issue. Mods works fine besides this error, awesome art!
WaKKO151 21 Jul @ 4:33am 
@salvador sounds like you can learn about the new things you add and prepare accordingly.
Salvador 20 Jul @ 1:35pm 
Need the option to disable certain creatures. Some of these are pretty strong and can run down your colonists very easily before the rest can come to help. The Taraal for example can easily hunt a colonist down early game. Would be great to disable ones like this one.
Wodalrich 19 Jul @ 8:40am 
Its "appearance belies", not "apperence bellies" xD other than that, this looks very cool.

A belly is what you get if you eat too many cookies every other day, sweetheart.

Also:

You better hope Hasbro/Wizards of the Coast dont claim your Not-an-Owlbear xD

I wont be the one to rat you out though.
Soule 18 Jul @ 10:44pm 
Hi, I'm getting an error too,

Error in Dark Ages : Beasts and Monsters, assembly name: BestiaryGoldilox, method: IncidentWorker_GoldiloxPasses:TryExecuteWorker, exception: System.MissingMethodException: Method not found: Verse.Pawn Verse.PawnGenerator.GeneratePawn(Verse.PawnKindDef,RimWorld.Faction)
[Ref F1529C35]
Sir Van  [author] 18 Jul @ 3:31pm 
@itsreallywillie Yeah it is seemingly the same error as Kaden Ha, i'll check up with the person who set up the event.
itsreallywillie 18 Jul @ 12:56pm 
Hi, I'm getting an error in my log related to the Goldilox event:

[code]
Error in Dark Ages : Beasts and Monsters, assembly name: BestiaryGoldilox, method: IncidentWorker_GoldiloxPasses:TryExecuteWorker, exception: System.MissingMethodException: Method not found: Verse.Pawn Verse.PawnGenerator.GeneratePawn(Verse.PawnKindDef,RimWorld.Faction)
[/code]

The mod appears to be calling an outdated method signature for PawnGenerator.GeneratePawn (according to Claude Opus 4 log analysis). I'm running RimWorld 1.6.4523 with the latest version of the mod.

Has anyone else encountered this? The game still loads, but I'm concerned the Goldilox event might not fire properly. My mod list is quite extensive, so it could be a conflict, but wanted to report it in case others are experiencing the same issue.

Thanks for the great mod - looking forward to trying it out!
Sir Van  [author] 18 Jul @ 4:04am 
@Boadacious Cowboy Troll meat taste good. They grant an extra mood buff to any meal containing said meat and have a lesser debuff when eaten raw
Bodacious Cowboy 17 Jul @ 5:37pm 
Does the troll meat have any special use?
Morbster 17 Jul @ 5:14pm 
Insanely well made creature mod.

They fit so well into any setting honestly, and the designs are exquisite.

This will quite literally never leave my load order.
Alexander Moonflower 17 Jul @ 11:16am 
Pale Scourge and Troll Burrows are a blessing in disguise

My Gravship colony was saved from starvation and freezing thanks to the bearded trolls appearing :lunar2020ratinablanket:
狐无安 16 Jul @ 4:58am 
so cool!
The Lost Cake 15 Jul @ 12:45pm 
god the redhound puppies are so fucking cute
彡 Veterano 彡 15 Jul @ 7:42am 
Hey Sir Van, what an amazing mod!

I liked it so much that I started trying to create new animals based on your mod's narrative. If you're interested, send me a message. It would be great to share some ideas with you.
Geneva 14 Jul @ 7:24am 
thank you! amazing mod
Ram 14 Jul @ 5:06am 
cute
Jiopaba 13 Jul @ 6:10pm 
Hi Sir Van. Your patch in "Cheese.xml" for Medieval Overhaul compat needs an update to use the new namespace for CompProperties_IngestedThoughtFromQuality. It's in "VEF.Cooking" now instead of "VEFCore" so it needs to be updated on lines 82 and 85. It currently returns a pair of red errors and no happy cheese thoughts.

Also, there's a stray lowercase "i" as a single word on line 144 while you're in there. Thanks for the awesome mod!

Cheers!
Sir Van  [author] 13 Jul @ 5:04pm 
@Kaden Ha I'll take a look, tho you seemingly have a whole bunch of errors alongside that one.

@Quilava Yep, the only one i forgot to add giddy up graphics for is the crestel, but you can still mount him.

@Joomin You can already mount the imperial hound.
Joomin 13 Jul @ 11:25am 
Thanks for the amazing mod.

Just as an FYI I've added a compatibility patch that allows for riding w/ Giddy Up 2 for Imperial Red hounds.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3524922584
Quilava 13 Jul @ 6:03am 
I want to ask if this mod work with giddy up? These beast look amazing and i would love to ride em into battle :cool_seagull:
Kaden Ha 12 Jul @ 6:11am 
There's an error in this mod. Here's the log [gist.github.com]
Pink 11 Jul @ 9:35pm 
Hello!! I just wanted to ask if the pale scourge can be stopped or if it stops after a while, thank you!!
Andrew™ 11 Jul @ 3:52pm 
Holy crap! I love animal mods and these ones are so adorable!! :o
OP Jason 11 Jul @ 11:18am 
Has Owlbear = Epic
PurpleSnakeSnacc 11 Jul @ 9:38am 
flying Crestrel would be a nightmare T-T
PurpleSnakeSnacc 11 Jul @ 9:36am 
my goat has already updated to 1.6, cant wait to see what horrors will be unleashed with the new flying system.... dragons? :D
Sir Van  [author] 9 Jul @ 12:13pm 
@Octarin They're set to being dendrovores, so i don't know how that might affect their diet outside of trees and the such.

@skeranda The mod cherry picker would be my own guess if you want to remove specific parts of any mod.

@friendlyBard That'd be custom code, and quite niche so not really
friendlyBard 9 Jul @ 9:11am 
Hey, have you considered to make some of them have rare recolours? like shinies in pkmn?
skeranda 9 Jul @ 9:07am 
Hi, first of all I love all the designs, they are so cute and adorable. I just wanted to ask if it is possible to take certain individual creatures off the spawn list if I don't want them to appear? And if so, how would I go about that? Please explain it to me like I am a 70 year old grandma who struggles with the TV remote xD
Ryukotsei 7 Jul @ 7:46pm 
Blessed be the 1.6 update! :praisesun:
Octarin 4 Jul @ 12:06pm 
Hi, I just wanted to say, I am feeding my animals nutrient paste, and I've got a drog that doesn't want to eat, every other animal does. It's a combination of mods that allows this, just thought you should know, cause it's really handy to have them feed automatically.
Umbrel_94 4 Jul @ 6:48am 
@Thompson27 think of it as a sheep and tame it to sheer it's wool
Thompson27 4 Jul @ 2:30am 
Goldilox is broken, it doesn't give goldwool when you butcher it, it give plainleather instead
Kryth 3 Jul @ 11:43pm 
Guess im just unlucky, encountered 0 for 5 years, thanks for the response.
Sir Van  [author] 3 Jul @ 3:08am 
@Kryth Red-horned larpah are just rarer

@condottiere I'll make a fix on the leather upon dropping the 1.6 update, i wonder why i even changed the value in the first place, and thanks !
Kryth 2 Jul @ 10:54pm 
Im on a temperate forest and from the infographics, im guessing that the red horned larpah is supposed to spawn on forest biome like with the taraal, but i have yet to get atleast one of them but have gotten taraal multiple times. Is there any specific parameters for them to spawn on your map?
AOI 29 Jun @ 8:47am 
good
condottiere 26 Jun @ 5:11pm 
Most mods are way too nice, as is vanilla itself. High monster health regen is a strong challenge. With spawn rate, it's doable but oriented for very combat-focused play styles (which is my pref). It's unbalanced against vanilla like any OP weapon mod -- playing with it obligates the player to plan around the mod's impact out of proportion to safer mods like farming expansions or cute animals.

Using OP weapon mods with 10-20+ DPS normal quality and no ammo mod would make this trivial. I'm using weapon mods with 6-12 DPS normal quality, making it really hard even with excellent/masterwork quality.

I like the balance as is. Hasn't become a boring comp stomp yet even at my mid-late game stage with nearly $1M colony wealth. Troll meat and leather are a good pay-off for the challenge. I haven't even found most of the other content yet. :D
condottiere 26 Jun @ 4:47pm 
Lessons learned: aggressively manage wealth (get rid of, or focus on combat effectiveness). Be proactive wiping out burrows. I had been farming a smaller type of burrow that only spawned 2 trolls per day, but got up to at least 6 when I didn't cull them.

The awoken burrow was a bit of a surprise. :D

I think 100% difficulty without my hard mods, this would be tough but winnable without save scumming.

Definitely not safe for players who like to RP cozy colonies. My base was HEAVILY fortified for 200% raids with multi-layer walls, choke points, etc. No kill box b/c raids (and trolls) inevitably overwhelm that single point of failure.

Lower storyteller difficulty to half normal pref while a burrow is present. This way, you can nerf to suit. If the mod is otherwise intended to fit "nice" vanilla balance, my vote is halve spawn rate but keep regen rate. As-is, it's fun but very combat-intensive.
condottiere 26 Jun @ 4:18pm 
Fun anecdote: Behaving as intended (?), but it was brutal. Mods: Grievous Wounds, More Injuries, Even Armor, Thick Armor. No CE, vanilla-balanced weapon mods, LTS ammo. 200% difficulty, tundra map.

25 tribal/industrial pawns with skills 9-16 and lots of plasteel armor, $800K colony. had a dormant burrow for 3+ years that woke up. Spewed out 40+ trolls per cycle. Despite luckily catching the spawn instantly, in 1 day of fighting, I racked up 170+ trolls. Resorted to save scumming after multiple wipes. Finally mostly survived by rushing the burrow and aggressively micro-ing finishing downed trolls to prevent regen, before running out of ammo.

Really hard, but super rewarding in the end thansk to save scum cheese. XD All trolls are in my freezer now, and my surviving pawns will eat well. Truly an encounter worthy of Beowulf.
condottiere 26 Jun @ 3:58pm 
Hello, enjoying this mod so far. Possible stat typo bug report: I found that certain leathers (bearded troll and karabal, encountered so far) have an item weight of 0.3. Most vanilla leathers have a default weight of 0.03. This causes items made with these leathers to be 10x typical weight, e.g. 30 kg clothing instead of 3 kg. The item weight variation is from a "material affects item mass" mod I use, behaving as intended. This may or may not affect vanilla behavior (maybe will affect caravan weight carried?).
rainydays100 25 Jun @ 5:57pm 
Deluvian try getting good before crying for nerfs
DeluvianSenecca 25 Jun @ 10:22am 
The trolls are too OP please nerf them a little. Slower regen or slower spawn
Sudo Modding 25 Jun @ 7:47am 
It's strange because in CE all animals are made of paper, even a thrumbo is easily killed
shamik_chand 25 Jun @ 6:53am 
Needs to be loaded after CE