RimWorld

RimWorld

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Vanilla Animals Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.398 MB
6 Oct, 2022 @ 6:09am
20 Jul @ 3:23am
11 Change Notes ( view )

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Vanilla Animals Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




Check Changelog.



Vanilla Animals Expanded is a large mod that contains almost all previous Vanilla Animals Expanded modules, this time merged into one big mod. Fear not, however - last thing we want is to bloat your game: you can now disable individual animals in mod options! You can only enable the animals that appear in your biome if you want.

The reason we merged all the animal mods is because they are finished - the only new animals we have planned fit into standalone packs. We have already covered all the biomes, so it’s only proper we clean it up and make it into one big mod.

No, we have no plans to merge any other mods together.

This mod adds dozens of new animals that fit RimWorld aesthethic, from house cats and rottweilers to anacondas and indian elephants, it really breathes a lot of life into the game and makes every biome feel very, very unique.

The Waste, Endangered and Royal animals mods will remain independent, as they add special mechanics and events that stray a bit from this type of mod.



Vanilla Animals Expanded adds following animals to the base game:




































































[forms.gle]

For balance reasons, we have made a VERY comprehensive animal spreadsheet: https://docs.google.com/spreadsheets/d/19wyuEqVvMIIO717o8eZq81Nkh-5ZISwAsPtjOxoDdeQ/edit?usp=sharing



Q: Wait! You're adding duplicate animals as some have been added in Odyssey DLC!
A: If you have Odyssey DLC, duplicates won't show and only the DLC versions of animals will. If you don't have the DLC, however, you will see all of the animals in this mod.

Q: Do the animals spawn randomly in biomes?
A: Yes, a majority of them are guaranteed to spawn in Temperate Forest biome, with some of them also spawning in other biomes.

Q: Can I disable X animal?
A: Yes! Use mod options to disable any or all animals if you so desire. This will disable them from spawning in the wild.

Q: Is X a pack animal?
A: Pack animals are marked on infographics.

Q: Why is X animal white?
A: It’s only white as a texture, but ingame, code applies colour to it. It’s a little trick that mod authors do to have a bit more control over how an animal looks.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new animals?
A: No. I will focus on other modules, adding new animals, but this mod is complete as is.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you want. Please remember: removing mods causes issues!

Q: Can you add /this/ animal?
A: Feel free to suggest it!

Q: CE compatible?
A: No idea.

Q: Are you doing this with any other VE mods?
A: No.

Q: But my load list is clogging!
A: This may come as a surprise to you, but your modlist is not a toilet. The impact of loading 14 mods is basically the same as loading a single mod that includes those 14.



Graphics are created by Oskar Potocki.

Steam Infographics inspired by Planet Zoo. Love that game.

Code work created by Sarg Bjornson.

Lemur made by Luizi!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]









Popular Discussions View All (2)
42
15 Jul @ 7:46am
PINNED: Suggestions
Sarg Bjornson
1
13 Jul, 2023 @ 11:41pm
PINNED: Vanilla Expanded animal mods that are separate from this one
Sarg Bjornson
682 Comments
Sarg Bjornson  [author] 5 hours ago 
One at random, this isn't VE Genetics lol
SonOfJupiter 7 hours ago 
Wait so are the crossbreeds visually distinct? Or does it just pick a breed from the 2 parents at birth
Sarg Bjornson  [author] 19 Jul @ 8:02am 
I don't know either XDD
AldmeriExile 19 Jul @ 7:59am 
Thanks folks. Updating VE Framework got rid of all the errors for me too. Don't know how the team keeps track of all the updates for mods during early days of major Rimworld updates, but bless you.
Gniwu 19 Jul @ 5:42am 
Holy SHIT, Sarg!! What a way to dump such a major feature on us, hahaha!
'Oh yeah, and I invented cold fusion too. Anyway, as I was saying...'
Sarg Bjornson  [author] 19 Jul @ 3:39am 
I added crossbreeding for cats and dogs :)
Vanasonic 19 Jul @ 3:30am 
@Tylar I might have had the same error as you. The "Recovered from incompatible or corrupted mods errors." one.

Re-downloading VE Framework (per @Sarg Bjornson) looks to have fixed it for me.
Sarg Bjornson  [author] 19 Jul @ 2:02am 
Likely your VE Framework is not updated
Tylar 19 Jul @ 1:05am 
Hello. I am only using Vanilla expanded mods, all the ones mark 1.6 are running just fine, but when I use this one I am getting errors.

I figure it must be a me issue because I can't imagine I am the only one who uses only VE mods. Just putting this out there in case anyone (Author or otherwise) has encountered this and has any suggestions.

Thank you to the author for the amazing efforts and work I have donated through the patreon before and will again, your efforts are a massive part in my day to day enjoyment of the game.
Sarg Bjornson  [author] 18 Jul @ 2:24pm 
Correct, mod settings only affect wild spawns