RimWorld

RimWorld

Alpha Animals
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] 20 Oct, 2018 @ 12:07am
Suggestions
I have created this topic so you can post animal suggestions here!

This post is just to suggest new animals and mechanics. Use the Bug Report topic for those!
Last edited by Sarg Bjornson; 29 Apr, 2021 @ 11:21pm
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Showing 1-15 of 395 comments
epicgiantstorm 20 Oct, 2018 @ 12:55am 
maybe add some ultra rare cryptid monsters. or human made monstrosities. (human centipede?)
and maybe add some armor for animals? (animal power armor?) of corse only for those it makes sense for!
Last edited by epicgiantstorm; 20 Oct, 2018 @ 12:56am
Michelin Man 20 Oct, 2018 @ 9:48am 
One possible suggestion I have is that you add in a creature that looks like this: https://vignette.wikia.nocookie.net/creepypasta/images/0/04/The_Rake.jpg/revision/latest?cb=20130731220054
Basically just some really spindly, pale looking humanoid creature with very sharp claws. Also it'd be incredibly fast, like 2-3 times faster than a human. However for balance it'd also be so frail though that something like a few bullet wounds or a few blows from a club will bring it down. Basically it'd be something like a fragile speedster that would hunt your colonists in the night and if you aren't careful with butcher them in a few minutes. However if you actively prepare for their attack you can take them out rather easily.
For lore behind it you could say it was a genetically engineered creature that was meant to be sort of like an assassin, something that was incredibly fast and killed things in a few seconds and disappear before anyone noticed it was even there.
sleepingpiranha 20 Oct, 2018 @ 10:01am 
a drider maybe, a sabre cat, dire wolf, pheonix, mamouth, basilisk, dragon, terror bird, moa, german kobold, LAND SHARK!, gryphon, hypogryph, hydra
Call me Arty 20 Oct, 2018 @ 1:18pm 
Rather than adding in more critters, I'd kindly like to request a way to toggle them, maybe in a mod menu. With as little offense as possible, I'm really opposed to having mods that are either redundant or don't fit the artstyle. Most of everything I've seen looks fine, but I've already got Jecrell's spider mod, and the ones in this look a bit too clipartish.

I apologize if I offend.
Diana (Kitty) 20 Oct, 2018 @ 2:37pm 
Prehaps make it so that the summit crab's "crushing everything in it's path" doesn't happen when it is unconcious/downed
epicgiantstorm 20 Oct, 2018 @ 10:47pm 
the arctic lion though intresting is kinda i dont really know how to explain it. but for them to be invisable 100% of the time even after dead. and if they were tamed them being invisable constantly would be diffacult. and maybe during negative events they turn invisable but once that is done they turn back visable. basicly the arctic lion could be better implemented if possible as im not a programmer.
epicgiantstorm 20 Oct, 2018 @ 10:51pm 
Originally posted by epicgiantstorm:
the arctic lion though intresting is kinda i dont really know how to explain it. but for them to be invisable 100% of the time even after dead. and if they were tamed them being invisable constantly would be diffacult. and maybe during negative events they turn invisable but once that is done they turn back visable. basicly the arctic lion could be better implemented if possible as im not a programmer.
that was wierd. i just saw the body once i relogged. maybe slightly bugged.
LeKopic 21 Oct, 2018 @ 9:08am 
Frostmites are so OP, they are just walking fridges with infinite food supply. Maybe, decrease corpse spawn rate for them?
Michelin Man 21 Oct, 2018 @ 9:11am 
One suggestion I have is that you made a lot of these creatures with special abilities in mind (like firing webbing, producing power, being able to feed off of sunlight alone, regeneration, etc). Maybe you could add an add-on mod with your GeneticRim mod where we could maybe make implants to give our colonists these special powers.
epicgiantstorm 21 Oct, 2018 @ 12:13pm 
also theres a mod called rainbeaus archipelagos that if you wanted to add sea creatures would make the perfect mod as it has alot of water. there is also another mod by rainbeaus that ads fishing witch could act as a catalyst of water baised rare happenings.
Hubertdragon1 21 Oct, 2018 @ 1:57pm 
I think more about genetic tiger
Michelin Man 21 Oct, 2018 @ 4:10pm 
One suggestion I have is maybe could you add in an option that toggles how often the mod animals spawn?
I've seen people having issues with them spawning everywhere, however for me I've noticed that not very many spawn all that often. (Seen one herd of around 5 aerofleets, 2 groundrunners, 2 lockjaws, a feralisk, and no raptor shrimps. Sort of difficult to make a raptor shrimp pit without raptor shrimps.)
Castor 22 Oct, 2018 @ 3:25am 
I feel like arctic lion is a bit to op. I got one in early game, and he single handly killed nearly all of my colonists. Maybe set a buffer that he appears later in mid-game or late-game?
Sarg Bjornson  [developer] 22 Oct, 2018 @ 3:51am 
Yeah, one of them at the beginning might be quite a pain :) I have added an option to disable the event if you think it is too powerful! You had really bad luck, though, it is only a 0.5 chance, compared to around 6 for regular raids ^^
Omega 22 Oct, 2018 @ 1:17pm 
Static Hostile plants. Like a giant Venus flytrap for animals or people.
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