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Call of Cthulhu - Cosmic Horrors
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16.335 MB
Sep 18, 2016 @ 6:57am
Dec 16, 2017 @ 4:46am
48 Change Notes ( view )

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Call of Cthulhu - Cosmic Horrors

In 1 collection by Jecrell
Call of Cthulhu - Rim of Madness Expansion Pack
22 items
*Add Lovecraftian monsters to your RimWorld experience!* There is a lingering fear that strokes the hairs on the back of the necks of your colonists. Something terrible is coming, and there is little time to prepare. Cosmic horrors are already upon us.

This is an attempt to create the minor races of H.P. Lovecraft's weird fiction mythos in the RimWorld engine. Some behave the same as hostile factions that raid colonies such as mechanoids or insectoids. Others can be deadlier, however.

Adds the following cosmic horrors to your game:
  • Star-Spawn of Cthulhu
  • Shoggoths
  • Mi-Go
  • Deep Ones
  • Star Vampire
  • Dark Young
  • NEW Chthonian

You will need to start a new game OR for previously saved games without monsters, you can try using Orion's Faction Discovery Mod
*phew* Now that that's out of the way. Onto the notes section!

  • Each monster has its own unique anatomical skeletons, organs, and body parts. Some special powers were given to psionic beasts.
  • Each monster has special sound effects.
  • More creatures will be added in a second update in the near future. A third update will flesh out these cosmic horrors with true special abilities true to their literary counterparts.
  • Since I am one person, I can't attest to how balanced the monsters are, and I am definitely looking for feedback from player experiences. Let me know how they are in your game.

Update 1.3
  • Dark Young and Dark Young Herd incidents added to the game.
  • Greater Deep Ones added to the game.
  • Star Vampires rebalanced to be more numerous at higher difficulties.
  • All cosmic horrors have age ranges from Spawn to Eldritch.
  • Sanity loss effects now apply when observing Cosmic Horrors.
  • Mood loss effects now apply when observing Cosmic Horrors.
  • Sanity Loss effects further rebalanced

Call of Cthulhu Mods
Recommended Mods

Credited Sources

Have fun!

Still there?
Jecrell here, lead programmer of the Call of Cthulhu mod series.

Want to buy me a coffee? Fuel my madness for mods here below.
Popular Discussions View All (12)
Dec 19, 2017 @ 12:53am
Ideas & Suggestions
Dec 23, 2017 @ 9:37pm
Dark Young throw an error whenever they try to attack something
Jul 5, 2017 @ 2:02pm
Odd error log entry
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Gladeflower Feb 17 @ 2:51am 
I have an error message poping eery 10 seconds with "DestroyMist", happens everytime there are mists walking around. The message comes up in its own screen that flashes and then the game continues which also makes the critical mood sounds pop each time ass well. Making it unbarable both visually and through sound.

The mod is the best thing that happened to this game and this is the first problem I face, I do use many otehr mods. Any help?
Xilia Feb 10 @ 8:29am 
hmm, does sanity really go down? I have been stuck on initial for a year on some chars
[FSG] Apache49 Feb 7 @ 9:26am 
The only Star Vampire I've seen didn't precisely stand around, it attacked one of my gun turrets, which couldn't see it. I sent a colonist out to repair the turret and found a lone, badly malnourished Star Vampire beating on it. Unfortunately for it, while said colonist was a pacifist and should have been easy prey, the turret in question was a Goliath, and as soon as the vampire became visible and rushed the colonist, the gun turret turned it into roadkill. Somewhat funny, but not particularly threatening.
Cthonians don't seem to have problems attacking anymore though. I went to fill in the hole it came out of and it very nearly killed three of my colonists before combined fire from several of my soldiers brought it down.
[FSG] Apache49 Feb 7 @ 9:21am 
Is the thing about the inhuman mocking laughter the warning for star vampires?
Meridia Jan 30 @ 2:41pm 
CosmicHorror.JobGiver_StarVampireFeed refers to nothing and does nothing.
So.. Star vampires just idle on the map until they starve.
Haha xd Jan 27 @ 10:40pm 
Hey i was wondering if you are able to fined a new tree to start? The one on my spawn got taken out in a raid.
King of the Culdesac Jan 27 @ 10:20pm 
my formless spawn doesn't hunt and instead opts to starve to death
Omega13 Jan 26 @ 9:16pm 
Also, tried this out of curiosity - though eating Star Vampire meat will immediately give a colonist sanity loss (which is also apparently now permanent, as it still hasn't gone down from initial on three colonists in over a year despite no cult research), commanding a colonist to directly devour a raw, decaying Star Vampire corpse does not affect their sanity in the slightest.
Omega13 Jan 26 @ 9:07pm 
Had another Star Vampire encounter where three star vampires showed up, perfectly visible, and once again stood there and did nothing until my colonists murdered them. Starting to think this mod is kinda busted atm.
Dust Jan 26 @ 3:47pm 
FYI, Even the lowest levels of sanity loss count as a "worst injury" even over limb loss for the vanilla "Healer Mech Serum." Not sure if anything can be done, but wanted to point it out.