633 ratings
Vanilla Animals Expanded — Extreme Desert
Mod, 1.0
File Size
0.499 MB
Aug 30, 2019 @ 4:04am
1 Change Note ( view )

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Vanilla Animals Expanded — Extreme Desert

In 1 collection by Oskar Potocki
Vanilla Expanded
28 items


1.0.0 (30/08/2019): Release

Creating an animal pack for the extreme desert was tricky - I didn’t want to take away from the challenge this biome provides - the animals that reside here are supposed to be tough, scarce and difficult to kill. This mod adds 2 new venomous animals, both heavily requested - rattlesnake, with a very strong venom, and a megascorpion, little armored insect with a venomous sting. The last animal is a camel, based on bactrian camels - a two-humped version of dromedary, which can also be milked, sheared for wool and can be used as a pack animal.

Vanilla Animals Expanded is a modular mod. It means it will come out in several modules allowing people to subscribe to only the animals they want in the game. This part is the Extreme Desert biome expansion. It adds 3 new animals that will spawn in the Extreme Desert, but some of them also spawn in other biomes. They have vanilla artwork, sounds and balancing.

Vanilla Animals Expanded: Extreme Desert adds following animals to the base game:

There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the comments.

Q: Do the animals spawn randomly in biomes?
A: Yes, all these animals are guaranteed to spawn in Extreme Desert biome, with some of them also spawning in other biomes.

Q: Is X a pack animal?
A: Camel is a pack animal, which can also be milked and sheared for camel wool like a normal dromedary.

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 different animals for different biomes, but this workshop submission is completed.

Q: Is this mod compatibile with A Dog Said?
A: Yes. You need A Dog Said and LBE's A Dog Said Easy Patcher loaded before this mod.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these animals to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Can you add /this/ animal?
A: Chances are it’s probably already in the works as part of another biome. Please, stay vigilant and be patient. I’m just a human.

Q: CE compatible?
A: It will be soon, with a following mod being a patch for it: https://steamcommunity.com/sharedfiles/filedetails/?id=1824112352&searchtext=animal+expanded

Graphics are created by me, Oskar Potocki.

Rimworld is owned by Tynan Sylvester.

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


Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!


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Pablo Discobar Dec 18, 2019 @ 10:30am 
ah, my apologies!
Oskar Potocki  [author] Dec 18, 2019 @ 1:40am 
Please raise it with RimHud guys. I am on a holiday now so I won’t be able to deploy any fixes anytime soon anyway
Pablo Discobar Dec 17, 2019 @ 8:16pm 
Hello, Oskar. I was wondering if there is something I can do whenever I press rattlesnakes? Because this is what appears and then RimHUD would suddenly stop working unless I restart the game.

[[RimHUD Auto-deactivation report]]
Object reference not set to an instance of an object

[RimHUD: Object reference not set to an instance of an object]
at RimHUD.Data.Models.PawnModel.GetAnimalTooltip (RimWorld.TrainableDef def) [0x00000] in <filename unknown>:0
at RimHUD.Data.Models.PawnModel.GetBioTooltip () [0x00000] in <filename unknown>:0
at RimHUD.Data.Models.PawnModel.get_BioTooltip () [0x00000] in <filename unknown>:0
at RimHUD.Interface.InspectPanePlus.OnGUI (Rect inRect, IInspectPane pane) [0x00000] in <filename unknown>:0
Oskar Potocki  [author] Nov 26, 2019 @ 3:41pm 
Once vanilla megascarabs start dropping chitin, our mega scorpions will as well
"The" SeanMacLeod Nov 26, 2019 @ 1:39pm 
A bug that big does have enough to spare....
Oskar Potocki  [author] Nov 26, 2019 @ 1:30pm 
Megascarabs weigh 10kg too. Do they drop chitin?
"The" SeanMacLeod Nov 26, 2019 @ 1:24pm 
No chitin from a fourteen-kilo scorpion?
gon Nov 26, 2019 @ 5:15am 
I was about to post about the Bactrian vs Camel thing here but it looks like others have done so already. It always throws me off a bit.
Jangles Oct 5, 2019 @ 10:23am 
@Oskar Potocki
I think it would make sense to do so. I don't really care too much myself as it wouldn't really impact the game at all, but you obviously care a great deal about making your mods have a strong vanilla flavour, which is why I brought it up, cause it didn't really seem like something which you had thought about much.

Incidentally, did you give camel wool or leather good cold resistance? Because Bactrians are actually well adapted to the cold as well, living in places that often reach -30 C, sometimes -40, every winter.
Oskar Potocki  [author] Oct 5, 2019 @ 12:07am 
Truth is, there was no reasoning. I called it the camel before a mod even existed and it stuck. I can change it to Bactrian if you want.