RimWorld

RimWorld

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Beasts of the Rim
   
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
3.530 MB
Mar 30, 2020 @ 4:58am
Sep 23, 2023 @ 5:41am
15 Change Notes ( view )

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Beasts of the Rim

Description
The Beasts of the Rim mod introduces dozends of unique and less unique Animals to the planets of the Outer-Rim. These animals are mainly centered around Vanilla balacing and fill empty roles ore just make the world feel more alife and/or threatening, but some have unique characteristics or abillitys.
Some Animals from this mod have different species depending on the biom or cool looking rare variants.

This mod also includes a faction of wandering insectoids inspired by army ants that sometimes raids the player other than normal insectoids, these can sometimes tunnel thrue defensive structures or avoid traps like Tribesmen.
During lategame improved versions of normal animals can appear this makes manhunter a considerable threat even for well defendet bases or killbox systems.

This mod will be update from time to time so if you have any ideas for improvements or better balancing, or bug fixe please let me know.

Important notes:

-Please read an animals desciption before facing it in battle, or you might find your colonists being charged by an entire
herd of harmless looking herbivores.

-Some animals require unique strategies to take them down, like a certain type of damage or hits against certain parts.
Enrage versions of stronger animals can have armor stats of 100% or more, this makes one type of damage basically
useless and may force you to change tactics.

Known bugs:

- currently None

This is my first large mod.
Have fun :)

18 Comments
Dey  [author] Nov 4, 2023 @ 12:34pm 
Currently working on restructuring and rebalancing most of the mods oldest content, so the old sprites will be replaced in the not so distant future.
HIM Sep 30, 2023 @ 6:59am 
Those Paint sprites will haunt me in my nightmares, especially the fucking bear molerat. I like the design but this mod desperately needs visual update.
Dey  [author] Sep 23, 2023 @ 5:42am 
Fixed koncril pack size, now they cant spawns in packs of 50 anymore.
sormly500 Jul 30, 2023 @ 4:26pm 
you have got to make the koncril pack size way smaller. They always take up half the wildlife tab and are hungry the instant they spawn in so they always attack my animals but if i dare defend them they all turn manhunter. im begging you man
Dark Jun 4, 2022 @ 8:30pm 
this mod is very cool :3 hope they add more creatures, more is always better >:3
Dey  [author] Feb 13, 2022 @ 2:13pm 
Hello Players and Colonists the 24 hour Valentines-day Event starts now and with it a mythical creature appeared on the Rim. It will stay during the festival but vanish into thin air once they end.
Tamed or Hunted animals will keep existing after the event.
So waste no time THE FESTIVAL HAS BEGUN.
mungeater999 Feb 11, 2022 @ 8:43pm 
CRABS
Karkino Oct 29, 2021 @ 10:48am 
thanks @Dey and take the time you need to update the mod! good luck:p2cube:
Dey  [author] Oct 29, 2021 @ 9:36am 
They are supposed to spawn in large packs, but only one pack at a time. Not 4-5 packs at once.
This is a problem with large group-sizes and high spawnrates, the Ecosystem capacity limits Animals per group, but spawnrate decides the number of groups. This makes it hard for an Animal to be common and spawn in larger groups. Patching this without making them super rate, is going to take some time, but will happen.
Karkino Oct 29, 2021 @ 4:31am 
thats fine @Dey !! and one thing... try to re balance the doggys spawn! they spawn too much and act like mini wargs... they are a pain to manage in the giant numbers they some times spawn at