RimWorld

RimWorld

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Vanilla Animals Expanded — Waste Animals
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Mod, 1.4, 1.5
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2.495 MB
Apr 14, 2023 @ 5:25am
Apr 7 @ 2:42am
6 Change Notes ( view )
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Vanilla Animals Expanded — Waste Animals

In 1 collection by Oskar Potocki
Vanilla Expanded
99 items
Description
[www.patreon.com]



Check change notes for details



Embrace the toxic side of nature with the "Vanilla Animals Expanded - Waste Animals" mod! This unique mod expands the range of creatures found in highly polluted biomes, diversifying the environmental challenges and adding an extra layer of depth to your gameplay experience.

Venture into the contaminated world and encounter new waste animals specific to their biomes. Meet the resilient Wastefallos in the frozen tundras, confront the fearsome Pestigators lurking in the murkiest swamps, and tread cautiously among packs of ravenous Toxlions that spread the dreaded Toxflu with each bite.

Unlike the base game's Biotech DLC, which features only Toxalopes and Toxrats in every biome, this mod tailors the waste animals to their respective habitats, ensuring diverse and dynamic ecosystems teeming with life – even in the most inhospitable environments.

But beware the consequences of your own pollution! Generate too many Wastepacks and risk triggering a new event that attracts hordes of waste animals to your map, threatening the stability of your local ecosystem and putting your colony in peril. Manage your waste production and strike a delicate balance between progress and preservation in this unpredictable, toxic world.

Key Features:

A diverse range of biome-specific waste animals for a more immersive and challenging experience.

The introduction of many new waste animals, including Toxbears, Wastefallos, and even Megatardi – each with their own unique abilities and threats.

A new event that dynamically reacts to the player's pollution levels, attracting waste animals and endangering the local ecosystem.

Complements the base game and Biotech DLC, enhancing the overall gameplay experience.





Vanilla Animals Expanded: Waste Animals adds following animals to the base game:





















[forms.gle]



Q: Do the animals spawn randomly in biomes?
A: Yes, but only in polluted biomes.

Q: What animals arrive via the Waste Animals wander in event?
A: Only animals that would appear naturally in the biome you’re in.

Q: Will you keep updating the mod with new animals?
A: No. This mod is complete and there will not be any new animals added to it. Probably. Who knows.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Of course, removing can be problematic.

Q: CE compatible?
A: Surely will be, if it isn’t already!

Q: Do I need Biotech DLC for this mod to work?
A: Yes!

Q: Does this mod work on 1.2 or some other version?
A: Check the supported versions on the right. This mod won’t work correctly on unsupported versions.

Q: Can I ride megatardis to battle?
A: With correct mods, you can do way more with megatardis than just riding them to battle. But they are a great pack animal.

Q: Will I still see toxalopes and wasterats?
A: Yes, they still populate ALL polluted biomes. We just add unique animals for specific biomes.



Graphics are created by Oskar Potocki and Sir Van.

Steam Infographics inspired by Planet Zoo. Love that game.

Code work created by Sarg Bjornson.

Rimworld is owned by Tynan Sylvester.

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







160 Comments
Sarg Bjornson  [author] Jul 3 @ 1:28pm 
Just having a single wastepack would count. Other packs are not detected
Maxwell (it/its) Jul 3 @ 1:26pm 
Do trash and stabilized alloypacks count? Or rather, are they supposed to? I only ever have a few toxic wastepacks at a time in a waste crate before they get recycled.
Sarg Bjornson  [author] Jul 3 @ 1:09pm 
Either pollution in the map, or having wastepacks
Maxwell (it/its) Jul 3 @ 1:09pm 
What actually causes the waste animals wander in event? This is happening in a map with no polluted terrain at all. I'm using Vanilla Recycling Expanded. If this isn't the intended behavior and I can figure out steps to reproduce this, I'll make a proper bug report.
YakaryBovine Jun 2 @ 4:06pm 
I fucking love Megatardi. Great mod.
CryoChick May 20 @ 12:22am 
toxflu isn't by just wandering around you manage it by taking care not to fuck with toxlions in melee
Dasubur May 18 @ 1:26pm 
Toxflu needs a serious rework, there is zero warning of it until colonists start dropping dead. Unless you micro-check every few seconds on every colonist, your colony can go from healthy to dropping dead with no warning. It also spreads way too fast. One infected can spread it to the entire colony in seconds.

Worse still it's not implemented in the health system, meaning treatment is impossible and every infection is a roll of the dice, unless you burn expensive healing serums on a disease you can get by walking around outside.

Toxflu is more deadly than any disease in the base game. I don't recommend using this mod until these issues are addressed, as having an entire colony go from perfectly healthy to straight up dead in the street in literal seconds with zero warning is almost unplayable. I have to use dev mode to keep the thing under control
Scavenger May 5 @ 12:36pm 
Nooo, thats what i was going for! haha. I wanted a herd of megatardi
So megatardi can't breed. My ranch is a complete failure...
Scavenger Apr 30 @ 9:29pm 
Ya the megatardi eat waaay too much waste packs, forced me to lock it up so i could spread toxins across the map. A quest dropped 125 of them in my jungle map, and he ate them ALL before they exploded.. lol.
Would it be possible to nerf the rate they devour them? Especially at 99% full food.