RimWorld

RimWorld

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Vanilla Animals Expanded — Waste Animals
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Mod, 1.4, 1.5, 1.6
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2.664 MB
Apr 14, 2023 @ 5:25am
Aug 16 @ 11:40am
8 Change Notes ( view )
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Vanilla Animals Expanded — Waste Animals

In 1 collection by Oskar Potocki
Vanilla Expanded
110 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]







191 Comments
Cryan Aug 16 @ 7:52am 
Toxflu is ridiculous in a large late game colony. Nearly impossible to deal with & it doesn't go away naturally. I'd suggest either removing the social interaction spread and making it more directly contagious or just treating it like any other infection, where pawns can build up immunity over time. Until then, I'll be using devmode to treat it.
Azerbaijan_Technology Aug 14 @ 12:15pm 
I'm not even upset, I'm genuinely amused by how shockingly badly balanced these animals are. I'm not just talking about the "lion". The toxic iguana has an unstoppable acid attack that ignores armour and literally never stop damaging you until the pawn is dead as soon you are hit once.
Bugden Aug 12 @ 9:19pm 
aww, cant make the megatardi a venerated creature for ideo? Love those suckers
Crypterathy Aug 10 @ 1:40am 
Toxflu needs a rework asap. Spreading by social interactions is crazy and not fun to deal with. Removing the social spread would make it 100% more bearable.

I would also consider removing long toxflu. It balloons a single lion scratch into something colony crippling with everyone having impacted lungs forever.
TcT Goth98 Jul 24 @ 11:43pm 
Toxflu honestly needs a rework.
Eselt Jul 19 @ 8:16am 
It doesn't make sense that the toxflu effects artificial lungs. However the toxflu itself is really interesting. I went on a frenzy of replacing lungs, then realized it wasn't going to help. It was a fun crash out though.
Danuuuuul Jul 18 @ 7:02am 
Hi! I wanted to give some feedback on the Toxic Flu mechanic in your mod.
Honestly, it feels very frustrating to deal with. Not only is it impossible to treat, but it also leaves a permanent debuff on colonists, which feels overly punishing.
In a large colony, the situation gets even worse - colonists keep infecting each other in a loop, even after being treated. I even tried giving one of them artificial lungs, but the disease still affected them, which really doesn’t make sense.
I understand you may have intended this as a challenge, but right now it feels more annoying than engaging, especially since players don’t have any real way to deal with it strategically.
Maybe consider adding a treatment, or making the infection less punishing in some way?
Sarg Bjornson  [author] Jul 13 @ 5:55am 
We considered it, but ultimately decided against it, as their spawning is tied to presence of pollution and wastepacks in the map
timeforend Jul 13 @ 5:39am 
Honestly i think these critters should also appear inside of the new Scarlands
Deon ☣ Jul 12 @ 7:12am 
I just use cherry picker to disable the lions. The animals are awesome.