RimWorld

RimWorld

268 ratings
The Army Of Fetid Corpses Continued
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Mod, 1.2, 1.3, 1.4, 1.5
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22.197 MB
May 31, 2024 @ 8:16pm
Jun 12, 2024 @ 7:30pm
3 Change Notes ( view )
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The Army Of Fetid Corpses Continued

Description
Updated with permission from original author
Original Mod: https://steamcommunity.com/workshop/filedetails/?id=3046752480


Adds deadly monsters, weapons, armor, items, events, and a custom scenario.

This mod was created to add more monsters to fight and challenge, with the sole purpose of turning the rim even more in-hospitable. Although there are already some mods that adds spooky monsters in the workshop, but hey, the more the merrier am I right?

The monsters, known as Necronoids, are custom designed by yours truly :3, born from imagination and influence from 80's - 90's pinoy horror movies like shake - rattle - and roll, while the rest are from personal preferences and from a doom 2 mod called "Total Chaos". If you recognize the power armor of this mod, then you'll understand.

I'll probably continue to update this mod, adding more monsters and stuff, you'll have to look forward to it in the future!




























Q: Can I add this mid-save?
A: Probably, I've tested it, and it didn't cause any issues so far.

Q: Is it CE compatible?
A: No, sorry. I don't make CE patches. Please ask the guys who developed CE for a patch.

Q: The Necronoids didn't appear after waiting for 7 days in the custom scenario, is there a fix?
A: If you run the scenario on the first try, then exit, then run the scenario again, the Necronoid Horde incident won't trigger. I know, it's weird, if that happen, you should exit and enter the game again in order for the incident to work once more.

Q: Is it balanced?
A: Sure! Necronoids a like generic zombies, but with variants. They're not that hard to deal with, but once they gather into a horde, then you're in big trouble. But yeah, the armor and weapons can be a little bit strong, but not too crazy.

Q: Do you accept commissions
A: Absolutely! Just DM me on discord, and we can discuss what mod you want me to make, https://discord.com/invite/rimworld


- Plagueborne add on
-Adding different texture varieties of the OG necronoids
-Custom xenotypes, which ♥♥♥♥♥♥♥♥ as special infecteds. Perhaps something akin to the alpha zeds from dead by daylight
-Buildable flesh cluster
-Medieval necronoids????


-Added the elite necronoids and boss necronoids, in which you can encounter in events or during a raid.
-Added necronoid mutations that only appears during a raid, which includes positive mutations and natural disabilities.
-Slightly adjusted the number of necronoid pawns that will spawn during a raid.
-Weapons before the update have been nerfed, majority of it uses vanilla stats, though in exchange, it can now be wielded by NPCs.
-Added a new power armor "Imperial Monolith Power Armor", that is exclusively used by the empire, where you can purchace the techprint to research and manufacture for yourself.
-Added new weapons "Cleansing weapons", which deals tremendous damage against the necronoids while deals normal damage against non-necronoid enemies.
-Revamped the necronoid infection. It now functions as normal infections instead of toxic build-up.
-The necronoids has a slim chance of infecting you, but they can still kill you if you are careless.
-Mechanoids will have a rare chance of getting infected, which is possible with a custom code. Shout out to "SkunkPlaysGames" for allowing me to borrow and modify the code used in the bug bomb mod, here's the link for the mod and tell him I said hi :3 https/steamcommunity.com/sharedfiles/filedetails/?id=2647185148.
-The necronoid faction is no longer a hidden faction, you can now find them in your world map.
-Parasites are now nerfed.
-Some necronoid weapons are now craftable.
-Added new events, like the corrupted drop ship, the flesh pit, and a few silent events.
-Added humanlikes to the necronoid faction, they ♥♥♥♥♥♥♥ as flesh slaves and trojan horses during a raid. These humanlikes will serve as a precursor for the special infecteds in the next update.
-Changed the butchered products from necronoids, now it gives necro meats, an antigen organ, and human meats when butchered.
-Added a new building "Artificial Necronoid Biomass", which acts as a defensive building.
-Added a patch which adds vanilla gasmasks and marine helmet some level of resistance againsts the necrotion fallout.
-Added patches for the "Apocrypha 2033 - Apparel" gasmasks.
-Added patches for the "[1.4] Astra Militarum Regimentum - Krieg" gasmasks.
-Added "[XND] Proper Shotguns (Continued)" patches for this mod's shotguns.
-You just need the royalty and biotech DLCs to run the mod.

==== Rimworld is owned by Ludeon Studios ====

Popular Discussions View All (2)
7
1
Feb 26 @ 8:48am
A Mod Review in the 1.5 Ressurected State (it's not great, unpleasant surprises described inside)
TrollofReason
0
Jun 6, 2024 @ 3:57pm
how
nolifegymperson?
97 Comments
Dingken Apr 7 @ 7:52am 
Why does my game keep saying MOD crashed?:steamsad:
Adrianeses Mar 3 @ 6:33am 
got a wendigo on the first 2 months of my colony as an animal spawn, i dont think i need to say what happened to my colony when a boss with 1k health decided to end me
Latex Santa Feb 25 @ 6:20pm 
@Capefear56
Use the mods Vehicle Map Framework and Map Vehicles. They're these mobile platforms that you can build / install things on. Including power generators and turrets. Things like the Portable Power Generator. Turrets such as the ones in Defensive Machine Gun Turret Pack.
All you need is a driver, a few power generators powering a few M2 Brownings, Gatling Guns, Grenade Launchers, or Autocannon turrets installed on one of the Map Vehicles and you have yourself a mobile gun platform.

Mix and match the turrets on your new battle wagons, or specialize them. Get a few drivers together, and drive a killbox-worth of turrets towards the enemy. Put a mortar and a shelf with shells on each of them, and you have yourself a heavily armed artillery battery.

Put a bed roll, horseshoe pin, small stockpile of meals onboard your battle wagons, for the driver's sake. Throw in the mods Turret Does Not Consume Ammo and All Turrets Can Set Forced Target for optimum results.
DI5H3V3L3D Feb 9 @ 3:24am 
@Capefear56 One word: Mortars
Capefear56 Feb 7 @ 10:28pm 
The corrupted ship event is way too hard to defeat. 30 turrets surrounding a ship with 7500 hp and like 90% damage resistance. And the turrets respawn instantly until you've destroyed the ship. I had to park 10+ colonists with sniper rifles just outside the turret range and sit there for 3+ days shooting nonstop.
RandomEdits Feb 3 @ 5:50am 
I think the power armor should be separated into its own parts like a Warcasket.
Foxtrot 813 Feb 3 @ 4:49am 
The Hag Spider makes me think of the space boss in Laveview Cabin Collection
horologium Jan 10 @ 12:17pm 
I know i have a large modlist but in the time i saw the pit I don't recall it ever re-spawning enemies, just so you know.
FerrisCG  [author] Jan 10 @ 8:30am 
@horologium Its ment to respawn enemies at a very slow rate but i dont think thats working atm
horologium Jan 10 @ 8:28am 
just food for though. event itself was pretty good overall but I've had a voidtech colonist shooting/punching it for about three days and its still got 35% health left