RimWorld

RimWorld

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Capture the Dreadmeld
   
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Mod, 1.5, 1.6
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413.879 KB
Sep 21, 2024 @ 6:16pm
Aug 24 @ 3:42pm
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Capture the Dreadmeld

Description
This mod lets you capture the dreadmeld and gives it containment stats. Now you can truly catch them all!

thanks to some C# help from my buddy Joey, the dreadmeld is no longer bugged! killing the meld will collapse the cave regardless of what map its on, but if that's not your style, you can also collapse the cave just by removing the dreadmeld. mod options too!! this wouldn't have been possible without him and im super thankful
19 Comments
TheBronzeWarrior  [author] Oct 19 @ 1:52pm 
i got in touch with joey, just skimming through the code i dont see anything that would even touch that, are you using the right version?
TheBronzeWarrior  [author] Oct 15 @ 9:59pm 
i apologize, but joey has been super busy and i can't really get ahold of him, and he has the source code for the mod. i wouldn't be able to look at it, im sorry, try to disabling mods that would affect the same thing?
RED8cted Sep 28 @ 2:06pm 
i was picking through all the recent mods i had(too many to count) and found out that for some reason whether a conflict with another mod or on its own in general was making it so the dev commands couldnt be accessed in game. dev palette worked but trying to access an others from the menues on top would send out errors.
SonicPaladin Sep 18 @ 9:23pm 
PEAK! Thanks for the update!
Destroyer902 Aug 30 @ 5:12pm 
Thanks dude, awesome!
TheBronzeWarrior  [author] Aug 26 @ 9:06pm 
im sorry to whoever's comment i just deleted, i swear i didnt mean to i was trying to reply. whoever you were, my response is the mod got a big update. again im sorry!!!
TheBronzeWarrior  [author] Aug 24 @ 3:52pm 
@SonicPaladin and everyone else, ITS TIMEEE
SonicPaladin Jul 11 @ 11:21pm 
Can't live without that underground base! Thankfully starting over means I can wait for 1.6 for a bit. but excited all the same!
TheBronzeWarrior  [author] Jul 9 @ 3:10pm 
oh sick! im sorry i didnt see, but id be very interested if you could help me make a 1.6 version that works or something similar
joey two hands  [author] Jun 22 @ 4:26pm 
no worries, was indeed on my side!! i wasnt paying attention, so it turns out i thought it had died while freezing it, but it had actually just been downed and spawned a bunch of fleshbeasts, so I only *thought* it had died :p

once i had actually captured it, it was very fun!! had a few undergrounder colonists living down there, and using its bioferrite for generators was easily enough to keep them sustained down there with sunlamps and hydroponics and such

also, ive been looking into C# modding lately, and id be happy to look into how the game triggers the pit gate to close when the dreadmeld dies! its probably just an event listener thats tied to that world space or something, so it might be a fairly simple fix. will have a look later and let you know what i find!