RimWorld

RimWorld

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Call of Cthulhu - Cosmic Horrors (Continued)
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Mod, 1.6
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6.466 MB
Nov 30, 2025 @ 10:45am
Jan 7 @ 7:43pm
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Call of Cthulhu - Cosmic Horrors (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
642 items
Description
Original mod by Jecrell
https://steamcommunity.com/sharedfiles/filedetails/?id=765890823

Continued by anobis
https://steamcommunity.com/sharedfiles/filedetails/?id=3319844548

This mod contains components from JecsTools (MIT License)
AbilityUser
AbilityUserAI
CompDelayedSpawner
CompExtraSounds
(and some minor support methods)

--

- JecsTools dependency removed (required components are integrated)
- Some code cleanup
- Added patch for VE Genetics
- Includes some Anomaly compat from anobis (I didn't really test it)

--

Original mod notes (1.6):

Call of Cthulhu - Cosmic Horrors

Changes from original:
Added support for 1.6
Fixed pawn rendering.

Original Description:

*Add Lovecraftian monsters to your RimWorld experience!* There is a lingering fear that strokes the hairs on the back of the necks of your colonists. Something terrible is coming, and there is little time to prepare. Cosmic horrors are already upon us.

Features:
This is an attempt to create the minor races of H.P. Lovecraft's weird fiction mythos in the RimWorld engine. Some behave the same as hostile factions that raid colonies such as mechanoids or insectoids. Others can be deadlier, however.

Adds the following cosmic horrors to your game:

Star-Spawn of Cthulhu
Shoggoths
Mi-Go
Deep Ones
Star Vampire
Dark Young
Chthonian


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
NOTICE
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
You will need to start a new game


Notes:

Each monster has its own unique anatomical skeletons, organs, and body parts. Some special powers were given to psionic beasts.
Each monster has special sound effects.
More creatures will be added in a second update in the near future. A third update will flesh out these cosmic horrors with true special abilities true to their literary counterparts.
Since I am one person, I can't attest to how balanced the monsters are, and I am definitely looking for feedback from player experiences. Let me know how they are in your game.


Third Update

Dark Young and Dark Young Herd incidents added to the game.
Greater Deep Ones added to the game.
Star Vampires rebalanced to be more numerous at higher difficulties.
All cosmic horrors have age ranges from Spawn to Eldritch.
Sanity loss effects now apply when observing Cosmic Horrors.
Mood loss effects now apply when observing Cosmic Horrors.
Sanity Loss effects further rebalanced

Credited Sources

Star Spawn of Cthulhu - ScribbleNauts[www.scribblenauts.com]
Shoggoth - Side Sprite - http://www.puppetnightmares.com/species-status/70/
MiGo - Side Sprite - Tatsuya Mottsuo[monsterbrains.blogspot.kr]
Deep Ones (My artwork)
Star Vampires (My artwork)
Sound Effects - Call of Cthulhu - Dark Corners of the Earth (PC)
Sound Effects - Dead Space (PC)

Have fun!
59 Comments
Aug 2 @ 7:15am 
Question, is the insanity mechanic done with C#?
Jul 17 @ 8:57am 
The mod settings aren’t taking effect. I set it to 120, yet I encountered an attack from this mod’s monsters in the first summer
Jun 10 @ 5:09am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
May 17 @ 8:50am 
was just about to play again, had these reds on a previously (months ago) clear debug log:
https://gist.github.com/HugsLibRecordKeeper/3ceb294b8b6a59f7f47a30137cded476
https://gist.github.com/HugsLibRecordKeeper/7c8fe6d820bb26b9bd1f865c757894bb
it's related to [A Dog Said... Animal Prosthetics 2]
May 4 @ 2:55pm 
A Star Vampire entity (Rim of Madness) throws a NullReferenceException in JobDriver_Wait.CheckForAutoAttack() during toil init. The method is being transpiled by both VEF and MVCF simultaneously, and the null occurs at offset 0x0012f. The pawn is held in Anomaly entity storage but is being assigned JobGiver_WanderAnywhere, suggesting the Star Vampire is not being recognized by the Anomaly containment job system.

I suspect that the Star Vampire lacks MultiVerbComp, causing MVCF's BestTargetTranspiler to return null during verb resolution or that Star Vampire is not using Anomaly's entity think tree, so containment does not suppress JobGiver_WanderAnywhere.

According to some other people in this comment section, they've been having the same error with different entities in containment. I was forced to simply sedate the Star Vampire, which stopped the error.

The error: https://pastebin.com/wRatrQVP
Apr 25 @ 11:48am 
это этот мод превращает врагов в кур? у меня некоторые враги во время боя превращаются в кур и я не могу понять что происходит? если не этот то может кто-нибудь скажет какой мод на это может влиять?
Apr 18 @ 1:00pm 
Would be cool if the compatibility with VGE was finished cuz its lacking some combinations
Apr 13 @ 11:21pm 
Hello, I encountered a red error message while playing after capturing a Deep Diver and imprisoning it on a Containment Platform for research.
The error reads:
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AF5BE82]
I figured out this is related to the AI logic. After some testing and troubleshooting, I found that the error stops appearing immediately once the Deep Diver on the Containment Platform is destroyed/removed.
I'm not sure whether the monsters added by this mod count as proper entities, but they do show up in my bestiary.
Apr 13 @ 2:28pm 
Do I need to start a new game to add the monsters?
Apr 9 @ 7:43pm 
I gotta check this out to see if I can butcher them. I used to butcher and them cook them into crazy food.