391 ratings
Call of Cthulhu - Cosmic Horrors
File Size
4.055 MB
Sep 18, 2016 @ 6:57am
May 2 @ 9:46am
49 Change Notes ( view )

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Call of Cthulhu - Cosmic Horrors

In 1 collection by Jecrell
Call of Cthulhu - Rim of Madness Expansion Pack
19 items
*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.

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
  • NEW Chthonian

You will need to start a new game OR for previously saved games without monsters, you can try using Orion's Faction Discovery Mod
*phew* Now that that's out of the way. Onto the notes section!

  • 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.

Update 1.3
  • 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

Call of Cthulhu Mods
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Credited Sources

Have fun!

Still there?
Jecrell here, lead programmer of the Call of Cthulhu mod series.

Want to buy me a coffee? Fuel my madness for mods here below.
Popular Discussions View All (18)
Jul 13 @ 6:12am
Ideas & Suggestions
Aug 8 @ 4:45am
Dark Young throw an error whenever they try to attack something
Aug 8 @ 4:47am
Animals going insane
Not Dio Brando
< >
"The" SeanMacLeod Aug 7 @ 1:55am 
Oops, sorry; should have said it's in the CoC -- Factions or CoC -- Factions -- Items Only mods, in the "Joy Objects" menu. At least, I think that's where it is....
bagelhe Aug 7 @ 1:32am 
hey thanks but i cannot find a typewriter anywhere.
"The" SeanMacLeod Aug 6 @ 9:50pm 
I've found that the typewriter helps to stave off insanity, but i've not yet found a suitable cure.....
bagelhe Aug 6 @ 10:07am 
hi i have this mod only installed not the other ones, my question is how can i cure the insanity?
Jecrell  [author] Aug 1 @ 1:17am 
Firstly, thank you everyone. Your interest in my mods has helped me overcome a lot, and I truly appreciate everything you do for me.
Just a reminder my good fellows, because I want to be clear.

...I don't usually read Steam comments, since I have so many mod pages. (Gasp!)

Now! You can always reach me on Discord or over Patreon if there is an issue or something you'd like to talk to me about. I'm still working on updating the various mods to Unstable 1.0.
Thank you again for your time.

Bless -Jec
Tisler Jul 14 @ 11:45am 
Hey there was just wanting to get some help getting this up and running from a save not new start. I'm using orions faction discovery mod but after having it added under the mod settings Call of cthulhu cosmic horrors there is only: Delay monster events by this many days 0. Where I can change that value but it doesn't seem to do anything and it's been several in day games since I implemented this mod with no events and no cthulhu locations on map/factions. Only thing I can think of is many orions discovery mod itself isn't save game compatiable and need to do a new start for that but any advice or suggestions to get this functioning with my save game would be greatly appreciated.
Trollinator9000 Jun 30 @ 8:16am 
10/10 would eat shoggoth again
Rosethorns Jun 24 @ 5:45am 
Attacks by Dark Young are ignored by colonists. The attacked pawn won't even flee they will continue about their bussiness as if they didn't have a writhing mass of tentacles attacking them.

If you draft and attack the Dark Young the game will consider the currently hostile Dark Young as unhostile.

Even when the Dark Young is attacked turrets still will not consider the Dark Young hostile and will not fire.
Rosethorns Jun 23 @ 3:50am 
Dark Young seem to show up an awful lot. On a new game in a jungle I was getting Strange Beast events maybe once every 5-6 days. Eventually my map had 8 Dark Young on it and I decided it was best to abanndon ship as the destruction of wildlife was getting to be a bit much.

I checked the configs and saw I could delay the /intitial/ event by X number of days but Its not the fact they show up thats the problem, its how often. It took 3 early settlers with mediocre at best shooting and some grave wounds to even take down 1 let alone 8, so I dunno.

nightmare Jun 18 @ 11:32am 
it may seem that this mod is effecting the human raids since i really dont get much of human raids as much. does it take the raid balance i guess. any one else getting this probelm?