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to even think that a cool mod would still be maintained after a few game updates.
Foolish.
Is the mod still being maintained?
Just asking, cause that's a very good mod, and when combined with your story teller...
Things get pretty funny.
Getting my hopes up for 1.4, well.. we'll see...
I will also create rimworld related youtube content - probably a lot to do with the mods I created on my walkingproblem studio youtube channel. (please subscribe here: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw )
Subscriber Targets
~ 100 to allow me to have a custom youtube channel ID
~ 1000 to allow me to monetise the youtube channel.
My aim is 1000 subscribers, so that my content will allow me to earn advertising dollars - which in term will allow me to spend more time on modding.This is actually the best thing to help me help you get more of my mods updated and created!
Rabbids are now updated to support Rimworld 1.3
Changelog:
- Rabbids can now pick up weapons as colonist's pets
- With the AAF update, you can now manage Rabbids weaponry via the Animal Tab as well as dropping weapons on the Gears Tab (if they are your pets)
https://steamcommunity.com/sharedfiles/filedetails/?id=1222423344
Rabbids are large, crazy rabbit-like creatures who like to cause havoc and mischief. So, for no good reason, they decided to eat the entire RimWorld.
Rabbids will enter the map, breed like mad, eat like mad - and provide you with a lot of food (if you can manage them).
These Rabbid will now (from ver.4.0) start arming themselves with the best weapon they can find lying around to protect themselves... so having these peaky creatures around can feel a lot like a disaster waiting to happen.
They are relatively harmless if you do not disturb them... but from time to time, they will decide to go crazy amass and become super territorial. This phenomena is also known throughout the Rim Worlds as the Raving Rabbids
Could you please give us an option to mute minions in the Minions mod? That YUB noise they make is driving me crazy, and I simply can't use it because I hate that noise so much.
Looking forward to the 1.1 version of Starship Troopers Arachnids, and thank you for your time!
And its now even better than ever before! Rabbids can now pick up weapons and run away from you if you go near them. They will rave and defend their newly conquer territories and they are now hated by all factions in the game! (all visitors and raiders hates rabbids, and will attempt to kill them)
Anyway, @Yrol Denjeah, I'm glad I made at least one person happy with this mod~ =}
Holy crap.
in gametitles.
superoonyduperdiddlyCUTE, i'll say!
;oP
(and yes, i know isound like a 12 year-old, sue me)
They are like a more irritating version of AlphaBeavers essentially
Did someone request for this mod to be made?
This is my worst received mod actually. Only 173 subscribers (in the scale of what my other mods gotten)
I personally hates Rabbids too....
I however did not give it the berzerk or self fighting thingy; because it would nerf the mod too much (and not provide a sufficient threat to the player).
°swallows sodacan whole, burps bubbles°
Because they also breed very quickly... so it will be chaotic....
And then only make them break and fight with each other, not other species-animals.
Of course, they never should die from such fights, then it wouldn't be silly and ridiculous
and hilarious anymore.
Any suggestion how to make it more fun/cool/torturous for this mod?
@Yrol Denjeah - all creatures? Or the rabbids? =P
Actually is a good idea... I should make rabbids mental break randomly for no reasons... Should i? =P
Like the Rabbids do in the TV-Series so often in such hilarious ways. :o)
All the mods will be eventually updated. Its gonna take some time though...
I never expected the Rabbids to be popular at all in Rimworld~ lol~
i should try i guess. heh
I am wondering if they can be self sustain in locked area with fast growing grass and such. Like jungle or other warm biomes. They eat anything on sight and multiply -> food is over, they starting dieng -> population deacreased to minimum, but grass grown again.Repeat.
Only winter is problem, they will die without food.
Outside fun they are not profitable to kill for meat. Gain is too small for walking so far. So they are can be useful when you need to visit area full of predators (they are walking cannon fodder for them). Also was funny to see how fast they eaten fresh dropped colonist. There almost no time to save them :D.
Coding wise, its simple. Zombie mod's zombies have more intricate navigation codings - thus too many of them may lag your system.
Rabbid Counter - hmm... sounds like a good idea.