RimWorld

RimWorld

Mooloh's Dnd Menagerie
260 Comments
Bomberbob123 Jul 14 @ 8:13am 
Update for 1.6 Planned?
Mooloh  [author] Jun 11 @ 6:39am 
@Melkor I've never seen it happen, but I don't think I've done anything that would prevent it from happening. So... probably.

@Kotob I'm not sure how draftable animals works, but I assume it's meant to give you more direct control over animals. Does that mod require that animals be fully trainable? Golems can only be minimally trained unlike dogs or other smart creatures.
Melkor Silver Jun 10 @ 3:38pm 
Can golems be slaughtered during a mental break? Just curious
I'm playing with Draftable Animals, and when I summon golems, they can't be put into combat mode, and they start running from the raiders. That's not how it's supposed to work, is it?
Mooloh  [author] May 13 @ 3:51pm 
@Mercurydoll I actually considered that! But I decided against it to prevent mass confusion when the offset models would seemingly walk through walls and stuff.
MercuryDoll May 5 @ 10:32am 
I am displeased with the fact that the Displacer Beast's texture isnt 2-3 tiles off center. 0/10 literally unplayable.
Wav3Frost.TTV Aug 22, 2024 @ 3:30pm 
ehem 2 words. Purple Worm
Minato Jun 18, 2024 @ 5:37am 
@Moolah It was a ghould from the anomoly dlc. Thanks for the mod!
Mooloh  [author] Jun 17, 2024 @ 2:10pm 
@minato Thanks for letting me know. Which Ghoul are you referring to? The ghouls from the anomaly DLC, the undead from Rimworld of Magic's necromancer class, or something else?
Minato Jun 2, 2024 @ 8:12am 
I can't apply antipet to a ghoul that's been petrified(entombed). It's not available on the operations list.
The Insane Hatter May 27, 2024 @ 9:17pm 
I really like this mod! My favorite feature is the animated animals/golems you can get for your base.

Whenever you take some time to play with the code again, it'd be cool to be able to change the type of metal (and quality) of the steel golem - getting a legendary plasteel golem would be a bit broken but very fun. Anyways, thanks for the work and for the great mod!
FUnKy67 May 20, 2024 @ 10:44pm 
Hell yeah back in the modlist.
Mooloh  [author] May 16, 2024 @ 1:19pm 
The menagerie is now (tenatively) updated for RW 1.5! As always report any bugs you find in the discussion thread.
Mooloh  [author] May 16, 2024 @ 1:18pm 
Hi Fiaura, unfortunately I don't have plans to make my mods compatible with combat extended. Sorry.
FiauraTheTankGirl May 7, 2024 @ 4:39pm 
There is an issue with Combat Extended.
[MVCF] Added duplicate verb CombatExtended.Verb_MeleeAttackCE(owlbear/Thing_DND_Owlbear796723__Scratch)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[MVCF] Added duplicate verb CombatExtended.Verb_MeleeAttackCE(owlbear/Thing_DND_Owlbear796720__Scratch)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Tried to add health diff to missing part BodyPartRecord(Jaw parts.Count=1)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Specifically with owlbear Attacks and Missing Jaw Part
Mooloh  [author] May 4, 2024 @ 8:58pm 
Thank you for your kind words! I've updated my other mod to RW 1.5, and started looking into updating this one. Unfortunately, the black magic that I used to make animated objects change color based on material needs to be rewritten, so this mod'll likely take more than one weekend to update...
MaxxaM May 4, 2024 @ 8:33pm 
Thank you for creating this mod it really makes this game a staple of my recreational wellness as I moved and don't play d20 locally and this really helps, Thank you! You should set up a Ko-fi fund as I would be glad to buy you some Coffees :steamthumbsup:
Roque the Rogue Apr 23, 2024 @ 10:27am 
Thank you for this masterpiece, Mooloh, this is one of the best creature mods in the community I too check it everyday, I'll take a look at it in game to see what has been broken.
Mooloh  [author] Apr 20, 2024 @ 9:10pm 
Thanks a bunch for kind words FUnKy67. I'm planning to update my mods once I get the chance. That was originally going to be this week, but instead I'm working 60 hours for my job. Hopefully next week will see this figured out.
FUnKy67 Apr 17, 2024 @ 11:30am 
I really hope we get a 1.5 update because D&D and Rimworld go together so well. Thank you for creating a mod cool enough to make me check every day if it’s been updated.
Евген Мяо Mar 29, 2024 @ 4:04am 
I do not know what this is related to, but the altar of golems (anyone except the observer) can spawn golems indefinitely
Lucky Mar 27, 2024 @ 8:24pm 
Just wanted to leave a note ahead of 1.5, this mod is really wonderful and I've loved having it in my playthroughs! I don't know if you plan on updating or not, but if not, thank you for such a wonderfully in-depth and interesting addition to my colonies :LIS_pixel_heart: If you do plan on updating, then I hope it is a painless process and good luck!:)
Mooloh  [author] Mar 3, 2024 @ 4:29am 
@previous

I'll need to check. I thought that was fixed a while ago, but perhaps VEF's refactor last year changed something. Unfortunately my life has much less time and energy that I can devote to hobby programming, so I'm not sure when I'll be able to deep dive into debugging this.
神说万岁 Feb 9, 2024 @ 4:31am 
Can Dragon's Descent's dragons now engage in melee combat?
Lyrical Jan 7, 2024 @ 8:28pm 
Nevermind! I see options now in the Security tab o/
Lyrical Jan 7, 2024 @ 8:05pm 
Hey mate, how do I use the golem tomes? I've found a few but I haven't been able to suss it out :s
Mooloh  [author] Dec 18, 2023 @ 1:46pm 
@A Husk Oh shi- I forgot the title image showed a version! Thanks for mentioning that. I need to change that...
The Former Dec 17, 2023 @ 2:07pm 
Might wanna change out the image when you get the chance, I *nearly* passed on this thinking it was 1.3 only. Thanks for the hard work! Love the mod.
jonzes Dec 11, 2023 @ 9:07am 
Really like the mod, fun twist on things. Lots of fun details.
I do wish there was a way to tune the raids though, mid game they get consistently tougher than vanilla raids, to the point that they wipe the colony. Right now, I have the raids turned off in settings because of this, but I'd rather just turn down the scaling or up the point cost on higher end monsters.

I do use a mod that ups ranged accuracy and lethality, so the common eye rays and petrificaiton effects may be being magnified.
Mooloh  [author] Nov 24, 2023 @ 11:13am 
@Aravox thanks for the kind words! I only published 2 mods, and the other one isn't directly dnd related. Maybe when I reach a point in my life where I can work on modding some more I might update this one, but for now it's staying as is.
Aravox Nov 24, 2023 @ 1:01am 
@Mooloh thank you for this mod. I am a huge fan of D&D . do you have any other D&D mods? I found this one in a search for Dungeons and Dragons mods but it was page 4. Not 1
Stellar forester Sep 18, 2023 @ 8:07am 
thank you for the anwser. I found it out my self and i could say that all my characters would spawn with the Petrified heddif but i can only give it all or None. so i used character editor mod and give it manually to all who should have it. That worked pretty well, except i have dubs hygene mod and the needs from that mod (not sure if all) are decaying so i put them all in Cryo Capsels.
but overall it worked pretty good.
Mooloh  [author] Sep 17, 2023 @ 2:48pm 
@Stellar Forester - I believe so. In the scenario editor you can have people start out with certain hediffs. If you force people to start with the permanent petrification hediff, that might work. Bear in mind that there are technically two petrification hediffs that are added by my mod. The one that is applied by enemies and increases in severity over time like a disease, and the permanent version that replaces the former at 100%. You'll want the second type.

That said, I'm not sure exactly if you can configure it right using Rimworld's built-in scenario editor, since I've never used it much myself. Good luck!
Stellar forester Sep 16, 2023 @ 7:09am 
i try to make a dr stone scenario where most of the starting people are petrified, is that possible with that mod?
Two_Eleven Sep 12, 2023 @ 8:57pm 
I've been waiting for either a mod like this but way more expanded, or just a new game run with the RimWorld engine for a complete DnD game. Does anyone know of a mod that can limit research to medieval weapon only. Thanks for your work on this mod, hope to see more!
Lord Shocky Sep 7, 2023 @ 6:18am 
Thank you for the quick turn around on the bug ! :)
BloodW0lf Sep 4, 2023 @ 8:43pm 
what a cool mod, any plans for more also!?
Mooloh  [author] Aug 2, 2023 @ 2:27pm 
@Boss LOL that's the correct reaction. I recommend keeping your colonists with bionics away from those buggers.
Boss Aug 2, 2023 @ 12:03am 
>Sees DnD
Awesome!
>Sees Rust Monster
Aww hell naaaaw
Mooloh  [author] Jul 3, 2023 @ 1:46pm 
@Morcalvin - Not easily. Healing mechanites would work, as I assume some healing effects from other mods, but antipet is the best option. That said, even if you didn't get enough antipet from monsters for your full colony, you can make it artifically using neutroamine. It's expensive to do so, but that's probably your best bet.
Morcalvin Jul 3, 2023 @ 8:20am 
Is there a way to depetrify pawns without antipet? I got a raid with a medusa and three basilisks. Eleven of my thirteen pawns were entombed and the medusa only gave two antipet so I have a room full of petrified colonists and only four functional colonists.
R1ddle Jun 11, 2023 @ 9:28am 
I may in fact be technologically illiterate. I can't figure out how to edit my thank you comment.

Just for your heads up, the buildings are spelled "golen" not golem.
R1ddle Jun 11, 2023 @ 9:02am 
Thank you!
Mooloh  [author] Jun 11, 2023 @ 8:10am 
@R1ddle - Once you get a tome, you use it as a building ingredient to 'construct' a golem building (they're under the security tab). Once built, it can be sold for a hefty price, or activated to make it come to life and serve the colony.
R1ddle Jun 10, 2023 @ 10:54pm 
I'm really sorry if this is explained somewhere but I cannot seem to figure it out. How do you use the tome of golems once you have one? I bought one from a trader and my only options are hauling it when I right click.
DxGGG | Megalomancer May 27, 2023 @ 5:02am 
this mod rules! Thanks so much!
Mooloh  [author] May 11, 2023 @ 7:06pm 
@Demonlord09 Haha glad to hear they're working as intended. Those errors miiight be related to some updates to the VEF mod that I've heard about, in which case hopefully they'll be fixed once I account for those updates soon.
Demonlord09 May 11, 2023 @ 6:50pm 
Whatever those errors are, they haven't impacted the green eyeball monsters or the Basilisk. Well done with the monsters in this mod, I like them. They're a giant pain in the ass XD
Mooloh  [author] May 7, 2023 @ 5:03pm 
Me neither, it makes me worried that another mod is overriding some VEF values to remove the managedVerb boolean that I need to use to make animal ranged attacks function properly. Of course, I have no idea what would do that or why... I'll need to do some research next weekend.
Demonlord09 May 7, 2023 @ 11:17am 
I can do some poking around as well if you tell me what you think the error means. I've never seen one quite like it before, so I'm not sure what to make of it.