RimWorld

RimWorld

Grimstone : Beasts 1.6 (Forked)
12 Comments
gunningminer69 Sep 20 @ 9:07pm 
Sorta wished I didn't need odyssey for dis.
Herrdrakener Sep 19 @ 8:53pm 
Thanks a bunch, you're a hero!
Incursion Sep 6 @ 7:38pm 
@UncleRippu the orignal works on 1.6. many xml mods will work fine between versions. C# (Mods utilizing harmony/c# programming) usually do not.
UncleRippu Aug 26 @ 5:19pm 
making this require odyssey when the original didn't is kind of a major d*ck move, dude.
psnornagest Aug 1 @ 8:28am 
gave me a log error about a recipe for tetra something something
UltraEmailMan Jul 29 @ 11:54am 
To be clear:
The original mod works fine on 1.6 without the Odyssey requirement. I've been running it on my own game for a week without any issues. I used the Choose Animal Spawn Rates mod to add their spawns to the new biomes.

If you don't have Odyssey, you can still use the original mod without any problems.

What this author has done is update the version number as well as add built-in spawning rules for the biomes introduced by Odyssey. I will likely use this mod on my next playthrough as it will allow me to disable the Choose Animal Spawn Rates mod.

Thank you for adding Odyssey integration. pookiemaru.
Vertigo Jul 27 @ 8:03pm 
took a quick look. seems like they updated the patches for the new biomes. Seems like a quick and dirty fix was to require odyssey, as I've seen a couple different ways to handle owning dlcs.
Mc_Dyno Jul 27 @ 9:42am 
so did you add like flying animations to the creatures or something?
evil yaoi wizard Jul 26 @ 9:13pm 
? odyssey adds a lot of content that works for tribal and medieval colonies
dr650cp Jul 26 @ 7:54pm 
I think it's better without Odyssey since it's a mod that is used mostly in medieval games.
OnyxFyre Jul 26 @ 3:01pm 
its probably the only way to get it to work on 1.6?
Troublesomeknight Jul 26 @ 1:17pm 
Why did you make it require odyssey?