RimWorld

RimWorld

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Vanilla Animals Expanded
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Mod, 1.4, 1.5
File Size
Posted
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7.927 MB
Oct 6, 2022 @ 6:09am
Jan 6 @ 2:52pm
8 Change Notes ( view )

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Vanilla Animals Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
108 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]




1.1.0 (10/06/2022): 1.4 Update



THE INDIVIDUAL ANIMALS EXPANDED MODS WON'T BE UPDATED TO 1.4!

Vanilla Animals Expanded is a large mod that contains almost all previous Vanilla Animals Expanded modules, this time merged into one big mod. Fear not, however - last thing we want is to bloat your game: you can now disable individual animals in mod options! You can only enable the animals that appear in your biome if you want.

The reason we merged all the animal mods is because they are finished - the only new animals we have planned fit into standalone packs. We have already covered all the biomes, so it’s only proper we clean it up and make it into one big mod.

No, we have no plans to merge any other mods together.

This mod adds dozens of new animals that fit RimWorld aesthethic, from house cats and rottweilers to anacondas and indian elephants, it really breathes a lot of life into the game and makes every biome feel very, very unique.

The Waste, Endangered and Royal animals mods will remain independent, as they add special mechanics and events that stray a bit from this type of mod.



Vanilla Animals Expanded adds following animals to the base game:




































































[forms.gle]

For balance reasons, we have made a VERY comprehensive animal spreadsheet: https://docs.google.com/spreadsheets/d/19wyuEqVvMIIO717o8eZq81Nkh-5ZISwAsPtjOxoDdeQ/edit?usp=sharing



Q: Do the animals spawn randomly in biomes?
A: Yes, a majority of them are guaranteed to spawn in Temperate Forest biome, with some of them also spawning in other biomes.

Q: Can I disable X animal?
A: Yes! Use mod options to disable any or all animals if you so desire. This will disable them from spawning in the wild.

Q: Is X a pack animal?
A: Pack animals are marked on infographics.

Q: Why is X animal white?
A: It’s only white as a texture, but ingame, code applies colour to it. It’s a little trick that mod authors do to have a bit more control over how an animal looks.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new animals?
A: No. I will focus on other modules, adding new animals, but this mod is complete as is.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you want. Please remember: removing mods causes issues!

Q: Can you add /this/ animal?
A: Feel free to suggest it!

Q: CE compatible?
A: No idea.

Q: Are you doing this with any other VE mods?
A: No.

Q: But my load list is clogging!
A: This may come as a surprise to you, but your modlist is not a toilet. The impact of loading 14 mods is basically the same as loading a single mod that includes those 14.



Graphics are created by Oskar Potocki.

Steam Infographics inspired by Planet Zoo. Love that game.

Code work created by Sarg Bjornson.

Lemur made by Luizi!

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]









Popular Discussions View All (2)
35
May 18 @ 11:14am
PINNED: Suggestions
Sarg Bjornson
1
Jul 13, 2023 @ 11:41pm
PINNED: Vanilla Expanded animal mods that are separate from this one
Sarg Bjornson
622 Comments
Dramatic Korok 17 hours ago 
The pinniped Leather from the walrus says it insulates well against heat, i think it should say against the cold because it does well against cold.
rout May 19 @ 9:37pm 
I found a bug / oversight. None of the animals in this mod have a <soundEating> tag in their XML. This means that they're completely silent when eating. For all vanilla animals, there's XML tags like <soundEating>PredatorLarge_Eat</soundEating>, <soundEating>PredatorSmall_Eat</soundEating>, <soundEating>Herbivore_Eat</soundEating>, etc.
Sarg Bjornson  [author] May 18 @ 11:35am 
There is no easy way, no
rout May 18 @ 11:14am 
Is it possible to make Hippos and Alligators stay in the river? They always wander around on the desert sand instead of staying in the river which seems strange to me
Sarg Bjornson  [author] May 13 @ 10:58pm 
Oh no, the rule works fine, what you have is a mod conflict
The Former May 13 @ 3:18pm 
So I'm clear: Does the "old spawns on river tiles" rule for hippos and crocodiles no longer exist? They're spawning in arid mountains for me, which is fine, I just wanna make sure that's intended behavior after the switch to Core.
lol May 8 @ 2:50am 
BTW, solutions include:
- Choose Wild Animal Spawns by Mlie (https://steamcommunity.com/sharedfiles/filedetails/?id=2564042934)
- ReGrowth: Core by Helixien (and team) gives 'Animal Toggles' in mod options
- Cherry Picker by Owlchemist
lol May 8 @ 2:45am 
* core game is balanced (strived-for), (most) mods are not
Sarg Bjornson  [author] May 5 @ 11:08am 
Singling out VE mods in this regard is beyond ridiculous, but par for the course
lol May 5 @ 11:02am 
@Gaazhagens

core game is balanced, VE mods are not. they're just beautiful but not as playable as vanilla