Rain World

Rain World

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Screen Lady's Diverse Spawns
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4 Nov, 2024 @ 1:14am
23 Oct @ 12:27am
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Screen Lady's Diverse Spawns

In 1 collection by Screen Lady
Screen's Rainy Collection
7 items
Description
This mod was made for personal use and private for a year, but I decided I'd make it public in case anyone would like to use it.
Semi-Sentient Rot is an optional add-on that expands on the world-edits this mod adds, but is less lore-friendly. It is not a required install, but will add more Rot-related visuals tied to the Watcher DLC to this mod.
Both mods will contain Watcher spoilers due to the various things added.



HEY THERE SLUGCAT!
Are you tired of true randomizers being too unfair?
Do you want more creature variety, but still want the balance of your respective campaign?
Do you want to eat Pomegranates and play in puddles of mud with your Slugpups?
Do you want to fight Scavenger Templars as Artificer?
Do you want to see more Moths beat up Vultures?

Well you are in luck!
Introducing, Screen Lady's Diverse Spawns!

This mod populates the base game world with various DLC creatures and mechanics!
You may see a Miros Vulture in Underhang, a Sky Whale in Sky Islands, or even a rather unfortunate Lizard affected by the local Iterators dumping into Garbage Wastes.
Puddles of mud, crystalline vegetation, forgotten technology, and new music triggers are also included- making it more than just a simple creature spawning mod.
This mod takes caution to balance the proportions of predator and prey, so don't worry about seeing a dozen Train Lizards on your journey.
For more information, read the pinned discussion tab.



Disclaimer:
- Contains various spoilers from both Downpour and The Watcher.
- Spawns may not be entirely lore friendly. (Mainly with Rot related things.)
- This mod does edit some rooms to add music triggers, foods, items, mud pits, or other entities.
- This mod does not add many changes for Inv/Sofanthiel due to the nature of their rooms.
- All screenshots shown on this mod page are possible spawns with this mod installed.

To do:
- Possibly add more Watcher Music triggers in fitting regions / music deficient areas?
- See if it is possible to make a config file for each creatures spawns?



Known Issues:
- Some Watcher creatures don't seem to have score values (???) causing certain character statistic screens to softlock.
As of v1.11.1 of The Watcher, arena support has been added. This may not be an issue anymore. Should it occur, just know that your game still saves even if it freezes at the ending screen. Score Galore should in theory fix this still.
- Outskirts may softlock when opening the map quickly after loading a save on certain characters.
This is caused by the game loading in a predetermined Slugpup in a part of the map. Just give the game a moment to let creatures exit their dens first to avoid this! If it happens, just return to the main menu and reload the save.
- Watcher creatures may not respond or softlock the game on Safari Mode.
This is because The Watcher DLC does not have official Safari Mode support. Most creatures will simply ignore player input, but some such as Rot Lizards will freeze the game until control is revoked.
- Loaches may "freeze" the room if killed by a Monster Kelp or Leviathan.
This is not a true freeze and you can still move through the room, though visual effects, weapons, and creatures might appear frozen. Refreshing the room fixes it entirely.
- Loaches are a little silly and try to eat Leeches despite not being able to eat them.
They're just silly chubby guys.
- Room attractions are currently whack.
Doesn't affect gameplay much. The only issue that you may see is a creature roaming farther than usual from its den.


Mod Incompatabilities:
- Mods that add extra rot to GW_E01 will crash the game.
This is because the game cannot handle Rattlers dying to Protolonglegs. Disable any mods that may cause these changes if the issue occurs.
- Mods that affect Barnacles may crash the game.
The most common cause for this is Emerald's Tweaks, however other mods can cause this issue too- most often if they touch the shell breaking code. Disable any mods that may cause these changes if the issue occurs or use Keep That Away From Me to blacklist them until those mods are fixed.
- Mods that edit rooms may conflict with the mod.
The issues here are minimal, but it may result in missing Foods/Mudpits/Music/Creatures depending on which room it is, as some are placed through map spawners rather than dens. But this shouldn't cause any crashes. Just know that this mod edits A LOT of rooms, especially in places like Sky Islands or Outer Expanse.



LIKE WITH ANY WORLD EDITING MOD, I RECOMMEND STARTING A NEW CAMPAIGN FOR MOST OF THE CHANGES TO APPLY.
Newly added creature spawns may not appear on older save files. If you are noticing this problem, it is recommended to restart the campaign.

If you enjoy the mod, remember to rate it up! It helps a lot!
Popular Discussions View All (3)
31
6 Oct @ 8:30pm
PINNED: Suggestions
Screen Lady
21
5 Oct @ 11:56am
PINNED: Bug Forum
Screen Lady
163 Comments
gabihung 19 Oct @ 6:20pm 
thanks:steamhappy::steamhappy:
Screen Lady  [author] 19 Oct @ 2:38pm 
For your question Gabi, the Farm Arrays Loach only appears for Artificer, Spearmaster, Gourmand, and Saint. It only sticks in a certain room though to avoid eating all the Deer too much. You might not see it depending on if it decides to walk on-screen or not.
Tooth and Claw 19 Oct @ 2:18pm 
peach lizards hunt like yellow lizards, by the way
gabihung 19 Oct @ 12:37pm 
With which slugcat does the special loach appear in farm array?
Screen Lady  [author] 19 Oct @ 12:48am 
Well I pushed an update out today that does a few things, as per usual people can read the change notes to know what is new or different.

I'm pretty satisfied with where the mod is at the moment and probably won't touch it for a while unless I get any ideas, so for now my attention is going to be diverted back into the Semi-Sentient Rot mod.
MegaTHEshkaF 18 Oct @ 2:54pm 
Oh, okay. Well, if it's original, I think it should stay that way. It's not like the new spawns make it any worse anyway — peach lizards even help by catching some of them.
Screen Lady  [author] 18 Oct @ 1:43pm 
I don't believe I have, Spearmasters campaign usually has an insane amount of creatures anyways.
Assuming you mean the big pit right before the Waterfront gate, the Downpour map says there are around 7 Centipedes that spawn there. (excluding the Red Centipede)

I try my best not to touch existing spawns too much, but considering how many other new creatures I added to Subterranean I could look into removing a small handful of those Centipedes to make it more manageable? I need to make a patch to fix some creature room preferences anyhow.
MegaTHEshkaF 18 Oct @ 9:36am 
GOAT mod, great job! Though I have to ask — did you change centipede spawn rate? In the Spearmaster campaign there can be 6-10 big centipedes in one room. Subterranean → Waterfront route is a nightmare :rwlizard:
Screen Lady  [author] 15 Oct @ 8:49am 
It will remove any creatures currently in dens, including tames or slugpups.
You should remove the file once you have visited every effected region at least once with the mod uninstalled.

This isn't just something that happens with my mod, it happens with pretty much any mod that changes world spawns majorly.
Screen Lady  [author] 14 Oct @ 8:36pm 
World spawns are determined when a region is loaded. If you want to reset them, then you can go to Rain World\RainWorld_Data\StreamingAssets and create a .txt file named setup , write clean spawns:1 inside of it and save the file. This should reset each region you visit and get rid of the spawns as long as the mod is no longer installed (if the spawns are lingering after uninstalling.)