RimWorld

RimWorld

Rim Flood
594 Comments
Eternal 2 Sep @ 6:42am 
update please?
epiktechno 23 Aug @ 2:17pm 
Stalker Forms strangely get Flood Infection EXTREMELY rapidly and die within a few seconds to a minute of spawning/existing.
Rest of the Flood units have no such issue for some reason.
Bones 23 Aug @ 2:02pm 
Would absolutely love this in 1.6 and some conflict resolutions, amazing stuff and so many other Halo mods to pair it with.
DeathComethe 19 Aug @ 2:08am 
Are there plans to update this mod to reduce mod conflicts? Id like to try this out but dont really like the prospects of having to have a special mod list just to do so, especially after getting used to so many QoL mods lol...
Terallis 16 Aug @ 10:39am 
@Xeonzs Thing with Rat Knight is that I believe he also does his own bit of tweaking, and keeps his mod list low as well, using only what's needed. I might be mistaken, mind you, but that's how it appeared. This isn't the only mod for 1.5 (or even 1.4) that he's used in videos more recently, since the release of 1.6.
General Spartan 13 Aug @ 1:29pm 
This mod is currently really finicky, I've bricked my game a few times while other times I can't make my pawns pick up anything or make them focus on work, but at the same time I've seen a video were someone used this mod recently, and it was working. He is using different mods than I am, so maybe his combination of mods makes it work, so if y'all want to try it may work if ya sacrifice some mods in ya list
Xeonzs 13 Aug @ 11:00am 
I saw a youtuber use the mod just fine in 1.6 ( vid link if you want to check it yourself https://www.youtube.com/watch?v=caJ8pqLNfy8 or just search "Can I Beat RimWorld As A Marine?" by Rat Knight ).

Guess I'll give it a try.
guardian1368 10 Aug @ 9:42pm 
is this mod dead?
The Beast 5 Aug @ 11:50am 
1.6 ?
Cobra 2 Aug @ 1:53pm 
1.6, 1.6, gooble goble, gooble goble 1.6.
Reclaimer 1 Aug @ 4:32pm 
1.6 plssssss:)
guardian1368 1 Aug @ 7:03am 
1.6?
Guarwo 27 Jul @ 8:15pm 
please update to 1.6
Cobra 25 Jul @ 9:43am 
please update
UshioNoa 23 Jul @ 9:26am 
1.6 pls!
dobrev1988 20 Jul @ 6:42am 
1.6 pls!
Beredor 20 Jul @ 1:56am 
1.6 nao
bigd 12 Jul @ 11:26am 
We need 1.6.
Manu30 11 Jul @ 2:29pm 
1.6 plis
DerpSquad1O1 21 Jun @ 2:30pm 
There really needs to be a way to fight the flood... or at least make their growth slower and more manageable early game. They just showed up next to my base -- no warning no nothing just 4 flood hives instantly placed next to my base which I could not stop. If it were just one and it was announced as an event I might have been able to jump on it only losing a couple of colonists.
Smock 19th BN 5 Jun @ 7:54pm 
is the flood supposed to be listed as a faction when creating a new game?
Foolish_i_am 20 May @ 6:43pm 
What if you could become one with the flood and embrace the flood
EvilCanadian 29 Apr @ 5:43pm 
So what are Flood Spores good for? Is there anything you can do with them? I thought maybe I could devastate an enemy base if I used a transport pod with spores inside but nothing happened.

I also haven't gotten any Flood raids after several in-game years. Only ever a single roaming flood here and there. Is this a load order problem?
RAAMPEAK 2 Apr @ 11:55am 
what i don't like is if something gets hit like a insect it will just die from the infection and also some flood just non stop go for my base and i don't know if it intended but pure forms just keep dying
ProfessorSquid 19 Mar @ 1:02am 
im also having a issue with the sentinel beam like said before spawning the laser but never disappearing causing alot of lag
Epik_Pulsar 5 Mar @ 7:48pm 
i really enjoy getting instantly swarmed the moment i make a new colony
Killerkitty641 26 Feb @ 9:25am 
@Loki you give them an electric guitar


But to answer your question, forerunner metal comes from sentinels after you kill them and I think dismantle them at the machining table. One of the production tables, anyway, has a bill to dismantle sentinel bodies.
Loki 26 Feb @ 3:27am 
How do you get Forerunner Metal?
NightLight 25 Feb @ 5:46pm 
Im having a single issue with the Sentinel beam weapons, and that is the Beams (The bullets) Don't disappear after being spawn and they don't do any damage causing much lag to my game and causing me to use Dev mode to remove them, would this just be a mod compatibility issue?
Doggocide 24 Feb @ 1:52pm 
Do they still raid if they have no world presence? I like to add mods even if I don't intend to use those mods, so I can do different play styles in the same modpack.
guardian1368 22 Feb @ 10:46pm 
does the mod need MoHAR framework
John ODST 20 Feb @ 8:16pm 
Unsure if this mod actually works, haven't seen any flood so far
On day 55
Khias 14 Jan @ 6:22pm 
@Guarwo I've tested it myself and it works as intended without the AAF dependency it asks for, seems to be something left over in the database for the older versions of this mod
Leonard L. Church 11 Jan @ 3:15pm 
@OmegaEntertainment The Flood can Infect both Inorganic And Organic beings due to something called the Logic Plague. However i do see that that could be a little unbalanced in-game for the Bosses so they should probably be buffed so that's not a problem however other Mechanoids are free game.
Guarwo 16 Dec, 2024 @ 4:30pm 
Does it need the advanced animal framework that's like 1.3? that says its missing as a dependency.
OmegaEntertainment 10 Dec, 2024 @ 8:33pm 
Something to note, the Flood Infection "disease" is extremely OP...including towards Mechanoids, which should be immune to said infection on account of not being organic.

Basically as soon as any mechanoid (including Biotech bosses, I'm currently weaponizing repeated Diabolus deployments against the Flood...and each one is failing ) gets hit a sufficient number of times, it gives them Flood Infection (Minor).

...this "Minor" Flood Infection then immediately straight progresses to Extreme , and then kills the mechanoid mere seconds later.
Gumbus 28 Oct, 2024 @ 7:21pm 
This mod does not disable flood raids until day 45. I have 2 large flood hives on my map day 5 spawning tank forms
Jakerussel1276 28 Oct, 2024 @ 5:15pm 
why does Rimpy say this mod needs the outdated Advanced Animal Framework?
Gumbus 28 Oct, 2024 @ 5:11pm 
After looking through the code, the flood carrier does use the divide deathaction from anomaly. It would be beneficial to add anomaly as a required item or specify it's needed for that functionality
Gumbus 28 Oct, 2024 @ 2:49pm 
Does this mod require anomaly? During testing, I've gotten the error a few times "Pawn dividing is an Anomaly-specific game system. If you want to use this code please check ModLister.AnomalyInstalled before calling it." It seems to happen sometimes when I kill flood carriers but not all the time. Also got some null reference errors. Anyone else experiencing this or know how to fix this? I got the error first testing with combat extended, but trying on a new save with all other mods disabled I got the same errors.
PaperBagMan 27 Oct, 2024 @ 8:50am 
does combat extended cause this carriers to not blow up
(also maybe infection forms should have more armor pen)
Killerkitty641 13 Oct, 2024 @ 8:13am 
That's why we have console commands and god mode lol
Cmdr_FIl 12 Oct, 2024 @ 4:17pm 
wish there was a story teller that did repeated waves of flood
Hayrock 12 Oct, 2024 @ 12:02pm 
FFS I WAIT LONG TIME THIS MOD
Unwittingrabbit 7 Oct, 2024 @ 7:42pm 
Vanilla Expanded Framework isn't detecting the factions for me so I sadly can't add it mid save. Big sads, tried moving it into diff spots in the mod list, sadly same results. not even getting an error to accompany it either.
然提携夜灯 18 Sep, 2024 @ 1:02pm 
Sentinel Spawner seems to miss a "CompSpawnerHives" in def xml file, cause following error.
Exception in RimWorld.ThinkNode_ConditionalBodySize TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 66804895]
at RimWorld.ThinkNode_ConditionalHiveCanReproduce.Satisfied (Verse.Pawn pawn) [0x00024] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
Emperor Himohito 7 Sep, 2024 @ 9:24am 
Can the flood break open sarcophaguses to get to dead pawns?
4N 24 Aug, 2024 @ 2:20am 
no I don't want the colonizers to be infected, so can you add an option that prevents colonizers from being infected?
Fenndragon  [author] 13 Aug, 2024 @ 1:30pm 
why did you have somebody spawn infected?
4N 12 Aug, 2024 @ 3:47am 
Can you add an option? About "Are Player Colonists Allowed to Be Infected?"