RimWorld

RimWorld

Monster Hunter RimWorld
312 Comments
神说万岁 13 Aug @ 1:53am 
How long does it take to reach 1.6?
Aleksey 2 Aug @ 6:30am 
Agreed!
AsG_Alligator  [author] 2 Aug @ 6:12am 
One would expect that once the game hits 1.0 the code would be reasonably stable so that thinbgs wouldnt break every update, but here we are. It very much feels like the game should have remained in early access for a lot longer than it did.
Aleksey 2 Aug @ 5:39am 
There's no such thing as "deprecation" in the RimWorld codebase. It's just ripped from it completely.
AsG_Alligator  [author] 2 Aug @ 4:02am 
Which is why I am this disillusioned with Tynan's way of updating the game where everything breaks every time he wants to release another cashgrab DLC.
OttersHoldHands 1 Aug @ 10:18pm 
lots of stuff is broken so its going to be a bit of time before I can get it running again.
Aleksey 26 Jul @ 5:39am 
Okay, no worries.
AsG_Alligator  [author] 26 Jul @ 12:35am 
I already have someone that can update this, but at their own leisure.
Aleksey 25 Jul @ 3:56pm 
I can try updating it for 1.6. I've done so with some others as well. Originally, I was just going to do it and post here, but I don't want to step on your toes either. Let me know if it's okay to update this to 1.6, @AsG_Alligator
Nouvi 24 Jul @ 6:05pm 
Probably would have to be done like 1.5 was. Someone updates the files and provide them to AsG for upload.
Shadowsong 22 Jul @ 9:00pm 
Thank you for updating this amazing mod for these years, could you tell us that are you going to update the mod to 1.6 when you have time, or you are planning to let other mod creator take over?
MavelDraconia 21 Jul @ 9:34am 
Are there any requirements for big monsters to spawn? Recently they just spam me with Tzitzis and Kulus, next to the occational Kut-Ku

And can one change the spawn rate?
Mythophile 19 Jul @ 11:21am 
Awaiting 1.6 update.
No 17 Jul @ 12:20pm 
Hey are there any known weird conflicts with this mod I'm getting a weird FPS bug in 1.5. When I turn the mod off everything it's fine.
Glue Eater Extraordinaire 15 Jul @ 9:34pm 
Hi, I love this mod with all my heart and it's been giving me some crashing issues in 1.6, and I have been considering the possibility of trying to update it on my own if there aren't any plans to update it to 1.6. If I were to do this would I have permission to upload a 1.6 updated version with edited versions of the files from this mod?
Halituis Amaricanous 15 Jul @ 8:07pm 
First off all amazing mod. Trying to look at the textures of this mod maybe for a future retexture project, but some textures are missing like Pteryx_north and Uragaan_north are they a work in progress?
AsG_Alligator  [author] 12 Jul @ 1:02am 
Not currently
Svergithz 11 Jul @ 12:43pm 
Hi ! Do you plan to up the mod in 1.6 ?
AsG_Alligator  [author] 1 Jul @ 1:27am 
I do not own, nor do I plan to own Wilds.
Hoddrock 30 Jun @ 6:33pm 
please add wilds monsters
nikkipuppy10 17 Jun @ 6:57pm 
Hey guys, Mashed, "same dude who made the spiribird mod" made a pretty good felyne mod
AsG_Alligator  [author] 12 Jun @ 1:46am 
There is not.
Engineer Gaming Part 3 11 Jun @ 6:20pm 
Is there a way to stop a tamed Velkhana from causing a coldsnap
Sir Cumcise 31 May @ 7:32pm 
can you turn some of them into pack animals?
The Former 15 May @ 4:33pm 
Just a thought... With the right gene mods, we can easily make felynes ourselves. :) Let's get to it, lads!
ActiveMars828 15 May @ 3:08pm 
Third research is light siege weaponry
Shadowwake 8 May @ 4:09pm 
Is there more than two researches in this mod? My research page shows two, but the second one has a long link-bar that goes to the bottom of the research UI, implying it's linked to a third i can't see.
𝕍𝕖𝕩𝕩𝕠 29 Apr @ 8:28pm 
no CE compatibility...day ruined :(
AsG_Alligator  [author] 26 Apr @ 2:28am 
Unlikely to happen.
Trazyn's_Cosmic_CatNap 25 Apr @ 11:50am 
Is there an expected time for wilds monsters?
AsG_Alligator  [author] 5 Apr @ 4:15pm 
In the mod
Malandrews 5 Apr @ 2:49pm 
Where´s the Devilhjo? :steamsad:
Brooke Yomotsu 15 Mar @ 1:01pm 
for those that want it, there's actually a lynian race mod now and it's great!
Echo the Nomad 13 Mar @ 12:22pm 
I think it would be cool if the glavenus dropped its tail like a thumbo horn.
Svergithz 20 Feb @ 9:24am 
Hi ! I love your mod. All monster are amazing. ^^ But i think there is a bug with the Kulve Taroth. Image of him stay like "freez" above the moving model. It's the only monster on the list with which I have this problem.
Mr. Exter 10 Feb @ 10:17am 
The mod trolled me into trying to bugfix my modlist.
I was having a Toxic fallout constantly, even if I turned it off through the dev mode and I thought that it was a bug.
Turns out it was the fucking Vaal Hazak this whole time lmaooooo.
Eye Guy 9 Feb @ 12:53pm 
Do you plan on adding quest to hunt these monster or away to hunt specific ones out in the world like Medieval Overhaul with it's monster hunt system?
Vertigo 16 Jan @ 12:07am 
@Mr. Meeseeks

Try this mod, it seems to be the closest thing to what you want.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2564042934
Mr. Meeseeks 11 Jan @ 1:02pm 
I love the mod, but would like an option to tone down the appearance of animals from this mod since I am using other animal mods too. As much as I love these creatures from the mod I would prefer if they appear more rarely. I was recently on a map and most of the animals coming in where from this mod :D

In "Alpha Animals" or "Megafauna" you have the option to lower or higher the value of animals from that mod appearing in the game. So Standard would be 1.0 and if you go lower in all your animal mods you can have a more vanilla oriented animal selection while still having all these other exotic animals coming on the map occasionaly. Didnt find a mod for that purpose that regulates that problem for all animal mods but maybe someone here knows more.
AsG_Alligator  [author] 8 Jan @ 6:47am 
In theory yes, RW should delete any existing creatures on the map. But theres a non zero chance sth might break later on.
Abu Bakr al-Baghdadi 8 Jan @ 6:32am 
Safe to remove mid game? Experiencing issues
Courier 69 12 Dec, 2024 @ 9:26am 
Understandable, have a blessed day
AsG_Alligator  [author] 12 Dec, 2024 @ 8:27am 
Unknown. Eventually.
Courier 69 12 Dec, 2024 @ 6:34am 
Any idea when this will be updated to be Pawnmorpher-compatible?
AsG_Alligator  [author] 6 Dec, 2024 @ 1:31pm 
1.4 version should still have working PM integration.
DeathWing 6 Dec, 2024 @ 1:16pm 
what are the requirements in order for the pawnmorpher to be able to function with monster hunter? and can previous versions be workable with the current?
Ayruwi 5 Dec, 2024 @ 10:22pm 
Crazy good! I get to play both of my fav titles at once. Now take my points ^^ keep it up!:MHRISE_happy:
ПΛПО Dragoon 21 Nov, 2024 @ 4:32pm 
@Meet the Zombie Soldier Did you generate the event with console commands?
AsG_Alligator  [author] 21 Nov, 2024 @ 7:32am 
The monster sighting quest shouldnt even pop up. I never finished the code for them.
Meet the Zombie Soldier 21 Nov, 2024 @ 4:54am 
Error log has been posted in discussions.