RimWorld

RimWorld

Vanilla Animals Expanded — Waste Animals
200 Comments
GeekyRaptorStudios 22 Oct @ 4:13am 
love this mod btw! :D
GeekyRaptorStudios 22 Oct @ 4:13am 
any chance you could add a deathclaw type animal?
Sarg Bjornson  [author] 26 Sep @ 10:55pm 
We don't have any commissioned mods nowadays
Coolchilion 26 Sep @ 6:36pm 
This mod isn't commissioned like VAE — C was correct?
Sarg Bjornson  [author] 23 Sep @ 2:48pm 
Highkey lowkey mediumkey
Evenstaar 23 Sep @ 2:46pm 
Lowkey the description for toggling toxflu virulence containing "Now go hide in shame" is wild
toetruckthetrain 19 Sep @ 8:58am 
a precept for toxmeat not being considered disgusting would be nice
Sarg Bjornson  [author] 26 Aug @ 12:19pm 
Use mod options
White_Drake 🐾 26 Aug @ 12:04pm 
Toxflu not fun
Cryan 16 Aug @ 7:52am 
Toxflu is ridiculous in a large late game colony. Nearly impossible to deal with & it doesn't go away naturally. I'd suggest either removing the social interaction spread and making it more directly contagious or just treating it like any other infection, where pawns can build up immunity over time. Until then, I'll be using devmode to treat it.
Azerbaijan_Technology 14 Aug @ 12:15pm 
I'm not even upset, I'm genuinely amused by how shockingly badly balanced these animals are. I'm not just talking about the "lion". The toxic iguana has an unstoppable acid attack that ignores armour and literally never stop damaging you until the pawn is dead as soon you are hit once.
Bugden 12 Aug @ 9:19pm 
aww, cant make the megatardi a venerated creature for ideo? Love those suckers
Crypterathy 10 Aug @ 1:40am 
Toxflu needs a rework asap. Spreading by social interactions is crazy and not fun to deal with. Removing the social spread would make it 100% more bearable.

I would also consider removing long toxflu. It balloons a single lion scratch into something colony crippling with everyone having impacted lungs forever.
TcT Goth98 24 Jul @ 11:43pm 
Toxflu honestly needs a rework.
Eselt 19 Jul @ 8:16am 
It doesn't make sense that the toxflu effects artificial lungs. However the toxflu itself is really interesting. I went on a frenzy of replacing lungs, then realized it wasn't going to help. It was a fun crash out though.
Danuuuuul 18 Jul @ 7:02am 
Hi! I wanted to give some feedback on the Toxic Flu mechanic in your mod.
Honestly, it feels very frustrating to deal with. Not only is it impossible to treat, but it also leaves a permanent debuff on colonists, which feels overly punishing.
In a large colony, the situation gets even worse - colonists keep infecting each other in a loop, even after being treated. I even tried giving one of them artificial lungs, but the disease still affected them, which really doesn’t make sense.
I understand you may have intended this as a challenge, but right now it feels more annoying than engaging, especially since players don’t have any real way to deal with it strategically.
Maybe consider adding a treatment, or making the infection less punishing in some way?
Sarg Bjornson  [author] 13 Jul @ 5:55am 
We considered it, but ultimately decided against it, as their spawning is tied to presence of pollution and wastepacks in the map
timeforend 13 Jul @ 5:39am 
Honestly i think these critters should also appear inside of the new Scarlands
Deon ☣ 12 Jul @ 7:12am 
I just use cherry picker to disable the lions. The animals are awesome.
Andrew™ 11 Jul @ 4:19pm 
Wasteboar is my absolute favourite animal in all of Rimworld. Love this mod :D
这我能死? 3 Jul @ 9:37am 
You should think about adjusting the pollution flu, it's terrible, it's much more terrible than the Resident Evil, if it wasn't the plague but it that happened in Europe back then, I think humanity would have been extinct
这我能死? 3 Jul @ 9:33am 
Damn, this poisonous flu is really powerful, I never thought that a lion just hit me once, and the whole base was in vain, this is the strongest illness I have ever seen, no injury, no rest, no isolation, no air transmission, no treatment, no antibodies, have you really looked at the intensity of this flu? I was defeated by it at 750 difficulty, if I send a doctor to treat it, I will be infected, if I don't go then he will die, it is the doctor who is infected, at this intensity I can't lose the doctor, I can't lose the warrior, but because of the existence of the poisonous flu, this lion is undoubtedly the existence that can kill any colonist in seconds, if you are hit by him, you can give up directly, and I don't, I think I have the best doctor and ward, I saved the warrior, and the warrior infected the doctor, After the ensuing battle, everyone was infected, and I didn't seem to have to go any further, this shit destroyed the game
Ryno 22 Jun @ 11:57am 
I see I'm not the only one dealing with toxflu
Flim Flam the Zim Zam 16 Jun @ 6:56am 
Okay toxflu is genuinely kinda bullshit. People can be infected before it crops up on the healthbar, so even though im using character editor to get rid of it (because theres no effective way to treat it for a large colony), it just keeps coming back
Eldar Farseer 22 May @ 8:21am 
does the moddebuff to toxbuild up from the meat only apply to raw consumption or also to cooked meat?
Head 18 May @ 11:13am 
Amazing mod!
Eyeless Deceiver 4 Feb @ 7:53am 
Long Toxflu. Man that's on the nose for me.
ralle 25 Dec, 2024 @ 7:45pm 
I love all the VE mods, but after my first encounter with the toxflu, I'm gonna disable this one again. I dev-spawned healer mech serums to get rid of it after trying to micro-manage and isolate my pawns for half an hour. 20 minutes later it suddenly popped up again in my colony without any waster-animals around. I guess a world pawn from a trader caravan or a guest from hospitality dragged it back in....
Creeper Gamer 25 Dec, 2024 @ 2:03am 
Does colonists still get the mood debuff from the flesh If They have toxic immunity in their genes?
Jokermeister 11 Dec, 2024 @ 5:42pm 
I'm not sure whats up but my Mega scorpions are now the size of regular scorpions.
[Z]ebra 6 Dec, 2024 @ 1:36am 
I miss VAE - Cave
Sarg Bjornson  [author] 29 Nov, 2024 @ 11:07pm 
Those that are, are. Those that aren't, are not
Teralitha 29 Nov, 2024 @ 1:50pm 
The FAQ doesnt mention whether these animals are trainable or not.
DarkAgeRush 26 Nov, 2024 @ 5:33pm 
Just vanilla things
DarkAgeRush 26 Nov, 2024 @ 5:33pm 
Are there known incompatabilities? I'm having an issue where none of the tox beasties spawn
Saint George 25 Sep, 2024 @ 11:27am 
also long toxflu is scar tissue so it needs to be fixed with 'regrow limbs', thank god for dev commands
Saint George 25 Sep, 2024 @ 11:08am 
Tox flu has to be one of the dumbest things I've seen in this game, not only do you not get a notification for it, you also can't gain immunity, so if your colony is big enough, guess what you are never getting rid of it, it seems like it has needed a rework for ages
Caketaco 23 Sep, 2024 @ 10:46am 
Feels odd having waste animals wander in because you have 1+ wastepack in storage. My wastepacks tend to go straight to recycling. However, even if all of my tiles are unpolluted, just having a single wastepack can cause animals wander in. Makes me feel like the game is calling my place a dump just because I'm harboring a trash bag. It would make more sense if waste animals wandered in if you had a certain percent of polluted tiles, or some other trigger related to having polluted tiles. If I have waste but I’m properly preserving it, animals should not be wandering in because of “pollution.”
Sean 7 Sep, 2024 @ 5:14pm 
Made a junkyard with toxfoxes and a recycling plant from the recycling mod. Floofs dig up wastepacks, and the fat guy that lives in a shack in the junkyard recycles them lol
Mercy 30 Jul, 2024 @ 3:36am 
Hiya, just here to say I love all of the unique creature designs (the Toxscorpion led to one of my favorite stories for my colonists).

That being said, I echo the sentiment that I've seen thus far about Toxflu.
It feels very annoying and micro-managey. Also extremely volatile in a way that I don't feel like I have a large amount of control over when it comes to larger colony sizes.

That is all! Thank you for your amazing work.
Sarg Bjornson  [author] 3 Jul, 2024 @ 1:28pm 
Just having a single wastepack would count. Other packs are not detected
Maxwell (it/its) 3 Jul, 2024 @ 1:26pm 
Do trash and stabilized alloypacks count? Or rather, are they supposed to? I only ever have a few toxic wastepacks at a time in a waste crate before they get recycled.
Sarg Bjornson  [author] 3 Jul, 2024 @ 1:09pm 
Either pollution in the map, or having wastepacks
Maxwell (it/its) 3 Jul, 2024 @ 1:09pm 
What actually causes the waste animals wander in event? This is happening in a map with no polluted terrain at all. I'm using Vanilla Recycling Expanded. If this isn't the intended behavior and I can figure out steps to reproduce this, I'll make a proper bug report.
YakaryBovine 2 Jun, 2024 @ 4:06pm 
I fucking love Megatardi. Great mod.
CryoChick 20 May, 2024 @ 12:22am 
toxflu isn't by just wandering around you manage it by taking care not to fuck with toxlions in melee
Dasubur 18 May, 2024 @ 1:26pm 
Toxflu needs a serious rework, there is zero warning of it until colonists start dropping dead. Unless you micro-check every few seconds on every colonist, your colony can go from healthy to dropping dead with no warning. It also spreads way too fast. One infected can spread it to the entire colony in seconds.

Worse still it's not implemented in the health system, meaning treatment is impossible and every infection is a roll of the dice, unless you burn expensive healing serums on a disease you can get by walking around outside.

Toxflu is more deadly than any disease in the base game. I don't recommend using this mod until these issues are addressed, as having an entire colony go from perfectly healthy to straight up dead in the street in literal seconds with zero warning is almost unplayable. I have to use dev mode to keep the thing under control
Scavenger 5 May, 2024 @ 12:36pm 
Nooo, thats what i was going for! haha. I wanted a herd of megatardi
DionysusMadd 5 May, 2024 @ 7:01am 
So megatardi can't breed. My ranch is a complete failure...
Scavenger 30 Apr, 2024 @ 9:29pm 
Ya the megatardi eat waaay too much waste packs, forced me to lock it up so i could spread toxins across the map. A quest dropped 125 of them in my jungle map, and he ate them ALL before they exploded.. lol.
Would it be possible to nerf the rate they devour them? Especially at 99% full food.