RimWorld

RimWorld

The Army Of Fetid Corpses 1.5
284 Comments
guichu777 14 Oct @ 5:43am 
Fantastic graphic design, still looking forward 1.6
Latex Santa 13 Oct @ 11:27am 
@BlackMarket420
That's fantastic news!
Should we hope for a late October release, or will it more like a November release?
uri 13 Oct @ 8:11am 
I'm really looking forward to it
BlackMarket420  [author] 12 Oct @ 4:02am 
Ah no, it is coming, currently in the process of fixing errors since 1.6 fucked up this mod real good. Just be patient guys. Also working on adding new stuff for the new fleshland biome as well
Cyber Witch ~ 12 Oct @ 1:49am 
1.6 will never come guys read the thinghy
Ickura 11 Oct @ 8:29pm 
:(
Louise Valua 6 Oct @ 6:48am 
1.6...
Wahfulls11 23 Sep @ 7:11pm 
I'd love to use this mod but, i don't want to spend 50 dollars... for a mod, and 2 dlcs. when i don't play the base game that often, is there any alternative?
see_eeh? 22 Sep @ 6:01am 
1.6pls
BooshedeN 19 Sep @ 9:16am 
I still waiting for 1.6...
Crouton 18 Aug @ 4:00pm 
hey, for some reason this mod seems to REALLY want my dragons from dragons decent(and the VOID extra ones) turned into necroids. idk how the hell to get them to stop being infected for no reason. theyve stayed indoors for over an in game day, still randomly get infected(made sure they cant eat anything from the necroids). Cure them using the actual cure, still get infected again somehow, manually remove the infection all together with dev mode, you guessed it, still get infected again for some reason. tried to let them develop an immunity, still die and turn into monsters and also go berserk while infected(weirdly dont attack anyone though). i have some archoboomalopes from sos2 as well, they havent been infected ONCE. granted, idk if they just cant get infections/illnesses since its my first time getting an archo animal or if its just an incompatibility.

(repost cause i think i need to say an extra thing)
NONE of my colonists have even been infected
XXFQ007 14 Aug @ 9:29am 
@Latex Santa Thanks for the information.
Latex Santa 9 Aug @ 3:32am 
@XXFQ007
BlackMarket420 stated that this mod will NOT be updated before the end of the summer.
We MIGHT see a 1.6 release later this year.
XXFQ007 9 Aug @ 3:30am 
Sorry the image is gone,and we need to upate!
Cyber Witch ~ 5 Aug @ 2:04pm 
yea sorry didnt mean abandoned more like no longer update. It made it sound like hes making a seperated 1.6 version now
Latex Santa 5 Aug @ 12:05pm 
@Witch ~
He's NOT abandoning the mod, he's simply busy.
He stated that this mod will NOT be updated before the end of the summer.
But we MIGHT see a 1.6 release later this year. Maybe. I certainly hope so.
Sadewmar 5 Aug @ 8:06am 
I'm about to buss
Cyber Witch ~ 5 Aug @ 4:13am 
But wasnt the mod fully functional? Why the sudden abandoning?
环 世 界 养 猪 王 4 Aug @ 11:23pm 
1.6pls :lunar2019deadpanpig:
Latex Santa 29 Jul @ 7:32am 
@PIOᑎᕮᕮᖇ
We wait and see. It is what it is.
In the meantime, we play with other mods.
零ᐱᑐᐯiᑕᕮ 27 Jul @ 3:38am 
At present, it can be inferred from the author's various statements that the mod has been put on hold and the possibility of returning this year is not high (if everything goes smoothly!), which is very regrettable. Seeing all the narrative images of the mod become invalid, it can be seen (hope is very slim!), but perhaps what I said is wrong!
Антихрист 26 Jul @ 6:15am 
1.6?
@Johnny Macabre it's not true, those are just text and requires the old mods
Johnny Macabre 22 Jul @ 3:16am 
There are already a couple of 1.6 versions of this in other languages. So, the updating has technically been done, if anyone can translate.
Latex Santa 18 Jul @ 7:01am 
@Scionin
He stated on the Discord that this mod WILL NOT be updated to 1.6 before the end of the summer.
Latex Santa 18 Jul @ 7:00am 
@BlackMarket420
I'm going to miss this mod... At least, until it's updated.
It gives me a strong ABOMINATION: THE NEMESIS PROJECT vibe, and I really dig it.
Not to mention that I'll have to endure until Vanilla Factions Expanded Ancients is remade into a quest chain mod, and Vanilla Factions Expanded Mechanoids is entirely redone.
Scionin 15 Jul @ 12:28pm 
1.6?
gunns22 13 Jul @ 7:18am 
@BlackMarket420

Any chance of a 1.6 version? Update OR rework?
Yog 12 Jul @ 7:45pm 
One of the most fun mods I've ever played, will never start exploring 1.6 + DLC until this gets updated! Hope to see new stuff from this author as well
1340815253 12 Jul @ 1:55am 
1.6 pls!!!!
ChthonicKnight 9 Jul @ 4:57pm 
I know the mod is on hold for now just wanted to make a report on some bugs. This probably isn't that popular but the vanilla game has an option to restart the colony and have new pawns wander in after all others have died. With this mod it is impossible to do that since it seems Fetid Corpses always raid even with no colonists, and then they never leave just wonder around the center of the map forever.
gh0stashes 8 Jul @ 7:28pm 
All the pictures are broken so this mod sort of lacks a description now :(
Cyber Witch ~ 6 Jul @ 11:45pm 
oh no the pictures are gone
What I'm supposed to do with corrupted floor? I can't remove it, neither clean with waste clean area, neither change it via floor building/removal. I don't like that red patch of meaty floor just staying there forever
bigd 3 Jul @ 7:35pm 
How do you use the parasite core?
Lisan al-Nyata 28 Jun @ 7:37pm 
Hmm. It seems when I add this mod mid game, the game become stutter and lag. Anyone have this issue?
Goust 28 Jun @ 11:28am 
Necro generator with Apocitron and friends on day 13 is wild.
Psycho Penguin 27 Jun @ 8:59pm 
1.6 pls!!!!
Tcgirl8 27 Jun @ 3:41pm 
you'r mods are literally the coolest I have ever seen, love the signalis reference with Molly
amirsaid2018kk 27 Jun @ 12:05am 
I really haven't had a problem with anything this mod has thrown at me, I've always overcome and claimed victory in the face of adversity. My only complaint is one, it nerfs the Necronoid generator, I don't mind Necrotion Fallout, I don't mind that all the fauna, flora, that EVERYTHING on my map can be erased except my base, the only thing that bothers me is that out of nowhere 2 corrupted Apocritons come out along with an army when I don't even touch the generator and proceed to obliterate my entire colony effortlessly without me having a chance.
Manu30 16 Jun @ 12:00pm 
Are they going to update it to 1.6? That would be a shame
DeluvianSenecca 15 Jun @ 8:09am 
Also i think the cooldown for sunmon ravager is bugged. It says it's about an hour yet I can use it in an instant, it doesn't actually have a cooldown. Also bio fluid replenishes fully in like 3 seconds and abillities cost way too less. I can spawn a whole army of ravagers i finitely
DeluvianSenecca 15 Jun @ 7:42am 
Please nerf the necro hunter symbiote abillities they are too overpowered. They need some balance. Higher cost, higher cooldown, lower regeneration of fluid please. It's too much. Great mod btw I love it an cant play without it. Made dor some beautiful stories
BlackMarket420  [author] 9 Jun @ 9:21am 
Hey guys! After working on this mod for months, I decided to put this mod on hold for the time being. Since you already know that a new dlc will drop, I'm pretty sure I'll be busy in cleaning up the aftermath of my mods breaking like 1.5 did.

Though this doesn't mean that the TAOFC is over or abandoned, there are still a lot of things I'll need to do, and the 1.6 update is not helping, so for the time being I'm just gonna prepare the art assets while waiting for the 1.6 update.

And for those with complaints about the mod, no worries, I'll keep your suggestions in mind while working on the mod.

For those who are interested on the mod's progress, there's a discord server made by a friend of mine, and in it has the # pandora-general that I'm in charge with. It still has nothing yet, but I'm gonna add the list of stuff that's needed for TAOFC mod. here's the link for anyone who's interested,... https://discord.com/invite/XykqRAU8jK
Command Wanzer "Bloodking" 6 Jun @ 10:16am 
while i would say this mod is definitely on the stronger side. I wouldn't call it completely impossible with vanilla level gear.

the most basic event, the ghoul assault might look intimidating. But the only enemy you should worry in that group is the 2 or 3 bladed ghouls. once you deal with them, the fetid ghouls can be easily kited with vanilla level ranged weapons. You probably still need to give yourself some kind of advantage. But not in the level if installing OP mods. Just that... starting with barely nothing is now a bit shittier than before.

Arguably the most ridiculous event in this mod is the skip gate assault and necrotion fallout. Which is why I disabled them in the mod settings.
Baha 3 Jun @ 11:48am 
is this all industrial level or does it go higher?
Engineer Gaming Part 3 2 Jun @ 2:34pm 
fix the problem of MECHS being able to get necronoid infections
枯叶的风 2 Jun @ 10:30am 
ce?
Preacher-01 1 Jun @ 9:59pm 
for some reason I can instantly level my bioweapon to level 5? the button just sits there is there any way to get rid of it?
Dog Shaped Man 31 May @ 7:45pm 
Please scale/balance these events or something, this mod looks really cool, but having huge raids regardless of difficulty settings of permanently regenerating zombies as the easiest enemy feels really bad. I feel like I need to install some OP mods just to survive. It's also pretty frequent some of the ghouls just get stuck in place and tank performance.