RimWorld

RimWorld

Dark Ages : Beasts and Monsters
383 Comments
homounicornio 9 Oct @ 5:20pm 
I just got my first Ironcasket Beetle and it's amazing!! I feel like Ash with his Metapod LOL
Northward Bound 3 Oct @ 1:30pm 
i just really like your mods. wanted to drop by and tell you
Hubertdragon1 3 Oct @ 10:42am 
hey van, i already sended you this but could you please update stats of the mobs in the mod, to match those in their discription on this modpage?
 Papa bones  2 Oct @ 4:22am 
@Sir Van but it is though
BigGovernment 30 Sep @ 10:24am 
@Lava - CE patch just needs updated to have this mod's placement under CE.
Sir Van  [author] 29 Sep @ 4:21am 
@Lava I do not know whether the mod is compatible or not with CE, any issues regarding that is on CE. Until confirmation from them, consider the mod incompatible.
Lava 28 Sep @ 4:46pm 
May be a sorting issue because placing beasts and monsters underneath CE doesn't trigger the error.
Lava 28 Sep @ 4:39pm 
Hello van. I am attempting to create a new save and I literally cannot while your mod is in my load order. I cannot get past the scenario screen.

Exception filling window for RimWorld.Page_SelectScenario: System.NullReferenceException: Object reference not set to an instance of an object
[Ref D0CCFFAE]

https://gist.github.com/HugsLibRecordKeeper/95ebecc77e442483ba99ed52ee7edd6a

Removing your mod fixes the issue. I then did a test and removing Combat Extended while your mod is active also fixes this issue. I will be forwarding a report to CE but for anyone reading this, just assume CE is hard incompatible with beasts and monsters.
Sir Van  [author] 27 Sep @ 8:19am 
@Aarmik unfortunately, i'm no CE player and all patches for it are handled by the CE team/autopatcher so that's not on me

@Paolini as Aarmik said, i'd invite you to check cherry picker. Because making toggle options are c# and i'm not gonna bother the programmers for that if a popular mod already offers everything needed to disable things
Aarmik 27 Sep @ 8:04am 
@Paolini It's called Cherry Picker
Paolini 27 Sep @ 5:57am 
Would it be possible to add a toggle spawn for each one ? Awesome mod btw !
hongbin.wen 24 Sep @ 2:27am 
Wow, this mod is really interesting, thanks for sharing
Aarmik 22 Sep @ 10:35am 
Definitely some compatibility issues with Combat Extended. You can run the game if you load DA:BaM after CE, otherwise it'll crash on trying to start or load a game, but even then some of the creatures will be bugged. For example the rock trolls seem to only do 2 points of damage on all attacks.

The real dark ages are when your favorite creature mod doesn't work with your favorite combat mod :(
画龙点睛 21 Sep @ 5:15am 
Combat Extended 尝试对 Dark Ages - Beasts and Monsters 中的 DA_Phrak 生物进行补丁,但失败。:steamhappy:
Mari Gaming 20 Sep @ 12:16am 
i have been experiencing issues with ce and the phraks, is this a known issue or a me issue
Winters Chill 19 Sep @ 11:30am 
I love this. You made them look luscious in a way I'm not sure RimWorld deserves.
Keshash 18 Sep @ 5:59am 
If someone is having scenario screen load issues with CE and this mod loaded, make sure to put this mod after CE in load order
Impos! 14 Sep @ 1:47pm 
Any chance you could have a glance at the Hunting meme mod? This feels like it works very well with it- but just hunted a Goldi and it hasn't seemed to register anything.
k党法师 12 Sep @ 3:13am 
can you please add some special trainable abilities to the trolls.
sleepingpiranha 9 Sep @ 10:59pm 
Brewery creates kitchen but still demands a workshop, thus forcing it to have a work debuff if alone in a room.
Mousetrap 9 Sep @ 6:56pm 
Seems to be incompatible with Alpha Biomes in a huge modlist (but I can't recreate bug in isolated small list)
blackendpizza 9 Sep @ 10:41am 
really wanted to keep this mod, the the freaking trolls spawn way too much. -_-
ferny 8 Sep @ 6:19am 
Fantastic
Rockfyst 2 Sep @ 1:17pm 
is there a chance there has been consideration for compatibility with vanilla expanded cooking so we can make cheeses with the regal milk and mufton milks?
pug 2 Sep @ 2:46am 
@othtim Cherry Picker mod
JACK 1 Sep @ 8:58pm 
is it intentional behavior for silver moles to sometimes just follow a random colonist around? I do have the follow target mod installed but I haven't noticed any other animals doing it. if it isn't, don't change it! it's adorable
othtim 1 Sep @ 2:21pm 
Please make a way to completely disable the ironcasket beetle.
M0rr1s0n 1 Sep @ 6:44am 
Ok, it seems it has no packAnimal defined, maybe intentional but most of the other animals have either true or false defined. So I guess it is an oversight
M0rr1s0n 1 Sep @ 6:31am 
the Goldilox has no mass carry capacity for traveling in a caravan, which seems odd because it can haul up to 320 mass on a map and has a CaravanRidingSpeedFactor defined. Or do I have a weird mod interaction?
Elynaih 1 Sep @ 3:21am 
Do you have any idea of making custom wiki or encyclopedia for this mod? There are several difficulties of reading those beautiful antique fonts for image-translator(pretty hard) or google page translator(doesn't work, since it's picture). Also, I want to make sure where can I meet them. I know that I could search Mod files though, I think it's a good idea to make one. Surely not everbody can do so. And I couldn't even find which biomes exactly they spawn(with Odyssey update and a lot of mods). I know it's a thing, but I'd like you to regard this suggestion seriously. Thank you for the wonderful experience.
Hubertdragon1 31 Aug @ 6:01pm 
scarlet scent is amazing
Hubertdragon1 31 Aug @ 4:12pm 
So @Sir Van, are there any plans for implementing the new animal training abilities from oddysey to this mod?
AtlasTheReaper 31 Aug @ 11:18am 
Ok figured it out I think, It's just the males that drop horns, or it's a chance of them dropping a horn.
AtlasTheReaper 31 Aug @ 10:45am 
I'll have to check it out, tried to carve a Larpah and it didn't give me the horn. Appreciate the heads up though Brother.
Sir Van  [author] 31 Aug @ 10:34am 
@AtlasTheReaper That is simply not true. You have an option, a mod, or a mod conflict that changes that.
AtlasTheReaper 31 Aug @ 8:58am 
For some odd reason the carve drops aren't working in Medieval Overhaul.
Hubertdragon1 31 Aug @ 5:58am 
@Sir Van i think alevan2 wants you to build entire ecosystems of animals that are in this mod and don't rely on the base game animals.
Sir Van  [author] 31 Aug @ 5:26am 
@Ris Yeah they're adorable aren't they, happy to hear that :praisesun:

@alevan2 what ?

@Sevatar the Sinner Yes
Sevatar the Sinner 31 Aug @ 4:33am 
is it possible to breed the iron casket beetles?
alevan2 30 Aug @ 4:42pm 
Sir Van, I said such a thing as I (personally) dislike the use of Earthly animals in the base game... However, i also find issues with most of Alpha Animals so... I try to construct my own little ecosystems for my own private games... In other words, they would be unique if you don't count the base game
Blue Star 30 Aug @ 4:29pm 
@Hubertdragon1 Reading the XML, it looks like snaptoads can eat creatures up to size three?
Hubertdragon1 30 Aug @ 3:19pm 
hey, sir van, what is the size of the prey that snaptoad can eat?
dubz 29 Aug @ 4:53pm 
Great Mod, i just wish the Goldilox were pack animals as well
Rɨs 29 Aug @ 3:12pm 
i can't get over just how adorable silver moles are. My first ever pet in new colony is silver mole named Little Guy (was the first random name). He is the best thing ever. Thank you all so much for bringing this round perfection into existance, you have no idea how much it helps me rn outside of game
Sir Van  [author] 28 Aug @ 6:56am 
@Shazbo Strange it should, i'll have a look, also that's a pretty funny choice for a venerated animal.

@alevan2 As Blue star mentioned there was a gremal rodent but it was cut from the release, i kind of want the animals in this mod to feel 'special' in their own way, and i didn't really want "just a small herbivore and that's it'

@Fokron Huh, strange, i'll bring it up to RedMattis, their shell is supposed to take a color code from one of the local rocks upon spawning. Does it stay white even when you reload the save ?

@JACK Glad ya enjoy the mod :praisesun:

@RufusTK it's a metallic material which can be used for armors/weapons or even walls if you are feeling rich.
RufusTK 27 Aug @ 5:31pm 
Yo what do i do with "Sangonite" From killing a "Rock Troll"?
JACK 25 Aug @ 7:04pm 
this is a wonderful mod and I really like it :) but I'm sure you get that all the time, so let me tell you instead that I said "spongy hide" out loud in front of my girlfriend while I was playing and she said "me to my friend spongebob when we're running from the killer" and I've been laughing about it for two days now
Blue Star 24 Aug @ 2:33pm 
@alevan2 There is actually a texture for an animal called 'Gremal'. It seems to be a rodent, but it doesn't have any attached XML for it to be a proper animal, it seems.
Fokron 24 Aug @ 2:32pm 
One of my fave mods ever thanks for making <3 everytime i get rock troll spawn i go yaay. I like to make them sapient with the big and small animal sapience mod, for some reason the top (dorsal) rocky part of them turns white when i do this? not a dealbreaker by any means but is strange so thought id mention.
alevan2 24 Aug @ 1:34pm 
Really good Mod, should be integrated with ‘Mythic Ages: Megafauna Bestiary.’ Allow to suggest the need for a couple of small animals… like ‘squirrel or rat size’ animals…