RimWorld

RimWorld

301 ratings
The Army Of Fetid Corpses Continued
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Mod, 1.2, 1.3, 1.4, 1.5
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Posted
Updated
22.197 MB
31 May, 2024 @ 8:16pm
12 Jun, 2024 @ 7:30pm
3 Change Notes ( view )
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The Army Of Fetid Corpses Continued

Description
Updated with permission from original author
Original Mod: https://gtm.steamproxy.vip/workshop/filedetails/?id=3046752480


Adds deadly monsters, weapons, armor, items, events, and a custom scenario.

This mod was created to add more monsters to fight and challenge, with the sole purpose of turning the rim even more in-hospitable. Although there are already some mods that adds spooky monsters in the workshop, but hey, the more the merrier am I right?

The monsters, known as Necronoids, are custom designed by yours truly :3, born from imagination and influence from 80's - 90's pinoy horror movies like shake - rattle - and roll, while the rest are from personal preferences and from a doom 2 mod called "Total Chaos". If you recognize the power armor of this mod, then you'll understand.

I'll probably continue to update this mod, adding more monsters and stuff, you'll have to look forward to it in the future!




























Q: Can I add this mid-save?
A: Probably, I've tested it, and it didn't cause any issues so far.

Q: Is it CE compatible?
A: No, sorry. I don't make CE patches. Please ask the guys who developed CE for a patch.

Q: The Necronoids didn't appear after waiting for 7 days in the custom scenario, is there a fix?
A: If you run the scenario on the first try, then exit, then run the scenario again, the Necronoid Horde incident won't trigger. I know, it's weird, if that happen, you should exit and enter the game again in order for the incident to work once more.

Q: Is it balanced?
A: Sure! Necronoids a like generic zombies, but with variants. They're not that hard to deal with, but once they gather into a horde, then you're in big trouble. But yeah, the armor and weapons can be a little bit strong, but not too crazy.

Q: Do you accept commissions
A: Absolutely! Just DM me on discord, and we can discuss what mod you want me to make, https://discord.com/invite/rimworld


- Plagueborne add on
-Adding different texture varieties of the OG necronoids
-Custom xenotypes, which ♥♥♥♥♥♥♥♥ as special infecteds. Perhaps something akin to the alpha zeds from dead by daylight
-Buildable flesh cluster
-Medieval necronoids????


-Added the elite necronoids and boss necronoids, in which you can encounter in events or during a raid.
-Added necronoid mutations that only appears during a raid, which includes positive mutations and natural disabilities.
-Slightly adjusted the number of necronoid pawns that will spawn during a raid.
-Weapons before the update have been nerfed, majority of it uses vanilla stats, though in exchange, it can now be wielded by NPCs.
-Added a new power armor "Imperial Monolith Power Armor", that is exclusively used by the empire, where you can purchace the techprint to research and manufacture for yourself.
-Added new weapons "Cleansing weapons", which deals tremendous damage against the necronoids while deals normal damage against non-necronoid enemies.
-Revamped the necronoid infection. It now functions as normal infections instead of toxic build-up.
-The necronoids has a slim chance of infecting you, but they can still kill you if you are careless.
-Mechanoids will have a rare chance of getting infected, which is possible with a custom code. Shout out to "SkunkPlaysGames" for allowing me to borrow and modify the code used in the bug bomb mod, here's the link for the mod and tell him I said hi :3 https/gtm.steamproxy.vip/sharedfiles/filedetails/?id=2647185148.
-The necronoid faction is no longer a hidden faction, you can now find them in your world map.
-Parasites are now nerfed.
-Some necronoid weapons are now craftable.
-Added new events, like the corrupted drop ship, the flesh pit, and a few silent events.
-Added humanlikes to the necronoid faction, they ♥♥♥♥♥♥♥ as flesh slaves and trojan horses during a raid. These humanlikes will serve as a precursor for the special infecteds in the next update.
-Changed the butchered products from necronoids, now it gives necro meats, an antigen organ, and human meats when butchered.
-Added a new building "Artificial Necronoid Biomass", which acts as a defensive building.
-Added a patch which adds vanilla gasmasks and marine helmet some level of resistance againsts the necrotion fallout.
-Added patches for the "Apocrypha 2033 - Apparel" gasmasks.
-Added patches for the "[1.4] Astra Militarum Regimentum - Krieg" gasmasks.
-Added "[XND] Proper Shotguns (Continued)" patches for this mod's shotguns.
-You just need the royalty and biotech DLCs to run the mod.

==== Rimworld is owned by Ludeon Studios ====

Popular Discussions View All (2)
7
1
26 Feb @ 8:48am
A Mod Review in the 1.5 Ressurected State (it's not great, unpleasant surprises described inside)
TrollofReason
0
6 Jun, 2024 @ 3:57pm
how
nolifegymperson?
109 Comments
CaseyDavis1990 5 Oct @ 7:11am 
1.6
Vampyr 12 Aug @ 9:47pm 
Is the mod still 'viable' in 1.6 without being updated to it yet? I'd be fine without the mod config options for now.
Xeonzs 11 Aug @ 8:06pm 
Would you consider making a lite or "core" version of the mod at some point?
I'd like to use the mod, the design of the necronoids is great, but the mod is way too bloated for my taste.

It would be nice if it was JUST the necronoids with their horde, shuttle and fallout events, no ranged weapons, no sherrif weapons, no new mechs, no serums, food, etc etc.
STEVE SCRIGGINS 5 Aug @ 1:50am 
Take your time please! We'll still be here (and ever thankful)
FerrisCG  [author] 4 Aug @ 2:59am 
I will be updating this eventually (And adding proper config support to events) however am super busy atm so not 100% when ill have the time
Knight 3 Aug @ 4:48pm 
1.6 pls
rico99913official 3 Aug @ 7:46am 
Hanjiro why not?
XakerGoliaff 11 Jul @ 11:42am 
1.6 version please?
hanjiro10 26 Jun @ 5:14pm 
wait why are most of the the guns from No No germany
Dimitri 16 Jun @ 4:39pm 
this is degusting... i loved it :)