RimWorld

RimWorld

1,693 ratings
Dark Ages : Beasts and Monsters
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.047 MB
Apr 28 @ 10:05am
Dec 6 @ 4:49pm
44 Change Notes ( view )

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Dark Ages : Beasts and Monsters

Description


A new entry of the Dark Ages series inspired by medieval fantasy, folklores and tales in order to bring you new creatures to populate the lands of the rim. I have tried to make them fit amongst other vanilla-like animals to the best of my abilities and i certainly hope that you will enjoy them.

This mod has been partially tested in a proper playthrough, so some stats may be off, some critters might be underpowered. Let me know in the comments if you find something that i may have missed.

Consider liking and subscribing, it helps me grow and is really appreciated!



























Q: Can you add this mod in a non-medieval playthrough ?
A: Of course, they'll just be a bit less threatening. But nothing is tech restricted.

Q: Can i add it in my current game ?
A: It should not be problematic. Tho i advise against as some features won't be present like the bearded troll hunting behaviors and the such.

Q: Will you add more to the mod ?
A: Yes, in time.

Q: What can i do with the petrifying gland ?
A: Nothing for now.

Q: How can i properly report an issue ?
A: Be sure to explain what happened properly and send a log.

Q: Somethingsomething CE ?
A: I am not responsible for anything CE, anything CE is on CE.


Q: Why is there an owlbear and why is it named taraal here ?
A: It is a re-used asset from past-me as i didn't really want to leave it in the dust, however i didn't really feel like giving it the D&D name so i went for this. (Don't sue me Wizard of the coast)








Sir Van for most of the art, concepts and such
RedMattis & Alite for the big bulk of the c# invovled.
Elseud for texture-work, XML and the peer-reviewing of most descriptions as well as some minor help on the c#.
Visandar for several sketches as well as some of the designs re-used in this mod.
Sovereign for helping out for sounds extraction.
You for reading all of that, be sure to give the others above some love !

Extra credits

Zhak for commissioning the Red-horned larpah and Karabal
Draegon for commissioning the Rock troll
Helixien for commissioning the Owlcats

And hopefully i did not miss anyone.

Crestel sounds are owned by CD Projekt RED and i do not claim any sort of ownership over them.


Mods used in the preview

Medieval Overhaul
Regrowth Retextures
Rebuild: Doors and corners
Clean Textures

[ko-fi.com]

This mod is distributed under Creative Commons Attribution 4.0 International, which means that you can use and modify this mod as long as you credit me and others who worked on it.

Rimworld is owned by Tynan Sylvester
Popular Discussions View All (6)
86
Dec 1 @ 6:22am
PINNED: Suggestions
Sir Van
1
May 4 @ 2:07pm
Excellent mod
perl
0
Nov 4 @ 9:40pm
Mod Interaction Clash
Queen of Clubs
475 Comments
Boss Dec 8 @ 5:33am 
Appreciate it Van. But Steam is asinine in its lack of a search function, and change notes were blank. Thanks for the hard work.
Sir Van  [author] Dec 8 @ 3:57am 
@Boss that was already fixed a day ago, as mentioned

@Lunar Nepneus There's burrows that spawns directly when generating a cold biome map, and then there's fresh burrows that spawns in as events in said maps
Boss Dec 8 @ 12:10am 
+1 to the owl cat issue. Here's what someone posted in the CE discord:
"The other error (about owlcats) is just a genuine bug on Dark Ages' side. If you only run Dark Ages: Beasts and Monsters + requirements, spawn an artic owlcat, kill it, and rot it until it's dessicated, you get the same console error + a missing texture. It shows up with CE because CE patching brings it to the game's attention sooner, so-to-speak"
I have no idea what the issue is there. Maybe it's a .dds error from RimSort's thing, or... I dunno man.
Lunar Nepneus Dec 7 @ 5:46pm 
The trolls are so cool. Do they automatically create burrows during the winter? Or is that a map gen thing? Really like their concept.
Sir Van  [author] Dec 7 @ 3:19am 
@kirra queen No. Most mods arent safe to remove mid game
kirra queen Dec 6 @ 6:12pm 
is this mod safe to remove mid game?
Sir Van  [author] Dec 6 @ 4:51pm 
@Burger McFries Could be some other mod interfering with the patches in some capacity. The mod does add 'infested' steel deposits and changes them to iron deposits when MO is loaded, haven't encountered any issues myself

@Pigeon Should be fixed, was a little typo from me
Pigeon Dec 6 @ 4:43pm 
im tired so sorry for the spelling xc
Pigeon Dec 6 @ 4:43pm 
fyi dunno if it's because i messed up or something but the arcticowlkitten dessicated and normal arcticowl dessicated messes up so i just changed them to the dessicated texture of the foresowl, dunno if anyone else have this issue just thought id say something
Burger McFries Dec 6 @ 4:02pm 
This mod seems to conflict with Medieval Overhaul somehow..There's two iron ore vein graphics, one from MO and one with the vanilla steel ore graphics. Both spawn independently from each other in a map. The content source for the latter is listed as this mod.