边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Animals Expanded — Waste Animals
211 条留言
Sarg Bjornson  [作者] 12 月 9 日 上午 12:57 
Yeah, have a nice day
Justintrouble 12 月 9 日 上午 12:49 
I assume the next update of Gravship Vanilla expanded will remove space and make them drill underground in the spirit of this mod.
Justintrouble 12 月 9 日 上午 12:43 
Notice how my first comment wasn’t even directed at the author. It was a warning that this so-called ‘vanilla’ mod requires a guide just to survive its new sickness and includes common enemies that can one-shot pawns. That’s the kind of thing players should know beforehand so they don’t end up with a ruined save, since you can’t remove mods mid-play. Maybe don’t take it personally when people point out that the mod doesn’t seem to understand what ‘vanilla’ or ‘expanded’ actually mean, especially if you are going to name it something that is the exact opposite of what it is.
Sarg Bjornson  [作者] 12 月 9 日 上午 12:16 
We can also not do that and ignore some people. Yeah, I think I will do that
Justintrouble 12 月 8 日 下午 11:40 
Maybe people would complain less about toxflu and a common creature that can one-shot any pawn if the mod wasn’t named as though it were just a simple ‘vanilla-style’ expansion. The name makes players expect something close to vanilla, but the content is radically different from anything remotely vanilla. Believe it or not, you can change the title you don’t have to keep it identical to your other mods that actually are vanilla.
Sarg Bjornson  [作者] 12 月 8 日 下午 10:50 
Ohhh, look, it's that dumb conversation yet again!
Justintrouble 12 月 8 日 下午 3:14 
"Vanilla" Animals Expanded adds a creature that can one-shot any pawn through any armor, is unstoppable, and can’t be cured. At this point, calling it ‘Vanilla’ or even ‘Expanded’ feels misleading this is drifting into full overhaul territory. A common creature shouldn’t be able to kill any pawn instantly.
Rick Headle 12 月 8 日 上午 6:01 
Nevermind, disabled social spread in mod settings and remove the debuff using god mode. Feels cheap, but it was too much of a nuisance at this point.
Rick Headle 12 月 8 日 上午 5:52 
Any tips on how to get rid of toxflu in an extemely large and socially active colony? I can't just let them quarantine at this point of walkthrough. Also, why long toxflu able to grow on a detoxifier lungs? They are basically bionic.
Ravioli 11 月 19 日 下午 1:03 
can these spawn in the odessy scarlands?
Odesski Kozak 11 月 8 日 上午 5:56 
Question.
Pestigator cannot be tamed, but can it self tame via event or rescue?
GeekyRaptorStudios 10 月 22 日 上午 4:13 
love this mod btw! :D
GeekyRaptorStudios 10 月 22 日 上午 4:13 
any chance you could add a deathclaw type animal?
Sarg Bjornson  [作者] 9 月 26 日 下午 10:55 
We don't have any commissioned mods nowadays
Coolchilion 9 月 26 日 下午 6:36 
This mod isn't commissioned like VAE — C was correct?
Sarg Bjornson  [作者] 9 月 23 日 下午 2:48 
Highkey lowkey mediumkey
Evenstaar 9 月 23 日 下午 2:46 
Lowkey the description for toggling toxflu virulence containing "Now go hide in shame" is wild
toetruckthetrain 9 月 19 日 上午 8:58 
a precept for toxmeat not being considered disgusting would be nice
Sarg Bjornson  [作者] 8 月 26 日 下午 12:19 
Use mod options
White_Drake 🐾 8 月 26 日 下午 12:04 
Toxflu not fun
Cryan 8 月 16 日 上午 7:52 
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 8 月 14 日 下午 12:15 
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 8 月 12 日 下午 9:19 
aww, cant make the megatardi a venerated creature for ideo? Love those suckers
Crypterathy 8 月 10 日 上午 1:40 
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 7 月 24 日 下午 11:43 
Toxflu honestly needs a rework.
Eselt 7 月 19 日 上午 8:16 
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 7 月 18 日 上午 7:02 
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  [作者] 7 月 13 日 上午 5:55 
We considered it, but ultimately decided against it, as their spawning is tied to presence of pollution and wastepacks in the map
timeforend 7 月 13 日 上午 5:39 
Honestly i think these critters should also appear inside of the new Scarlands
Deon ☣ 7 月 12 日 上午 7:12 
I just use cherry picker to disable the lions. The animals are awesome.
Andrew™ 7 月 11 日 下午 4:19 
Wasteboar is my absolute favourite animal in all of Rimworld. Love this mod :D
这我能死? 7 月 3 日 上午 9:37 
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? 7 月 3 日 上午 9:33 
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 ♥♥♥♥ destroyed the game
Ryno 6 月 22 日 上午 11:57 
I see I'm not the only one dealing with toxflu
Flim Flam the Zim Zam 6 月 16 日 上午 6:56 
Okay toxflu is genuinely kinda ♥♥♥♥♥♥♥♥. 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 5 月 22 日 上午 8:21 
does the moddebuff to toxbuild up from the meat only apply to raw consumption or also to cooked meat?
Head 5 月 18 日 上午 11:13 
Amazing mod!
Eyeless Deceiver 2 月 4 日 上午 7:53 
Long Toxflu. Man that's on the nose for me.
ralle 2024 年 12 月 25 日 下午 7:45 
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 2024 年 12 月 25 日 上午 2:03 
Does colonists still get the mood debuff from the flesh If They have toxic immunity in their genes?
Jokermeister 2024 年 12 月 11 日 下午 5:42 
I'm not sure whats up but my Mega scorpions are now the size of regular scorpions.
[Z]ebra 2024 年 12 月 6 日 上午 1:36 
I miss VAE - Cave
Sarg Bjornson  [作者] 2024 年 11 月 29 日 下午 11:07 
Those that are, are. Those that aren't, are not
Teralitha 2024 年 11 月 29 日 下午 1:50 
The FAQ doesnt mention whether these animals are trainable or not.
DarkAgeRush 2024 年 11 月 26 日 下午 5:33 
Just vanilla things
DarkAgeRush 2024 年 11 月 26 日 下午 5:33 
Are there known incompatabilities? I'm having an issue where none of the tox beasties spawn
Saint George 2024 年 9 月 25 日 上午 11:27 
also long toxflu is scar tissue so it needs to be fixed with 'regrow limbs', thank god for dev commands
Saint George 2024 年 9 月 25 日 上午 11:08 
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 2024 年 9 月 23 日 上午 10:46 
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 2024 年 9 月 7 日 下午 5:14 
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