RimWorld

RimWorld

The Army Of Fetid Corpses Continued
109 kommentarer
CaseyDavis1990 5. okt. kl. 7:11 
1.6
Vampyr 12. aug. kl. 21:47 
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. kl. 20:06 
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. kl. 1:50 
Take your time please! We'll still be here (and ever thankful)
FerrisCG  [ophavsmand] 4. aug. kl. 2:59 
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. kl. 16:48 
1.6 pls
rico99913official 3. aug. kl. 7:46 
Hanjiro why not?
XakerGoliaff 11. juli kl. 11:42 
1.6 version please?
hanjiro10 26. juni kl. 17:14 
wait why are most of the the guns from No No germany
Dimitri 16. juni kl. 16:39 
this is degusting... i loved it :)
cooldoc 5. juni kl. 18:49 
PLS help, Any time I Try to start a game with the mod This air pops up
Exception filling window for RimWorld.Page_SelectStoryteller: System.ArgumentNullException: Value cannot be null.
SCARRIOR 26. maj kl. 16:24 
I had to disable the mod in the end, as a one person tribal survival, it is impossible to fight the creatures that spawn. The Wendigo wiped out an entire tribe of hunters at my doorstep. Needs some sort of calibration towards the difficulty.
Dingken 7. apr. kl. 7:52 
Why does my game keep saying MOD crashed?:steamsad:
Adrianeses 3. mar. kl. 6:33 
got a wendigo on the first 2 months of my colony as an animal spawn, i dont think i need to say what happened to my colony when a boss with 1k health decided to end me
Latex Santa 25. feb. kl. 18:20 
@Capefear56
Use the mods Vehicle Map Framework and Map Vehicles. They're these mobile platforms that you can build / install things on. Including power generators and turrets. Things like the Portable Power Generator. Turrets such as the ones in Defensive Machine Gun Turret Pack.
All you need is a driver, a few power generators powering a few M2 Brownings, Gatling Guns, Grenade Launchers, or Autocannon turrets installed on one of the Map Vehicles and you have yourself a mobile gun platform.

Mix and match the turrets on your new battle wagons, or specialize them. Get a few drivers together, and drive a killbox-worth of turrets towards the enemy. Put a mortar and a shelf with shells on each of them, and you have yourself a heavily armed artillery battery.

Put a bed roll, horseshoe pin, small stockpile of meals onboard your battle wagons, for the driver's sake. Throw in the mods Turret Does Not Consume Ammo and All Turrets Can Set Forced Target for optimum results.
DI5H3V3L3D 9. feb. kl. 3:24 
@Capefear56 One word: Mortars
Minecraft Mode 7. feb. kl. 22:28 
The corrupted ship event is way too hard to defeat. 30 turrets surrounding a ship with 7500 hp and like 90% damage resistance. And the turrets respawn instantly until you've destroyed the ship. I had to park 10+ colonists with sniper rifles just outside the turret range and sit there for 3+ days shooting nonstop.
RandomEdits 3. feb. kl. 5:50 
I think the power armor should be separated into its own parts like a Warcasket.
Foxtrot 813 3. feb. kl. 4:49 
The Hag Spider makes me think of the space boss in Laveview Cabin Collection
horologium 10. jan. kl. 12:17 
I know i have a large modlist but in the time i saw the pit I don't recall it ever re-spawning enemies, just so you know.
FerrisCG  [ophavsmand] 10. jan. kl. 8:30 
@horologium Its ment to respawn enemies at a very slow rate but i dont think thats working atm
horologium 10. jan. kl. 8:28 
just food for though. event itself was pretty good overall but I've had a voidtech colonist shooting/punching it for about three days and its still got 35% health left
horologium 10. jan. kl. 8:21 
the flesh pit having 6500 hp makes getting rid of it a little harder than what i would expect, especially after defeating the other forces around it.
Nitrofire 22. dec. 2024 kl. 19:21 
had a zombie group kill a hag spider and now i have zombie hag spider, awesome and scary
lloki 22. dec. 2024 kl. 3:50 
I know it suppose to be hard, but the corrupted ship even is impossible to beat as the turrets immediately rebuild :D
Sel Und Irae 16. dec. 2024 kl. 10:57 
I can't wait to play this one when i buy Biotech later this week.
Silent Service 16. dec. 2024 kl. 8:52 
render tree problem with the marine
wuliwali 30. nov. 2024 kl. 2:00 
The Bloody Marine Corps generates no models. Tip: Attempted to draw Necronoid_FlesMarine45058 without a resolved render tree
👁️⃤Singu ꧅🥲⃤⃞⃟ 28. nov. 2024 kl. 16:36 
6 Colonists can't outdamage the damn wendio, like bro what am I supposed to do :steamfacepalm:
Valentine the protogen 28. nov. 2024 kl. 13:35 
Man, why does it require royalty? I thought at most it would require anomaly.. cause of the fact that's the thing it most closely resembles, Hate how each DLC costs like $20+ each on top of the already costly game.
Vexacuz 24. nov. 2024 kl. 11:29 
man, the ranger centipede is so funny
ZX Zero 17. nov. 2024 kl. 18:47 
Very hard enemies, but the amount of fetid bugs almost break the game i used the weapons of grimworld 40,000 to deal with them and the custom alerts and minimap mod to don't get surprise deaths.
河蟹时代 11. nov. 2024 kl. 22:42 
The Bloody Marine Corps generates no models. Tip: Attempted to draw Necronoid_FlesMarine45058 without a resolved render tree
Mabus (the Werewolf) 26. okt. 2024 kl. 17:30 
If only I could edit it so they dont carry the weapons, then my dead space scenario would be perfect!
darkfiretim 13. okt. 2024 kl. 7:24 
Tried this with the mods for unnatural darkness every night and permanent deathpall, it makes everything so much worse. Shamblers still have their passive abilities so howling spiders never go away they just get back up and start screwing over your psykers again. Definitely recommend if your looking for more of a challenge.

@丧病, Try "Scenario Amender", https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236547440&searchtext=amender . Sometimes the "create incident" part of scenarios breaks but restarting it usually fixes it. Save your game then use the "Review Scenario" button in your menu, where you save/load and quit game, to remove the necronid incident and re-add it.
Eidolan 11. okt. 2024 kl. 22:17 
Is the Antigen organ being "meat" intended? They kept being used to feed animals and the like and I don't think that's how they are meant to be used but I can't find a way to stop them other then flat out forbidding the items
丧病 3. okt. 2024 kl. 10:51 
"I really like this mod, but it seems there are some issues when using the Continued version for 1.5. I created a world using the '7 days to die' scenario and waited for a month, but no related events have occurred. Are there any suggestions for how I can resolve this issue using Developer Mode to fix it? (Please don't mind my somewhat strange English, it's not my first language:steamsad:.)"
vanilla 29. sep. 2024 kl. 16:33 
is there a way to remove all the contents of this mod aside from the mechs?
FlashWarrior 20. sep. 2024 kl. 8:28 
it was fun to have necron ship dropping near my base with 6 people holding lasguns. why its fun? this guys had shields and 200% heat res witch made my lasguns useless
Teddyburton 15. sep. 2024 kl. 0:20 
just wanna check, is royalty and biotech a must to have this to work?
Tefnut 13. sep. 2024 kl. 18:37 
This seems like one of those mods that NEEDS config. As is its just too overbearing. Monsters that spawn without announcements, another variant of Toxic Fallout thats just "Be undergrounders or die". Def. doesnt work as part of a bigger modpack.

Additionally, silent events as a whole I'd say are just bad design, I'm sorry. If you're gonna throw something at the player, tell them.

I suppose this is mostly gripes for the original author, though, not someone who picked it up to continue it
然提携夜灯 9. sep. 2024 kl. 17:37 
I noticed the Hediff of NecronoidIncubation, it won't be removed when pawn is resurrected,
so any mod adding hediff or armor of resurrection is useless against the infection, is this intended?
Normal69 30. aug. 2024 kl. 18:09 
FerrisCG: thank you for the information - have a lovely, lazy weekend! :3
sPoky 18. aug. 2024 kl. 3:35 
I am replacing every 'c' with 'g'
FerrisCG  [ophavsmand] 3. aug. 2024 kl. 4:53 
@Lemzu Ill see about pushing a proper config option officially for that sometime next week when i look at this mod again
@大番薯之怒 Yeah am aware its a minor issue technically renders fine despite me not updating all the tags entirely (uses fallback rendering atm)
Lemzu 3. aug. 2024 kl. 4:34 
I don't use killbox by the way i have CAI
Lemzu 3. aug. 2024 kl. 4:26 
Impressive mod but really need option for difficulty/balance, Every game i need to kill necro with dev mod or my game is dead, the number/difficulty of necro is unfair and they come sometime just after a difficult raid
Normal69 2. aug. 2024 kl. 9:41 
Watching the Change Notes, if configuration options were included.
Still don't wanna get huge events when starting tribal. :D
Real nice horror mod in any other way.

High five to Eidolan!
大番薯之怒 30. juli 2024 kl. 23:17 
Config error in Necronoid_FleshMarine: renderTree is null
xkp92110(orick) 26. juli 2024 kl. 5:22 
anomaly version?