RimWorld

RimWorld

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Vanilla Animals Expanded — Royal Animals
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.396 MB
Sep 3, 2022 @ 7:07am
Jul 8 @ 8:17am
7 Change Notes ( view )
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Vanilla Animals Expanded — Royal Animals

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]





Check change notes for details



After expanding every single biome and animal type in the game, it’s about time we start expanding the DLC concepts. Royalty DLC brings a fresh new faction to the game, but I did feel like it could use some fleshing out. Our first step in that direction is adding some Royalty-specific animals, that affect various mechanics added by the DLC.

With Vanilla Animals Expanded - Royal Animals we are adding a decent selection of animals important in one way or another to the Empire. From poultry that turns any meals into lavish meals, to orangutans that can educate your colonists, this mod should greatly enhance your Royal playthroughs.

These animals can only be obtained from the Empire.

Vanilla Animals Expanded is a modular mod. It means it will come out in several modules allowing people to subscribe to only the animals they want in the game. This part is the Royal expansion. It adds 9 new animals. They have vanilla artwork, sounds and balancing.




Vanilla Animals Expanded: Royal Animals adds following animals to the base game:























[forms.gle]



Q: Do the animals spawn randomly in biomes?
A: No. These animals appear only via quests and with Imperial traders.

Q: Why the new description style?
A: We are updating the visuals of our Animal mods. This is a test run.

Q: Will you keep updating the mod with new animals?
A: No. This mod is complete and there will not be any new animals added to it.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Of course, removing can be problematic.

Q: CE compatible?
A: Surely will be!

Q: Do I need Royalty DLC for this mod to work?
A: Yes

Q: Does this mod work on 1.2 or some other version?
A: Check the supported versions on the right. This mod won’t work correctly on unsupported versions.



Graphics are created by Oskar Potocki and Erin.

Code work created by Sarg Bjornson.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]







270 Comments
Sarg Bjornson  [author] Oct 5 @ 10:47pm 
Got log, fixing now
DiYTable Oct 5 @ 12:04am 
yeah i know, i just haven't had an imperial trader spawn again to create a hugslib log after re-enabling them
Sarg Bjornson  [author] Oct 4 @ 12:43am 
Doesn't matter, I still need a full bug report
DiYTable Oct 4 @ 12:16am 
was just looking up how to do a bug report when i saw the comment here lol. i do have anomaly, and the royal pheasants are having the tick error as well. killing them fixed the issue, i just cherry picked them out and that works for me
Sarg Bjornson  [author] Sep 29 @ 4:00am 
A wild guess, as you people would rather fuck a porcupine than provide a proper bug report: none of you have Anomaly, right?
Vaarelsauce Sep 29 @ 3:46am 
Pheasants are bugged, won't leave the map and causes constant error loop.
MerLatus Sep 29 @ 2:38am 
I got this error all the time. I killed those Pheasants then it stopped.
Exception ticking VAERoy_Pheasant104925 (at (322, 0, 215)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 136514AE]
at VEF.AnimalBehaviours.CompHediffWhenFleeing.CompTickInterval (System.Int32 delta) [0x00073] in <eb6dbe7e158944f29671523a86fb3ad0>:0
Medusa 🐍 Sep 7 @ 9:12am 
@jpinard not an expert, but I think you could use cherrypicker to disable parts of this mod, or any other mod, for your local game. I'm pretty sure it'll work for removing specific animals from this mod
jpinard Sep 4 @ 10:19pm 
OK thanks!
Sarg Bjornson  [author] Sep 2 @ 10:59pm 
Not easily, no