Some sounds by Mike Koenig at, Some sounds by Stephan Schutze at įireball Graphic created by StarsteelGaming at OpenGameArt. Using the AnimalVariation DLL from AnimalCollabProject Original implementation and programming: milon, Skullywag and kaptain_kavern Original creature graphics: A_Friend, aka SentientLine Ludeon forums link: Animal List - All Biomes Īnimal List - Ideology Specific Dryads: Raids from that faction can be disabled via Mod Options. The mod will also add new insects in a new faction, the Black Hive. If you have, for example, Vanilla Animals Expanded, less animals from this mod will appear, obviously. You'll have to explore to find them all!īear in mind that spawn probabilities have been calculated with no other animal mods installed.
These animals will spawn in certain biomes, some others will only be available via traders. Some of the mechanics are simple, others much more complex. The philosophy of this mod is that every new creature tries to bring some new mechanic into the game, whether it be walking tanks, living resource farm, indestructible plant monsters, night time stalkers, or plain speedy giant spiders. You do need raw non-hay food to tame or train animals though. You only need hay if you can't do that (ice sheet maybe, or winter too cold for the chickens to go outside, or toxic fallout). Adds 100+ new, vanilla-friendly creatures to the diverse biomes of your Rimworlds. With everything but wargs (carnivores, need raw meat), you can just let them outside and they'll eat grass.