Doomalope

MOD Desc
Boomalopes are weak, you say? How about some doomalopes, then? What could go wrong?

This mod adds a single animal, the doomalope, and a new manhunter event. It should be fully compatible with all other mods.
Doomalopes will occasionally spawn in the wild, they are a little bigger than boomalopes and their explosions are maybe a touch more intense. Just a teensy bit. Promise!

Thanks to Thirite for helping me with the assembly!

Also you may find an ADS patch here: http://steamcommunity.com/sharedfiles/filedetails/?id=937200360

This workshop entry will be updated to the current version of RimWorld as it is released.
Older versions will be available on github: https://github.com/cucumpear/Doomalope
The A16 version is available for manual install here: https://www.dropbox.com/s/5cnln6g5qat4u8q/Doomalope.zip?dl=0

I mod for free, but if you want to you can buy me a cuppa on Ko-fi[ko-fi.com] to fuel my tea addiction and give me a warm fuzzy feeling.



I serverly enjoyed this game, and will continue to play it. The rogue like elements wiht survival and emontial needs of your colonists make the game challenging and interesting to play in, along with the satification of a self-sufficiant colony. The delvelopers have been up with updates and bug fixes, and never stop to bring new and innovative mechanics to the game that change it completly. This game is not for those looking to play casually, well, you can, but be prepared for this game will kick your in and leave nothing but a sad and depressed feeling as you then watch everything burn… But then you find many, many mods that change the game even further and dive back in with a new game!

My gripe about this game is that the learning curve to it scares people away, and the UI is scary to those who are used to seeing a freindly one, its a bit clunky and sometimes difficult to find what you are looking for. Also, remember when I said that it likes to kick your in? It does that alot, and fairly often, to a point where this is the only game where I have save scummed a few times becuase of some of the things that have happened that led my colony to wiped off the face of the planet. Finally, my last gripe is that when playing it over and over, over coming hte struggles and problems that face early on makes each game fun and lasting, but when you get to the time of self-sufficiant, decemating all enemies within seconds, and being increadably rich, gets boring and nearly all games I had ended up like that.

However, with the newest update likely added very new mechanics and features to be explored, the last bit can be forgotten, and besides all that, the game is great, and I will keep playing this.

As of Late November 2018, I still play this game, and with it now fully released, by itself the game is complete and is worth price, and if that doesn’t sell it to you, then mod the absolute crap out of this game, because then it is worth much more than the price tag it currently has.

Rimworld is an enigmatic and brilliant game. The pitch is simple, three colonists crash land on a planet and must fend for themselves, build a home, survive harsh winters, fight off invaders and occasionally wild (and tame) animals and eventually escape the planet to back to space. The graphics are basic, but the game’s systems are remarkably deep, creating huge scope for specification and tailoring. Even though the game is still in early access, it seems very close to completion. It is stable and plays well, though I imagine some optimisation changes will be implemented before full release.
The game shares some DNA with titles like Prison Architect, it has a similar art-style and base-building mechanics, but Rimworld is a far superior title. While Prison Architect contains a campaign of sorts with objectives, Rimworld presents you with a single objective, escape the planet, which is ultimately optional. Despite the absence of a clear narrative story, Rimworld somehow weaves deeply personal narratives from a series of random events. The experiences of your colonists, their small victories and harrowing losses, the ebb and flow of their relationships and interactions with one another are compelling to observe.
The game’s randomness is its key strength, the different biomes you can inhabit, the different traits of your colonists and the complete freedom to choose what you do and how you do it. It places the game at an odd cross-section of genres, base builder, survival horror, strategy. Throughout your game time there is an impending sense of doom, a burning series of what ifs? What if my crops fail? What if a fire starts? What if raiders come and kill us all? It constantly drives your actions and pushes you to mitigate the risks and plan ahead. I find myself wanting to come back to this game again and again, to see what happens to my colonists next, to explore its systems, to create new stories and try new things. If any of that sounds appealing to you, buy it, you won’t be disappointed.


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