Vanilla Animals Expanded — Tundra

MOD Desc

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1.0.3 (07/02/2020): Megawolverine is so powerful that it’s spawn rate has been cut in half.
1.0.1 (02/01/2020): MegaWolverine is now a Predator!
1.0.0 (21/10/2019): Release

Tundra biome always felt devoid of any actual unique animals. With this module, we have introduced Musk oxen and a moose – a beautiful symbol of Canada, which can be milked every couple of days just like an already existing in the game Elk. Porcupines are tiny rodents, similar in a lot of ways to Capybaras, with sharp quills used to repel predators. Beware of the Megawolverines though! They are genetically modified experiment out of control, by many described as just large balls of fur and claws. Taming one could be a challenge, but having one ready for combat is a huge advantage.

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 Tundra biome expansion. It adds 4 new animals that will spawn in the Tundra, but some of them also spawn in other biomes. They have vanilla artwork, sounds and balancing.

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

There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the comments.

Q: Do the animals spawn randomly in biomes?
A: Yes, all these animals are guaranteed to spawn in Tundra biome, with some of them also spawning in other biomes.

Q: Is X a pack animal?
A: Muskox is a pack animal.

Q: Why is X animal white?
A: It’s only white as a texture, but ingame, code applies colour to it. It’s a little trick that mod authors do to have a bit more control over how an animal looks.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new animals?
A: No. I will focus on other modules, adding different animals for different biomes, but this workshop submission is completed.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn’t suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I’ve created these animals to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is – nothing in this mod is special at all. Nothing will make you go ‘Oh that’s unusual’, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Can you add /this/ animal?
A: Chances are it’s probably already in the works as part of another biome. Please, stay vigilant and be patient. I’m just a human.

Q: CE compatible?
A: It will be soon, with a following mod being a patch for it: https://steamcommunity.com/sharedfiles/filedetails/?id=1824112352&searchtext=animal+expanded

Graphics are created by me, Oskar Potocki.

Code work created by Sarg Bjornson.

Rimworld is owned by Tynan Sylvester.

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

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Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

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I’m getting this error, not sure if it is this mod causing it or not.Could not resolve cross-reference to Verse.ThingDef named WoolYak (wanter=thingDefs)Verse.Log:Error(String, Boolean)Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)Verse.WantedRefForList`1:TryResolve(FailMode)Verse.c__DisplayClass14_1:b__0(WantedRef)Verse.c__DisplayClass6_1`1:b__0(Object)System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()System.Threading.ThreadPoolWorkQueue:Dispatch()System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()

Wolverines are not hunters unless they are starving, they prefer to eat carrion instead, though ingame, the size of the megawolverine probably forces it to rely on hunting a lot of the time.There has been several attempts to domesticate the moose, most famously the attempt at forming the Swedish Elk Cavalry. They can be tamed, as in accepting humans as members of their own species, but they cannot be controlled since they lack a mentality to follow a pack leader in stress situations. That means that you can easily have an elk/moose that does not attack you, and even follows orders, it can even be ridden, but it will not follow orders anymore if it gets scared, which includes most of the potentially useful situations.So no ‘Release’ command. The Muskox however should behave as part of a herd and protect others, so Release might be possible

Hi Oskar, Sarg… I thought to ask if you had the opportunity to rectify the expanded mods multiple use of the ‘meats’ as described last fall? I believe there were multiples of the horse meat, bear meat, etc, and at the time you decided to wait to update the mods due to people potentially have games in progress.I realize that more likely have game in progress now but was curious if you had decided to fix this, in the name of saving people having to select multiple types of seemingly the same type of meats as before?Thanks for all your work, I have most of the expanded series mods running in each game, especially all the animal sets, they are great. 🙂


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