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Hey folks and welcome to a brand new development blog!

As you know from the roadmap, we are turning our eyes towards a new Vanilla Animals Expanded module - this time, it's Waste animals.

One thing that annoyed me in Biotech DLC is the sheer lack of waste animal variety. You can pollute your tile to all hell, make it a fricking wasteland, and all you can expect to see if a few toxrats and a toxalope or two. This I just cannot stand. Why design such a cool mechanic for pollution and then do so little with it?

Well, fortunately for you, what pisses me off is usually what ends up being a cool mod that changes the way the game is played. And just like that, the idea for some waste change was born. Whilst in the future we want to tackle new plants and pollution mechanics, we want to begin by adding animal variety.

One of the unique selling points of this mod is almost certainly the fact that the waste animals you will see will depend on what biome you're polluting. That's right - it won't be just a general set of animals that appears anywhere (well, toxrats and toxalopes still will), but now the animals that appear depend solely on which ecosystem you chose to fuck up.

There are numerous biomes in RimWorld, so the first thing to do was to categorize them.

As such, we've created the following biome categories:

Cold biomes (Boreal Forest, Cold Bog, Tundra, Ice Sheet, Sea Ice)

Hot biomes (Arid Shrubland, Desert, Extreme Desert)

Warm biomes (Temperate Forest, Temperate Swamp)

Tropical biomes (Tropical Rainforest, Tropical Swamp)

Yes, this is literally a biome categorization from RimWorld wiki. Sue me.

With these biomes in mind, I had to decide what animals could potentially mutate in them, and in what way the mutations would develop. Some big inspirations were Metro 2033, Fallout and Annihilation film, but there were others!

Whilst it would be cool to pick some very rare animals and mutate them in wicked ways, I had to think which animals have the highest chance of surviving long enough in a polluted ecosystem to actually mutate. That's why you shouldn't expect megasloths and thrumbos, as those would most likely die before any mutations could take hold.

I don't want to spoil everything just yet, but I will take you through a short list of animals I'm willing to show off.

WASTEFALLO

“A large, mutated, herding herbivore descended from buffalo and adapted for high-toxicity environment. While enraged wastefallo are deadly, but they can be tamed and even serve as pack animals.

The mutated secondary head makes them much more deadly, as with 2 sets of eyes and two gigantic jaws they are more than capable of defending themselves from any predators willing to hunt them.

Due to the genetic instability, wastefallo rarely live long enough to be viable farm animals. Their meat is also known to be highly toxic.”

TOXLION

“The toxlion is a sad reflection of what once was a proud and powerful predator. Its toxic environment has left it weak and emaciated, forcing it to survive by feeding on waste. Despite its diminished state, the Toxlion is still a threat. Its bites and claws have a high chance of spreading the toxflu, and it hunts in large packs to make up for its lack of strength and speed.

Toxflu is a highly contagious and rapidly striking disease, characterized by fever, cough, fatigue, and difficulty breathing. It spreads quickly through contact with infected bodily fluids. Those who contract Toxflu can experience severe respiratory distress and, in severe cases, death. It goes away nearly as quickly as it appears, however anyone who interacted socially with a person suffering from toxflu has a chance of catching it.’

TOXSCORPION

“The Toxscorpion is a massive and fearsome creature, growing as large as a cow. Its thick carapace and powerful claws make it nearly invulnerable, capable of cutting through even metal. With no definite weak spot, the Toxscorpion is a formidable opponent. Mutated from exposure to radiation and toxins, its stinger injects a fast-acting poison that alters the DNA of its victims. This leads to toxic buildup and cancerous growths that must be swiftly removed before they spread, making the Toxscorpion one of the most dangerous creatures in the wasteland.’

MEGATARDI

“The Megatardi is a massive and curious creature, mutated from its tiny tardigrade origins to become a behemoth of the wasteland. Though slow and blind, it requires very little sustenance to survive and can consume even the most toxic wastepacks. With its six legs, the Megatardi is an impressive sight, and its gentle nature makes it a popular pack animal among those brave enough to venture into the polluted world. Though it is easily tamed, the Megatardi is not without its dangers. Upon its death, it releases a cloud of toxic gas, making it a potential hazard for anyone nearby. Despite this, the Megatardi remains a valuable asset for those willing to take on the challenges of the polluted wasteland.”

HYDRA

“The Hydra is a fearsome creature, mutated by the toxic environment to become a three-headed snake. Living primarily in water, two of its heads remain submerged while only one absorbs oxygen. Quick and vicious in its attacks, the Hydra's bite is lethal, delivering a potent venom with each strike. Its ability to adapt to even the harshest of environments makes it a formidable predator, and one that should be approached with caution. The Hydra's three heads are a symbol of its adaptability and resilience, making it a force to be reckoned with in the polluted biomes.”

Let me know what you think and in the meantime, I will return to work!

I will see you all soon!

Files

Comments

Oleg Oleg

Damn, you cussed more and sounded more pissed off in the first part of this dev log than you did in perhaps a quarter year, if not more Actually, I've never even seen you cuss yet. So are you just pissed off, have I missed other cusses or what is going on? xD

Pyroshine

Omg, they look so nice! Will the Iguanas "evolve" into "Deathguanas" *wink*

John Labuda

TIL that there are actually toxrats and toxalopes, never really bother with the animals when i did my mechanator playthrough lol

Owain I Jones

The fact you'd create giant tardigrades and not name them tardigrandes is heartbreaking. Looking very cool though, I'll actually be tempted to do a polluted tile playthrough once this one releases

Ole Kretschmann

Loving it, especially the Toxscorpion and the Hydra!

The Dragonborn

So excited to see the cold biome stuff!

HeinrichK

Megatard is what i call my brother too! Jokes aside. They eat wastepacks? Like another way to get rid of them instead of atomizing or yeeting?

Choppytehbear

"Some big inspirations were Metro 2033" Awesome! STALKER too?

Artemis Martin

I'm glad someone who can direct so much talent is also as annoyed with the "implement five neat ideas and develop two and a half of them" approach to DLCs. While it may be out of scope for this mod, I always like worldbuilding that interacts with multiple aspects of the setting, like how boomalopes/chemroot play well with the Settlers faction. I was wondering if there were any more animals Megatardigrade who could be a natural solution to surviving with pollution, instead of needing industrial/spacer options. A sheep whose wool can make pollution-absorbing carpets/clothes, or a chicken whose eggs reduce toxic build-up?

Rinklestein

I'm loving all of these especially the tardigrades! Curious about the toxflu and sickness in general, so I wanna ask if this coincides with any other health related mods like the idea of vanilla medical expanded. Rimworld is a bit of a bitch even with some of the best medical mods out there, and introducing a sickness that can spread through social contact sounds like too much of a TEDIOUS challenge instead of a FUN challenge with zoning colonists constantly in and out. Has anyone on the team developed or brainstormed anything that can make these aspects of the game more fun (? As much as I love the idea of toxflu, it and the black plague from VFEM don't generally excite me in practice (even with the minor visual graphic of the black plague iirc). I know the idea of VE Medical is pretty daunting, but I'm thinking maybe the only thing that can make it viable is if the new gas mechanics from biotech also played into the ways sickness spreads from things like Toxflu, a lot of visual communication that way that HEY THIS PAWN IS SICK, and is IMMEDIATELY making others sick, especially in closed cramped spaces, much like our pandemic. I don't know all the coding to get that going but I think it could be possible if the pawn spawned a "toxflu" cloud every x00 ticks, or w/e exact measurement of ticks in rimworld, it should be enough to not be massive on performance, like someone throwing really weak tox grenades levels of performance. Sorry if this stuff is disorganized, but its getting to the point where I'm thinking how I might do it myself. I'm just voicing my thoughts on how the current Rimworld medical system might be limiting to things like toxflu (toxflu isn't that important, it's more of an example).

steven

i would love to see a radroach type creature, want my own pet roach in the wastes

Red Lizard

when a mod adds a giant Tardigrade i know it's gonna be good