Once I have time to site down and write code, I hope to add some custom functionality where slimes will have special abilities and effects on the pawns around them. Looking for a logical way to include them without bloating this mod too heavily. Because of this dependency, the race / faction MAY be moved to a separate mod. Inspired by BOb, I'm working on a race of slime "people." (Basically, stacks of slimes that pretend to be one human.) This will likely use the Humanoid Alien Races library. Want a less complicated SLIMES experience? (With some inspiration from the Dragon Quest lore).Ĭould you help me out by subscribing to me on YouTube and giving me a follow on Twitch? This mod changes some things so the game kinda gets crazy. Loosely based on the game of the same name. Slime Rancher Crazy Slime Mod Released 2018 Adventure This mod is what you get when you inject 18 speed, 27 flight, and 36 craziness into slimes. Plort Incubator is now built with Wood.Īdds adorable, slime animals to Rimworld. Retextures Plort Press and Plort Incubator to something more neutral to better fit into the vibe of low or high-tech playthroughs. As part of the overhaul I will also be adding new slimes! It functions as is, but has some quirks that need to be resolved. Once Bitten, Twice.ATTENTION: This mod is currently undergoing an overhaul.Feral Slimes are also less aggressive, and will not perform their Area of Effect buttstomp.īecause Tarr do not spawn in Casual Mode, Tarr related Achievements cannot be achieved in this mode, and its Slimepedia entry is already unlocked. Post-credits, Hobson will get in contact via Starmail which unlocks The Vaults.Ĭasual Mode is a modified version of Adventure Mode where The Tarr does not appear in any form, due to Largo Slimes no longer eating plorts to induce the transformation into a Tarr in this mode. To trigger the credits sequence, the final Hobson Note in the large temple building in the northernmost area of The Glass Desert must be read, and the final Starmail from Casey titled Another tour must be read a minimum of five slime gates be opened for this to occur and all of Casey's Starmails must be opened. The player will not lose their progress upon doing so and can continue playing the game for as long as desired afterward. The player can unlock The Lab and dabble in Slime Science.Īdventure Mode can be "beaten" by triggering the end credits sequence.
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