ThoumasTurbandoHobbes Posted January 2 Posted January 2 View File Goblins Race Demonic Goblin Horde A brutal new enemy faction for RimWorld. The Demonic Goblin Horde swarms from caves and infernal pits, attacking with overwhelming numbers, ruthless captors, and savage melee fighters. Featuring unique pawn types, custom backstories, ideology integration, and relentless raid behavior, this faction brings chaotic, fast‑breeding, permanently hostile goblins to your world. Expect frequent raids, no mercy, and a constant fight for survival. Submitter ThoumasTurbandoHobbes Submitted 01/02/26 Category Rimworld Requirements Install Instructions 2
Skömer Posted January 2 Posted January 2 what happened to https://www.loverslab.com/files/file/40898-goblins-and-other-fantasy-races/? 1
ReMeDy Posted January 4 Posted January 4 (edited) I assume this mod doesn't require any other goblin related mods for the sake of compatibility? It's a standalone mod? Edit: Nevermind. After installing it, it says it depends on Alpha Genes, so yea, might want to add that to the mod description. Not an issue, but just for convenience. Edited January 4 by ReMeDy
ghostfalll Posted January 8 Posted January 8 lol, the typo in that one gene is pretty funny, which I'm assuming is added by this mod and not Alpha Genes...
Rafelps Posted January 17 Posted January 17 sir your mod doesnt work with Fantasy Races, for some reason, it has a FantasyRaces.dll inside the mod, which causes the Patch_SuspendNonColonistsPawns to be activated when something dies and deletes anything dead after reloading the game 1
DaMan1 Posted January 19 Posted January 19 On 1/18/2026 at 12:01 AM, Rafelps said: sir your mod doesnt work with Fantasy Races, for some reason, it has a FantasyRaces.dll inside the mod, which causes the Patch_SuspendNonColonistsPawns to be activated when something dies and deletes anything dead after reloading the game holy fuck, i thought it was one of the cleaning mods doing that. Didn't even notice lol, thanks for the comment. Even the dead people in graves gets deleted too
friendlygaint Posted February 21 Posted February 21 So no go with fantasy race mod or can i just delete that file?
ghostfalll Posted February 22 Posted February 22 21 hours ago, friendlygaint said: So no go with fantasy race mod or can i just delete that file? Or just delete this mod until the mod author unfucks it... 1
ThoumasTurbandoHobbes Posted February 27 Author Posted February 27 On 1/2/2026 at 5:06 PM, Skömer said: what happened to https://www.loverslab.com/files/file/40898-goblins-and-other-fantasy-races/? I ended up deleting it, I made a mess here, and ended up leaving it in "Goblins Race," which is the same mod. 2
ThoumasTurbandoHobbes Posted February 27 Author Posted February 27 On 1/17/2026 at 6:01 PM, Rafelps said: sir your mod doesnt work with Fantasy Races, for some reason, it has a FantasyRaces.dll inside the mod, which causes the Patch_SuspendNonColonistsPawns to be activated when something dies and deletes anything dead after reloading the game It was an experiment, this time I dealt with it, I believe it's functional now. This mod can make the game heavy, I was trying to find a way to reduce the weight, for now all you can really do is use performance mods, and the "Vanilla Outposts Expanded" mod to send excess pawns. 1
Alstier Posted April 3 Posted April 3 Welp, playing this mod on, hard dificulty with Randy. I got a mission to protect some noblemen and it said that they were going to be attacked by the demonic horde. I clicked accept, not thinking twice, and then thought: "Wait, how many goblins did they say!?" The answer: OVER 600!!! I'm using the castle walls mod and had my base completely surrounded by walls and turrets, marine armors everyone... but even thought! My poor CPU did suffer to complete the task! And noone got r***d but many got covered in anethetic cum... 1
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