RimWorld

RimWorld

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Big and Small - Xeno Insectoid Hive
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Mod, 1.5, 1.6
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1.883 MB
Sep 10, 2024 @ 1:19pm
Jun 21 @ 9:32am
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Big and Small - Xeno Insectoid Hive

In 1 collection by RedMattis
Red's Workshop Mods
44 items
Description
This mod adds the Xeno Insectoid Hive. A collection of insectoid xeneotypes centered around a Queen.

The Queen when paired up with a Consort can breed two kinds of juvenile xenos, Nymphs and Alates. It is expected that the former will grow into workers/warrior caste, while the Alates will grow into new Princess or Consorts.

Princess which are of mature age (18+) and have become pregnant will turn into Queens.

Rarely a Nymph or Alate can instead turn into an abnormal "Mutant" or "Emissary". The latter is much more humanlike, and also has access to Insector mutations if VRE Insectors is enabled.


Slightly dated image showing the castes and how they are created

Xeno Hive

The mod comes with an optional faction of industrialised xeno bugs. They are hostile by default but can be befriended, much like the "Rough Outlanders".

They have 3 general types of raiders. Standard xenos, typically with little to no clothing, and relying on their natural weapons.

Irregulars, which sometimes includes insects from outside the hive. These are properly armed and especially like drop-podding into your base.

Actual normal insectoids (including ones from VRE Insectoids 2). A given raid will tend to one or both of the former with some support from insectoids.


Image of some irregulars getting ready for a fight

Starting Scenario

The mod comes with a starting scenario. When playing this you will start with two princesses and two consorts.

In this scenario wanderers will typically be xeno hive members themselves, and the odds of xeno hive members (and other odd xenotypes) is a bit more common than usual from other sources.

New Genes introduced in this mod
(This is far from a complete list)


These genes make the carrier somewhat like those with similar sets of genes more, but dislike those different a fair bit, especially if they don't have an "Alien Appearance" gene. This goes both ways.

As for what counts as alike? It is fairly sophisticated, and should be fairly reasonable about what is a similar "alien" or not. The relationship bonus/penalty is fairly granular.


A variety of morph genes for xenotype design. These let you set up conditions which turn a pawn from one xenotype into another.


Carriers will have insectoid parts, including four arms to hilariously stick field hands on!


Aging is very fast. Also uses a new experimental system for aging towards end-of-lifespan.


A long list of changes. Notably they only care about death that they see, and memories only stick around for a short time. Also suitable for robot-like beings with artificial emotions.

Royal Xenotypes

Xeno Queen

The Xeno Queen is the core of the Xeno Hive. She is also the only (normal) mature female of the hive.

By breeding with a Consort she can indirectly produce all other castes of the hive. She will produce large litters of xenos which are all capable of taking care of themselves to some extent moments after being born.

She can also breed with fertile members of the worker caste, but if so she will only produce Nymphs that grow into more workers.

Keeping the Queen and her Consort should be the top priority of every hive.

Note: If VFE Insectoids 2 is enabled they will produce Royal Jelly instead of regular Insect Jelly.

Xeno Consort

Xeno consorts will typically pair up with xeno princesses or queen and form the core of a xeno hive.

Unpaired Consorts are known to leave their hives to find a princess to pair up with. These hive-less consorts sometimes join up with other consorts.

Xeno Princess

The Xeno Princess is a potential queen of the xeno hive.

They typically form pairs with Xeno Consorts and a number of drone workers. A princess will transform into a xeno queen once they are both fertilized and mature enough.

Sometimes princesses will hang around their original hive until a consort visits, but they sometimes travel in search themselves, especially if there are many princesses in the hive.

Working Caste Xenotypes
Note that working caste members have a fairly short lifespan. They tend to be easy to keep happy though.

Xeno Worker

The backbone of the Xeno Hive. Xeno Workers work tirelessly to keep the hive operational. They tend to be fairly competent in most tasks, but struggle to really stand out with any particular work.

Xeno Warriors

The bruisers and miners of the xeno hive, known to often go hand to hand with Scythers and come out on top.

Xeno Predators

Xeno Predators are the hunters of the hive. They strike fast and they strike deadly.

Predators are relatively frail, and their morphology is ill-suited for even basic clothes, significantly slowing them down if worn.

Although they tend to prefer using the natural weapons they are; along with Consorts; the only standard insectoids which have good enough eyesight to use long-distance weapons.

Juvenile Xenotypes
These xenotypes grow into another one once they reach age 13.

Xeno Nymph

An immature insect which will eventually grow up into a member of the xeno hive's worker caste.

Xeno Alate

An immature Xeno Hive insect which will one day grow up into either a Consort or Princess.


Mutant Xenotypes

Xeno Mutant

Mutants are a strange anomaly. They are like a wild unstable blend between the different castes, with the warrior caste being perhaps the most obviously prevalent. Also notable, like queens, they are always female despite being able to mutate from Nymphs.

It is unknown where the Xeno Hive came from, but their genetic composition is quite unstable. Sometimes the insect nymphs mutate terribly when they begin to reach maturity.

Xeno Emissary

A rare and peculiar mutations, that was for a long time thought to be a rare seperate co-existing lifeform among the xeno-hive rather than being born of it.

The current popular theory is that ambient archites or nanomachines somehow set off the metamorphosis into this oddly humanlike xeno hive member.

They look much less horrifying than the rest of the hive, to the point that other xenotypes are often willing to tolerate them, hence their name.

Note: If VRE Insectors is enabled they will have access to some Insector Genes.



Interactions and Compatibility
VRE Insectors
Emissaries will have access to Insector Genes

VFE Insectoids 2
If hostile, the Xeno Hive will sometimes raid using the new insectoids. That includes drop-podding bugs into your base.
The insects can walk on creep.
The queen will produce low amounts of royal jelly.

Credits
The mod heavily uses Oops all Bugparts 2 art by Vera. She also created all the pretty icons for the xenotypes.



Mod Discord
[discord.gg][ko-fi.com]
161 Comments
@RedMattis there are but it feels like only 1/20 is a xenotype that isnt one from this mod, not a problem late game but as an early tribe these xenotypes arent as usefull
RedMattis  [author] Aug 9 @ 4:13am 
@Starempire42
Regenerating the arm might work. The thematic option would ofc. be to replace it with a bionic claw. :D

@Milk, Schadock [The Angeloids]
I'll make a note to add a mod config for it. There should still be baseliner wildmen though.

@SculptedFool
I don't know what mod that is, but chances are you're failing to add the additional organs because the bugs don't have standard human bodies. They have 4 arms and stuff.

@Morcalvin
This has been implemented now. :)

@Tenebruce Fogoster
I'm not sure if the inheritance stuff works with Oviparous/Chestburst pregnancies. I think they change the logic of the birth event, etc.
Starempire42 Aug 7 @ 4:57pm 
So how exactly do you replace the "raptoriales claw" if the arm is destroyed? Tried to replace the arm but it did not give the claw back
Milk Aug 5 @ 11:32pm 
i would really appreciate a mod option to toggle the wild men patch. i am creating a world with worldbuilder and xenotype control to try and get an immersive experience, and your faction and species with the genes works well for one faction in one part of the world, but with them showing up all the time in every single map as wild men... it's just not really good. Please please please add a toggle for that patch.
Schadock [The Angeloids] Aug 3 @ 6:04am 
ive noticed that 99% wild men wanders are any of these xenotypes, any reason for that?
SculptedFool Jul 31 @ 1:26pm 
With this mod and Intimacy - gender works, it is impossble to remove or add new reproductive organs.
Morcalvin Jul 27 @ 5:35pm 
Is there a way to have something like an ideology precept where a colony can disregard the alien appearance modifier? I could see a xenophiliac colony not being bothered by someone having insectoid features
Tenebruce Fogoster Jul 27 @ 8:20am 
Idea (I don't know if it would be possible) : Be able to toggle pregnancy type in the mod's option.
- chestburst if you have the insector mod.
- Oviparous if you have the saurid mod.

using dev tools, I already checked that :

- Chestburst pregnancy (to implant) doesn't count as pregnancy for the princess to morph into a queen.

- Changing the queen's xenotype to a customed one with chestbrusting doesn't transform a regular pregnancy into a chestburst one.

- Changing her xenotype to a custom egglaying one does make her lay the egg (and removes the pregnancy status) but then she will have the "egg fatigue" status, preventing her to be pregnant for around 18 days.
Mimots_the_Jellyfish Jul 23 @ 4:56am 
I am using a dual wielding mod and they are having FUN with it ! tried it on a new save and morphs are working as i said it was just a mod list problem !
Still loving it !
RedMattis  [author] Jul 23 @ 3:54am 
@Guineatown20806
It was updated just recently, so it might be fixed now.

Otherwise try the github version of Oops all Bugpars 2, should be linked in the comments there.