RimWorld

RimWorld

Oops all BUGPARTS 2
254 Comments
JuanCartoons Jul 26 @ 11:33am 
Rimworld and Bug Fables are some of my favorite games, this mod is like the holy grail
eban Jul 25 @ 10:26am 
the mantis head is always coloured white no matter what skin color they are, no idea if my game's just bugged but i've tried unsubbing and resubbing and it's still got the same outcome
Master Wizard Wither Jul 24 @ 1:19pm 
Yeah, I unsubbed and resubbed and can confirm that the new update did mess with the feather antennae again. The gene's just gone. And this is with me fiddling with dev mode and character editor in an effort to find and re-add it to my pawn.

Can't easily tell how many of them are actually affected because my custom xenotypes ATM only use feather and mantis, but I can confirm mantis is still there alongside bee, moth, and beetle.
RedMattis  [author] Jul 23 @ 3:45am 
@blumenwolf1982
The previous update had some xml merge issues and wouldn't load correctly, so it is possible you somehow were on the version before that or you'd likely not get any heads at all.

If the colonist has a xenotype I'd suggest trying to reset the xenotype via dev-mode and see if that fixes it.

I don't think any antenna should have been removed. It is possible that their head has an exclusion tag that blocks the antenna, though in that case it may be by mistake from our side.

Oh, and verify files unsub/resub in case steam did something weird.
blumenwolf1982 Jul 23 @ 12:42am 
Did the newest update perchance remove some antennas? A lot of my bug colonists are now bald and unfortunately I now can't check from what mod they were because they were removed.

I have been using the bee/ant head. Might be related to that?
qwerty Jul 17 @ 2:54pm 
@Mortagon i think you should put that in bug reports no?
RedMattis  [author] Jul 15 @ 9:16am 
I think the workshop version might be a bit behind. You can try the github version until this version gets updated. :)

https://github.com/RedMattis/Oops-all-BUGPARTS
Cryz Jul 15 @ 6:55am 
will this be updated to 1.6? i would love to have space bugs
Mortagon Jul 12 @ 6:31pm 
Getting same red error "Mod vera.bug has multiple Verse.GeneDefs named Exoskin. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.GeneDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bo"
Koneko Jul 12 @ 10:38am 
Getting same error from it on 1.6 as the others.
ShrubNinja Jul 11 @ 11:00am 
I'm getting an error when I load it up that says there are multiple "Verse.Genedefs" for Exoskin, BP_Motheyes, and Insectoid_Mantideyes. It also says "Could not find VanillaGenesExpanded.GeneExtension class." Last error is saying it threw an exception because "Object reference not set to an instance of an object".
StockSounds Jul 3 @ 7:15am 
pleeeese fix the mod pleeeeeeeeeeeeese!!!!1
StockSounds Jul 1 @ 6:26am 
You ought to know that the 1.6 version is throwing an error.
I can't tell why from the looks of it, but have you updated the gene mod extensions to the new VE Framework format?
n8 Jun 24 @ 4:57pm 
bee? honey?
Vitamin Cera  [author] Jun 23 @ 6:08pm 
Whoops! Feather antennae is back! My bad all!
Master Wizard Wither Jun 23 @ 11:50am 
Yeah, I second bringing feathery antennae back. I have a custom xenotype that kind of requires them for aesthetic purposes. It was really weird seeing a kid of that xenotype in my colony suddenly losing them when I loaded my current colony.
machine.finch Jun 22 @ 12:28pm 
The latest update seems to have removed feathery antennae in 1.5, can you pls put them back?
truncate Jun 21 @ 11:21pm 
thank youuu i love having my bugs on the rim
Vitamin Cera  [author] Jun 21 @ 9:13pm 
Updated to 1.6! Also added queen bee and fluffy bug parts! I don't have Odyssey yet so anyone that can test it there would be appreciated!
GrimoireODS Jun 19 @ 6:30pm 
The bee picture cute asf
RedMattis  [author] Jun 19 @ 4:48am 
@StockSounds
There is a 1.6 version on github. I've just not had time to property test it on 1.6 yet.
https://github.com/RedMattis/Oops-all-BUGPARTS
KILLERS EZ 2 PLAY Jun 19 @ 4:36am 
This mod is awesome, I didn't know this came with a whole Spider species. <3 you for it
StockSounds Jun 15 @ 7:45pm 
will peak return for 1.6?
Rubus May 11 @ 6:55pm 
I checked up on this most holy of mod when I noticed I suddenly had both bugparts 1 and 2, n wonder what hppanaed
Alex Maud Apr 11 @ 1:01am 
Um, don't know if it will be stupid question, but how could i choose head types? I'm using Character editor and Big and Small - Xeno Insectoid Hive, and every time i apply any of xeno insectoid genetype (that uses parts from this mod. for example, Xeno Worker), i get only one head type of bug head, and don't know how to change it
Symmatile Feb 17 @ 11:29pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3429674793

I made a little CE patch for Pincer and Raptoriales claws, since that is one of the few things the autopatcher for CE can't do.
Selen Feb 11 @ 11:41pm 
My colony had a wretch from Alpha Genes with unstable mutation gene, that over time gave them Raptoralies Claws gene. However, after mutation updated on the next day and the Claws gene was gone, the wretch still had Raptoralies Claws in place of their hands. I'm not sure if it's a bug or a feature. Seems like a cool feature, though.
StockSounds Feb 1 @ 8:30pm 
Oh how I need a VRE Androids patch for this.
Naraxa Jan 13 @ 7:39am 
So just asking for curiosity's sake, no intention of pestering about an update, is the update about compat with the new VRE Insectors mod? Iirc Cera mentioned something about the mod but I'm uncertain since its been a while. If y'all aren't wanting to spoil the surprise that's valid and I hope the update is progressing smoothly, I'm just curious is all hehe
Them8 Jan 7 @ 11:58am 
why is moth head in compatible with non-violent?
NaniTheFruck Jan 4 @ 4:10pm 
I'd really enjoy if there was some CE compatibility I tried asking around in the CE discord but no one would respond to me :(
Will there ever be CE compatibility?
RedMattis  [author] Dec 23, 2024 @ 2:20am 
I have notified Vera a little while back, I can check if I can deploy a fix from my end.

Iirc. They are working on a new cool update though, so I don't want to suddenly throw a Git merge conflict on them without warning. :'D
troopersmith1 Dec 22, 2024 @ 2:14am 
For anyone looking for a temporary fix until the main file gets updated, going into the files for the mod (workshop\content\294100\2896673577\1.5\Defs\BP_XenotypeDefs.xml) and changing the value for combatPowerFactor is pretty easy. I'm not sure, but I would assume the value should be 1.1 and 1.2 instead of 0.1 or 0.2, which represents a slight (10 or 20%) combat power increase to reflect the benefits from their genes, instead of an 80 or 90% discount. :steamthumbsup:
PhonyStuff Radio Dec 17, 2024 @ 12:47am 
Same as the guy below. 50 point raid and it's three guys, 2 grenadiers and 1 gunner. Shot straight to the heart and get stabbed to death with my melee pawns.
! ! _ _ G R E Y _ _ ! ! Dec 12, 2024 @ 10:09am 
EXTREME ISSUE I HAVE FOUND WITH THIS MOD - UNTIL IT IS UPDATED, DO +NOT+ USE ANY MODS TO MAKE AI HAVE ACCESS TO THE BUG SPECIES!

The combatPowerFactor, which is a multiplier to the 'cost' of a pawn for spawning them in a raid, is 0.1 for Lunarians and 0.2 for Mantids and Arachnideans. This means you can get a 500 point unit spawning as 50 points due to the cost reduction.

This needs URGENT changing.
RedMattis  [author] Nov 26, 2024 @ 11:51pm 
@Dr. Quackers M.D.
This is the original. It just got the title update in 1.5 since a number of things were updated/modified. :)
Dr. Quackers M.D. Nov 26, 2024 @ 1:18pm 
do i use opps all bugs original or just this?
NaniTheFruck Nov 3, 2024 @ 12:02am 
Does anyone know if there is a combat extended patch for this, tried asking around in the combat extended discord but no one bothered to help me
RedMattis  [author] Oct 21, 2024 @ 11:49am 
@Honk J. Wimbleton
It should just work, and did last I checked. Make sure you've unpaused though, because it takes a second to update.

If it works with just this and B&S Framework (for said gene), then try adding and removing mods until you find out where it stops working. If you can identify the exact mod that causes issues I might be able to fix the compatibility issue, or at worst reach out to the other author to inform them.
Honk J. Wimbleton Oct 21, 2024 @ 9:21am 
i've attempted to use the No Facial Animation gene on the bugs, and it does not seem to have any effect besides applying the gene to the pawn (they still appear as they did without the gene). is there anything else i have to do, or is this a matter of troubleshooting on my own?
RedMattis  [author] Oct 5, 2024 @ 12:42am 
@Ohagi-Chan
On its own this + FA means bug heads will get overwritten by the facial animation heads.

If you add Big & Small Framework as well they will look as you'd expect due to plugging into FA-modifying behaviour from there.

@DemittiNix
"Things/Pawn/Humanlike/Heads/Bee/Bee_Average_Norma" isn't actually used. It is leftovers from testing that should be deleted.

".../Bee_Colorable/..." is though.

Seems to work on my machine: imgur [imgur.com]

Does this happen if using only this mod? If not, please try work your way through your modlist until you know what mod causes the issue.

I've written the head graphics harmony patches so they should patch late (thus running after default patches), but it is possible some modder did the rather destructive thing of aborting the patch stack for heads. That could be an explanation.
Ohagi-Chan Oct 5, 2024 @ 12:06am 
if I use Facial Animations can I still run this mod anyway?
DemittiNix Oct 4, 2024 @ 12:36am 
@Onion I do not use facial animation mods. the Roo's birthmarks and blemishes does bring back the eyes using the vitiligo head tattoo setting. I've found by deleting the red alpha mask layers from both bee head and bee head colorable and the problem is fixed.

Under .steam / steamapps / workshop / content / 294100 / 2896673577 / textures / things / pawn / humanlike / heads / Bee and Bee_colorable delete all red colored alpha layers.
Onion Oct 3, 2024 @ 3:39am 
I've found a... useful enough work around for the time being if you're like me and using Facial animations and Bug Heads with little success.

For whatever reason, roo's birthmarks and blemishes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2890180936
when set to vitiligo, will reveal the bug head if set to NOT_head in character editor!

Its not perfect by any means. the head is... slightly [SLIGHTLY] transparent
BUT it does the job pretty decently until that one facial animations biotech compat mod catches up with its updates!

https://steamcommunity.com/sharedfiles/filedetails/?id=2950353635
DemittiNix Oct 3, 2024 @ 3:29am 
When I have both the new ant / bee head enabled with raptoralies the eye sockets on the head are empty and see through. Could you patch it?
RedMattis  [author] Oct 1, 2024 @ 7:01am 
@New fat dwarf
I've been told that the "RJW" mod can cause this kind of problem. If you have that installed I'd suggest trying to remove it. If you're using that and removing it fixes the issue then I'd suggest you talk with the RJW modders.

If you're not using it then I'd suggest trying to remove mods until the faces draw in the right order to home in on what mod or mod combination could be the source of the issue.
New fat dwarf Sep 30, 2024 @ 11:10am 
I noticed that heads with Facial Animations draw behind bodyes. Is it problem with Facial animations or with loadorder
ArticBlazer Sep 25, 2024 @ 2:52am 
@RedMattis thanks that actually worked fine and the big and small mods are great, thanks again
ArticBlazer Sep 25, 2024 @ 1:36am 
@RedMattis ah thanks, ill check it out