RimWorld

RimWorld

Vanilla Races Expanded - Insector
887 Comments
bing bong 멍청한 병신 Oct 2 @ 12:10am 
are insectors intentionally not supposed to chestburst pawns with the deathless gene or is this an unintentional bug ?

Exception ticking hediff (VRE_ChestburstPregnancy_Victim ticksSinceCreation=9957) for pawn Sebastiaan. Removing hediff... Exception: System.InvalidCastException: Specified cast is not valid.
[Ref 21075BA5]
at VanillaRacesExpandedInsector.HediffComp_ChestburstPregnancyVictimHidden.CompPostTick (System.Single& severityAdjustment) [0x0002e] in <16f1753e9b3a4024a3db0da92e6e77ff>:0
at Verse.HediffWithComps.PostTick () [0x0001f] in <31482697ada14932981abc5e76101d5d>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x0005b] in <31482697ada14932981abc5e76101d5d>:0
HunterForce Oct 1 @ 2:32pm 
[FIX] If anyone else encounters this bug:
After digging through some code I found out it is from Caravan Adventures. After a geneline change the game considers them a "new colonist". The moodlet will wear off slowly over time (as intended with Caravan Adventures) of you can disable it in the mods options.
HunterForce Oct 1 @ 12:09pm 
Ok. I didn't see any other mods that stand out as the obvious culprit but I'll keep looking. I thought maybe it was some ideology setting and sub species/geneline.


Just in case others encounter the same problem or it helps in any way, the full text reads:
"Outsider

I had no choice but to join them... I'd have died alone, but I'm scared what they might do to me."
Sarg Bjornson  [author] Oct 1 @ 10:23am 
I don't think that Outsider thing is ours
HunterForce Oct 1 @ 10:16am 
Im getting a negative moodlet of "Outsider" on any insector I modify with manage genelines. Any idea why? I'm gussing its something obvious I missed.

Thank you again for you and the teams amazing work!
Geisthander Sep 29 @ 4:28pm 
Also, there's a mod that allows you to manage jelly usage like a drug.

https://steamcommunity.com/sharedfiles/filedetails/?id=3311671215&searchtext=jelly
Hakon Sep 28 @ 6:48pm 
@Sarg Bjornson

Ok I see what you mean now. Did a test with an isolated insector in a box with jelly dev console set to 0 and fed it one piece of jelly (fills up to 50) and over 24 hours exact it drained 20.

For some reason I was under the impression the gauge itself was already aligned to jelly per day instead of jelly capacity.
Sarg Bjornson  [author] Sep 28 @ 9:52am 
I don't care what the meter says. How much does a single piece of jelly recharge that meter?
Hakon Sep 28 @ 9:16am 
@Sarg Bjornson

Did a fresh save with just VRE - Insector (and the pre-requisite mods) and it still shows the same -20 jelly a day,

Is there any other information I could supply to see if this is a bug?
Sarg Bjornson  [author] Sep 28 @ 8:24am 
You might have a mod conflict
Hakon Sep 28 @ 7:31am 
@Sarg Bjornson

Are you sure that it isn't a bug? Just saw an insector drop two levels in jelly in less than an IRL minute at 3x speed on the same day. The tooltip also shows that the drain rate is 20 a day
Sarg Bjornson  [author] Sep 26 @ 10:57pm 
I think I enabled them grabbing jelly even if it is forbidden. That's all the micro needed.

@Crassula_Ova: They need 1 a day
Crassula_Ova Sep 26 @ 10:49pm 
Seems like the mod is bugged, my insectors (insectiods?) consume 20 jelly a day which is unsustainable.
AGrey Sep 26 @ 1:30pm 
Yea, the game treats Jelly like a food, but the mod wants to treat Jelly like a drug.

The amount of micromanaging of jelly you need to do gets a little tedious, I think.

I think if the jelly-producing structures weren't so hard to get, it would be less tedious. As it is, you need to morph a pawn into a builder (which takes jelly unless you want it to take a week), build a creep spawner (takes a lot of jelly), wait for the creep to spread (takes a lot of time and food), and then build a jelly producer (also takes a lot of jelly).

Even if all of your pawns get the jelly sac morph, it still takes forever to get to that stage. And in order to get them to not eat it all, you need to disallow it as a food and manually tell them to eat it when they start running low.
-=Ðﮐ=- Arctic Howler Sep 26 @ 6:39am 
They chose it over the pemmican then for food? *Shrugs* they gobbled it up like addicts that hadn't had a fix in so long they tried to OD...
Sarg Bjornson  [author] Sep 25 @ 11:09pm 
They need 1 per day...
-=Ðﮐ=- Arctic Howler Sep 25 @ 7:41pm 
lmfao decided to try a colony of these with the scenario, little shits ate all 180 insect jelly within the first hour XD freaking addicts xD
AGrey Sep 20 @ 6:27pm 
Creep doesn't appear to be spreading on gravship substructure. If that going to be a feature at some point? I'd love to build my bioship filled with chitinous horrors on the go with me, and clean metal plating floors just doesn't seem right.

Thanks!
bing bong 멍청한 병신 Sep 18 @ 9:01pm 
is there a patch out there that lets chestbursters generate a child from sanguaphages ?
Sarg Bjornson  [author] Sep 18 @ 12:43pm 
Yes
sigma dispencer Sep 18 @ 12:20pm 
when any human pawn (even ones not part of your colony) attacks a natural hive, all of the bugs of that hive are automatically aggressive towards your colonies insectors, even though they have the insect pheromone gene. is this intended?
Montu Sep 18 @ 8:08am 
I second Rocky's suggestion. An insectoid ideoligion style would be sweet. Another mod I have has an insectoid style but it doesn't as many armor and weapons as it could
Rocky Sep 16 @ 9:28pm 
Hi can I suggest adding Insectoid weapon or armor that is related to the insectoid 2 geneline? Makes the role play much more interesting, thank you.
Sarg Bjornson  [author] Sep 15 @ 10:42pm 
The patch seems broken, will fix
Paperbag Sep 15 @ 5:32pm 
Hey, I have the colossal gene but I can't use Warcasket weapons, is that on purpose? It mentions being able to use warcasket weapons with colossal
polios3 Sep 15 @ 7:42am 
@coach, yes, it's normal. you should be eaten alive :)
Coach Michel Epicsave Sep 15 @ 5:51am 
Hello !
I have a question about this mod, I tried to make a run with the new hive and put my colony in a mountain with Insects. But when a raid arrived, Insects killed them but turned agressive to my colonists even with the pheromons, is this normal ?

Thanks! (Love your work)
Jiruharudo Sep 14 @ 8:31am 
One of my favorites!
Question about the dependency;
Is the fact that if you put jelly in a meal, and then let them feed the meal not affect said dependency?
Zef Sep 9 @ 3:49pm 
@Halloween: Disable or ignore the "Wanderer joins event", every single one i allowed to join turned out to be a traitor sooner or later.

I have no idea why they still include this quest when they all turn out to be traitors.
Halloween Sep 4 @ 12:02am 
Outside of the wanderer joins event, is there actually a way to get an insector to join you other then starting with one in the scenario? My colony has gone on for over 10 years and one still hasn't shown up on anything.
Gyubbuh Sep 2 @ 4:59pm 
@SirChaos77 Thats something ive been wondering too. Best I could come up with is immediately editing a pawns geneline to have them start growing insect jelly but that takes three days. Another option ive used is to create a hive and have all the tiny bugs eventually make an insect jelly producer thing, but that takes forever so idk
Montu Sep 1 @ 7:55am 
post the bug in the google forms website, otherwise they won't fix it
SirChaos77 Aug 31 @ 7:19am 
Do I understand this correctly that insectors need 20 units of insect jelly per day due to the Insect Jelly Dependency gene? Where am I supposed to acquire *that* much insect jelly?
ranixcz Aug 31 @ 4:08am 
will chestburster pregnancy take genes from insector parents and impergnated or just from insector parents ?
nathan Aug 27 @ 5:09pm 
yeah ive noticed thati too if you go into dev god mode and delete the fake pawn it seems to go away as far as i can tell
Zef Aug 24 @ 4:45pm 
Tested some more and it's indeed the pregnant chestburster implantation insectors that are causing it.

When i terminate the pregnancy or implant the insector egg into a prisoner and load another savegame afterwards the pregnant insectors do not show up in other colonies neither does the message of "chestburster implantation required".
Zef Aug 24 @ 4:29pm 
There is something WEIRD going on this with mod, pregnant insectors stuck with the "chestburster implementation required" are showing up in my OTHER savegames.

And not only that they are completely invisible.

Just for testing i tried killing them with character editor, and while this worked i was unable to get rid then of the "chestburster implemntation required".

How is this possible that pregnant insectors are showing up in my other savegames??
kellendros95 Aug 23 @ 8:30am 
It seems children of my insectors never get passions. I have only vanilla expanded and translations mods.
Fireslice04 Aug 18 @ 4:01am 
I remember playing the mod a bit in 1.5 and I remembered that the insectors were able to do a sort of skip/dash whenever they moved around. Playing in 1.6, they aren't doing that anymore, I'm not sure if it is intended or if there is a possible mod conflict causing it.
Ruby Aug 16 @ 8:53am 
Ohh I found out the reason. So the "Pollution Dependancy is completely unrelated to the death (Probably). The death was caused by the pawn turning from a werewolf from another VRE into human and the damage he had killed him. But due to the invisible hediff appearing rimworld use the "Pollution Dependancy" as an excuse probably. But still do please check out the invisible hediff flickering for all pawns or just if its intended? Cause if it is i will 100% be adding the mod back
Ruby Aug 16 @ 7:09am 
Is it just me or does anyone else see the hidden heddif on pawns that randomly flickers "Polution Dependancy" I noticed it after my pawn with bruisers that was healing ranomdly died and the cause was "Polution dependancy" (Has no polution genes) Then i noticed All pawns have hidden heddifs that flicker in and out for a milisecond called pollution dependancy. SADLY there are no errors. So there is no way for me to send anything. Removing the mod fixed it. And threw error for a every single pawn "couldnt find pollution dependancy need" for everypawn. Is it intended and not a bug?? For all pawns to have a hidden pollution dependancy? Could anyone check if you enable dev mode + see all hidden things just check if it flickers.
Omega13 Aug 13 @ 12:22pm 
I think I've had this mod installed for like four runs now and I've never seen a single one of these guys show up. Skill issue, I know. Any tips for how to get more variety of these fellas (and other xenotypes perhaps) to spawn?
Sando333 Aug 13 @ 6:35am 
quick question because i'm not all that familiar with changing scenarios and what not from the beginning, but is there a way to give the insector start that comes with the mod and just bump it up to industrial instead of starting like neolithic?
Geisthander Aug 12 @ 8:13am 
Best way I've found to utilize the creep is building base in caves and just spreading it from there, so that eventually the entire base is creep and then slowly spill it outward. That way, they have no CHOICE but to walk on it, muahahaha!
JewledTick Aug 12 @ 6:55am 
Swarm Synapse has the wrong info graphic, it says that it provides global learning speed but in game it provides global work speed.
polios3 Aug 12 @ 12:43am 
@Cappucino , yes it's just how Rimworld Pathfinding works, and at least for now, There is no REAL solution. You can only use "Insector Pathfinding fix" to change Creep into "Water". in 1.6 they added Webbed Phalanges Gene that has BETTER pathfinding for "slowing terrains" like water.... but it's hard codded for ONLY water. so at least for now: You can drink your water or Have massive detours :/ there is no 3'rd option.
Cappuccino Aug 11 @ 10:06pm 
Not sure if this has been mentioned before, but the "creep" floor from Vanilla Factions Expanded - Insectoids 2 (bonus movespeed for insectoids and insectors) confuses pawn pathing.

My insectors walk faster on creep, but the pathing still thinks it slows them down, so sometimes my pawns will make a massive detour to avoid steping on creep.
Arthillidan Aug 11 @ 4:37pm 
I'm still consfused by the insect pheromones gene. Some of my colonists don't have it, most of them do. wild insects from the wildlife tab will hunt my colonists with the gene but they are not any more aggressive towards the ones without the gene, and I can't tell a difference when it comes to hives either. What is this gene even supposed to do? It says it lets me coexist with wild insectoids, but what wild insectoids?
Ano Aug 11 @ 11:33am 
also i wish we can use those gene without the evolution