RimWorld

RimWorld

Vanilla Factions Expanded - Insectoids 2
1,734 Comments
Matt 9 hours ago 
Was wonderung what the factors for defeating a insectoid base are? I killed the boss and destroyed all the hive buildings
SS5DEJAN May 2 @ 12:17pm 
Please add a way to auto destroy the infested ship chunks. My map is littered with them and no way to destroy them except going around and manually attacking each one
Sarg Bjornson  [author] May 2 @ 6:49am 
Obviously a mod conflict
Honey B Bisquick May 2 @ 1:56am 
Is it intended for the artificial hive to spawn bugs infinitely? Even though I set the worker limit to 2 it keeps spawning, including spledopedes and megaspiders.

Im getting flooded with useless bugs that affect my performance pretty significantly.
Brianna The Brave Apr 29 @ 3:38pm 
Could you post a link to your github in your description?
󠀡󠀡 Apr 29 @ 5:52am 
The "Han Helldiver" storyteller component could use a dev mode reset wave option, much like how "Winston Wave" has that exact function in case something breaks.
The storyteller broke for me when I was moving bases, abandoning my original and I do not seem to have a way to reset it.
Wemijei Apr 28 @ 7:51pm 
It feels like the Empress storyteller is all busted and it is not working as intended. I'm running on a very light modlist and I only have Vanilla Events Expanded as a mod that affects events. Storyteller is supposed to disable or half disable the good events, but it threw caravans at me nonstop. At certain points I had more than one caravan on my map. As negative events, it kept throwing earthquake and negative drone at me even though there are tons of negative events on the pool. It rarely gave raids, mech ships, manhunter packs etc. Only the anomaly part felt normal
Reached 400 days on that save and I'm fairly certain that is impossible to happen statistically unless something is broken on it
Tomy G Apr 27 @ 11:08pm 
love the mod but when infestations happen the hive never start the attack like they normaly do after becoming agro (all of them at the same time) and I have to go kill them one by one and make sure I dont miss any of them sometimes some of them start the attack and even go to sleep after awhile. I would love it so that they would all attack at the same time like normal raids after becoming agro like it always happened. maybe is it a bug happening to me?
ShivKnight Apr 27 @ 1:20pm 
It would be awesome to have some more options or a slider affecting world creep/new hive spawns. That would give an interesting loss or victory condition keeping the planet from becoming completely infested.
Tamarak Apr 27 @ 1:16pm 
ah, wonderful thanks...
vincent_renevot Apr 25 @ 7:26pm 
@Oskar Potocki Hello, is it intended that chitin is the second worst sharp armor leather material with patchwork and the first blunt armor material of all game, 2.5x better that the second who is hyperwave? Maybe you inversed values 48/127 instead of 127/48?
Sarg Bjornson  [author] Apr 25 @ 5:10pm 
afaik what is there currently is what was intended. You'd have to ask Oskar
vincent_renevot Apr 25 @ 4:45pm 
@Sarg Bjornson Is it intended that chitin is the second worst sharp armor material with patchwork and the first blunt armor material of all game, 2.5x better that the second who is hyperwave? Maybe you inversed values 48/127 instead of 127/48?
Sarg Bjornson  [author] Apr 25 @ 2:58pm 
You have a mod conflict, that doesn't happen
Tamarak Apr 25 @ 1:37pm 
I'm not sure if this is an intended feature or not but I'm noticing all of the insect the build-able spawn "leave" the colony when they reach adulthood. i get the notification "a colonist is leaving" and the insect just stops doing work and wanders the base. i'm not far along i only have the artificial hives and megascarabs.
FestiveEdge Apr 25 @ 2:19am 
Any chance the sonic infestation repeller will be added back? Different submod maybe?
IliterateAshole Apr 23 @ 11:12pm 
Is there any difference between the worker insects? Is the Spelopede better in any specific way than the megascarab? Or does the Durapod do different types of work than either? Is the Durapod *just* tougher?
Sarg Bjornson  [author] Apr 23 @ 5:59am 
Not from us
Geth K.G. Apr 22 @ 7:20pm 
Is there a patch for dubs bad hygiene where the hive insects not drinking water issue yet?
Eclair Apr 22 @ 3:40pm 
Even if insects are in mental state, Some species (Megaspider for example) can be drafted somehow. Is this intended?
brandonlk Apr 19 @ 10:24pm 
Great mod, but i do wish insectoids 1 was still updated and this became vanillia expanded helldivers or whatever
bigboytom Apr 18 @ 2:56pm 
hey @aj i'd check out "Insectoids 2 - More and stronger insectoids is" it lets you get royal insects from a empress and the patriarch though pherocores, while also adding some other good changes.
aj Apr 18 @ 2:16am 
is there a way to get the royal insects? or the patriarch?
Montu Apr 18 @ 12:55am 
I also would love if old insects were added again. I want farm animal insect analogs, or animal product producing insects rather. Cow-bug, goat-bug, silk producing spider like from the old mod, cat bug/cuterpillar. I like the combat bugs but I want a whole ranch too lol
bandrbentley Apr 18 @ 12:16am 
will any of the old insects ever be added? i always loved the lil cuterpillar guys, just wondering, mod is amazing btw!
Sarg Bjornson  [author] Apr 17 @ 9:19am 
Don't let the door hit you on your way out
Bodacious Bagel Apr 17 @ 9:15am 
Horrendous mod that adds nothing of substance to the game. I have no idea why I even have this trash installed.
Sarg Bjornson  [author] Apr 17 @ 7:07am 
That's on your side
The Viral Divinity Apr 17 @ 4:27am 
Even though the mod is really laggy, I've noticed for some reason most of it is from the turrets..
「Brainiac」 Apr 16 @ 4:39am 
Could you please add "Sonic infestation repeller" ftom 1.4 insectoids mod or make it standalone?
The Viral Divinity Apr 15 @ 6:05am 
Also the shading underneath the turrets is very strange, it's super dark and doesn't blend at all with the rest of the game's textures.
bigboytom Apr 14 @ 1:05pm 
Also another thing I've noticed is when travailing with the empress any bugs she owns get lost after leaving a none colony tile.
bigboytom Apr 13 @ 9:52pm 
Does anyone know how the "hunt" works? it appears on drafted bugs, but they don't seem to do anything when its turned on.
[Ima]trap Apr 13 @ 9:45pm 
My insectoids from the basic hive won't do any construction or won't prioritize it over anything else. Am I failing to notice a tab for managing insectoid work or is there something I can do?
Abster Apr 13 @ 7:48pm 
@DRG Engineer: I haven't used this yet, but in base game you can create 2 different food schedules, allow eating insect jelly in one & disable in other. Assuming that should work with this mod as well
DRG Engineer Apr 12 @ 11:56pm 
How do I get my pawns to stop eating the insect jelly but still allow the bugs to eat it??
The Viral Divinity Apr 12 @ 7:36pm 
I think it's tied to the insect meat? After I added a gene for it to a pawn, they were able to move on creep, but I tried looking into it and there still isn't anything explicit for the creep. If this is the case then that would explain it, because some of the other mods use their own meat types.
The Viral Divinity Apr 12 @ 7:32pm 
Bit of an issue, there's lots of other mods with creatures that are insects/insectoid that are more or less incompatible, including the Mantodean race mod.
The Viral Divinity Apr 12 @ 7:31pm 
How are Insectors able to move on creep? I looked at the mod files for both this and the Insector mod to reverse engineer that for a few other bug races/creatures, but there doesn't seem to be any explicit code for it, which would mean it's somehow hard-coded unless I missed it.
Bodacious Bagel Apr 11 @ 7:51am 
MAKE THE CHUNKS DECONSTRUCT-ABLE AGAIN PLEASE.
Zvade Apr 11 @ 12:53am 
insector is included with this mod?
scubamaster96 Apr 10 @ 7:14pm 
@Picard65 Use rimpy, get a copy of your modlist, and send it to someone, I'm having the SAME fucking issue.
Nonno Smeraldo Apr 10 @ 7:11pm 
An option to disable tech progression when defeating a wave would be neat, will this ever be considered maybe as a future update? I'd really like to play with Han Helldiver but i really don't like receiving free tech
TealDragonGaming Apr 10 @ 4:22pm 
Is this compatible with Dub's Bad Hygiene? Dev console spawned insects are fine but the hive spawned ones in my base aren't drinking water.
picard65 Apr 8 @ 1:03pm 
I do stil hope i can get in contact with the crow and see if we can find some common ground on our modlists, and see where the problem may lie, even a binary test, on such huge modlists, takes time, after all
picard65 Apr 8 @ 1:03pm 
especialy since i can see reasons to have the mod and not the faction on, for example, i may want the buildings for myself, but i don't want to fight insects, so i'll just disable the faction. I still think that the problem with the faction not spawning realy depends on another mod expecting the hive faction to be as it was in vanilla, and that some of your changes don't let it work propely, but the reason i brought it up is not to say "ahh you need to fix it", this may require a lot of work for an issue that, to my knowledge, 3 ppl have, and i am not certain it's even the cause, it's more so that, in the future, it can me kept in mind and maybe avoid some problems, i won't continue this topic (unless asked something, ofc), not because of any silly reasons, it's just that in chat i can see how this may seem like harrassment, and it's not what i want this to be, just a few tips from a fellow programmer :)
picard65 Apr 8 @ 1:03pm 
i'm not saying you should fix all my bugs, i have a huge modlist, and i take my responsabilities, i am just sugesting that there are some stuff in the programming that can be improved, the bug with infinite spawns? it happens with just the insectoid 2 mod, it happens when there is no hive faction present. i do understand that "wow, you went with this mod and some stuff doesn't work bc you have not the faction active? shame on you", but that would be true only if, not having the faction active, would do no harm, but the fact that it instead start spawning an infinite ammount of neutral bugs, well, that is something replicable, and a sign that some checks that should be there are missing,
Sarg Bjornson  [author] Apr 8 @ 10:44am 
The main problem is that what you are describing just... doesn't happen to any of us... It's difficult to be able to fix a bug when we can't even replicate it :(
picard65 Apr 8 @ 10:16am 
The way i see it, after removing this mod only and having the problem going away, the fact that your mod does change a standard faction without taking care to make sure the base for compatibility remains (why you didn't make a new faction still baffle me, tbh) and how there are no null checks, there are probably a few edge cases that needs to be revisited. Please, do not take this the wrong way, it's not in any sort of way an aggressive or air of superiority post, i know that sometimes edge cases can be hard to spot, i keep missing them, and hindsght is 20/20
Sarg Bjornson  [author] Apr 8 @ 6:58am 
The way I see it, if you are selecting the insectoid faction, and the faction is not generating, you shouldn't even be worrying about this mod at all, you have much deeper problems, to be honest...