RimWorld

RimWorld

Vanilla Factions Expanded - Insectoids 2
1,764 Comments
Sarg Bjornson  [author] May 16 @ 7:25am 
That's not up to us...
Pozhar May 16 @ 7:13am 
I got a weird error. Whan I activate the mod, the ui dissapear. I have a long modlist so I don't have any idea what is the root of the problem. Let me know if you find the source.
Zer0 X May 14 @ 1:49pm 
Got the following quest text from a quest given by the empire against the hive.

ERR: A trader is calling from nearby. [Threat] are hunting him! He is asking you to signal them and draw them towards [map_definite] so he can escape. If you send the signal, [askerEnemies] will activate a site nearby to harass you. [Site/allSitePartsDescriptions] This site will remain until you go destroy it.

I pray to not regret having this enabled.
M May 14 @ 1:09pm 
Wow no discussions here? :O And crazy with this loading bug Collection cannot init: No textures found at path Things/Building/Natural/CocoonSpelopede

Not sure WHY exactly it is making an error about a missing texture? Strange hahah cheers
Vaccine Eater May 14 @ 2:01am 
Tip for anyone finding clearing bases extremely obnoxious:
1. get strong melee pawn
2. download Smartspeed and search & destroy
3. After clearing the enemies your pawn will find every difficult to find hive and break them automatically.

I have had hives spawn in mountains before so beware
Антон789 May 13 @ 5:19pm 
can i tame new bugs? why? i dont want to create bugs, i want to tame, get them with work, to have as good pets
Deankiller Turnupseed May 13 @ 1:52pm 
whish this was usable with real ruins
IliterateAshole May 11 @ 10:23pm 
The inability to deconstruct infested chunks does seem weird
hestaby316 May 11 @ 7:19am 
Do you have to have a certain ideaology to use the abilitiy to build these. As researched the basic tech and not showing in the architect tab?
pdaigosl May 9 @ 7:29pm 
my bugs are not building the jelly farm, can i force them to do it?
luca May 9 @ 8:56am 
Just commenting to say I agree with @Leantath

The ship chunk event is frustrating, one because the sheer number or larvas/lesser insects causing lag. But in addition to that, the entire map gets littered with ship chunks, with absolutely zero way to easily/automatically get rid of them.

Your option is to literally manually draft and move around pawns to break every single one, and for some reason we can't set it to deconstruct so your pawns could slowly clear up the mess of ship chunks on the map.

My current map has over 200 ship chunks chilling on it. I'm not sure if it was your intention to have every infested ship chunk event end in a tedious venture of manually clicking to kill cocoons and ship chunks to break.
Sarg Bjornson  [author] May 9 @ 5:55am 
It's intended :)
@Sarg Thanks for the info

Is there a way to prevent friendly silverfish from auto-activating the ability or it's intended for both friendly and enemy silverfish to be walking dangerzones? Bro defended the colony from deserter ambush, at the cost of my colony :WH3_greasus_rofl:
Leth May 8 @ 10:41pm 
Thanks for confirming! That's a relief
khagler May 8 @ 9:45pm 
Creep doesn't seem to spread to smoothed stone or constructed floors, so you could block it that way.
Leth May 8 @ 5:30pm 
Was thinking of building a hive in my mountain colony in a particular area though I'd prefer the creep to stay in that area. Anyone know if that's possible or if it's inevitable/unavoidable that the creep will eventually advance past the walls?
Leantath May 8 @ 5:20pm 
Is there any way to tweak the severity of infested ship chunks or disable the event altogether? At higher wealth thresholds, instead of spawning stronger insects it spawns a truckload of larvas/lesser insects causing my game to chug and eventually crash. Only solution I've found so far to prevent crashes is to simply devmode destroy the chunks before the insects spawn, which kinda blows.
Sarg Bjornson  [author] May 8 @ 11:46am 
The Silverfish's ability auto-activates as soon as it receives any damage. They are DANGEROUS
Anyone else have their Silverfish randomly decide to use their skills without consent? Mine keeps demolishing my base mid fight
Xaro May 7 @ 6:03am 
Hi! I'm a bit dense and cant figure this out, but where in the mod folder can i find or edit the worker-class nerfs? My megascarabs currently take about 2 days to mine a single bit of steel which is probably due to some other mod, but I'd like to buff it slightly! Thanks ^_^
Mort Strudel May 7 @ 12:07am 
Forcing the player to fight them without their defenses seems much too harsh imo. You can ignore it and just deal with the bug raids, but the world map is just gonna keep getting more and more bugged up and dangerous if you do that.

It feels like this whole concept would work better as a player-initiated 'war' that grants rewards (such as bug tech), but which can be avoided indefinitely until the player is prepared to shift their whole colony into fighting-abroad mode. Like how you choose when to activate the Monolith or begin the Deserters campaign in VFE Deserters.
Mort Strudel May 7 @ 12:07am 
Some design musings:

The Emerging Hive quest feels like it's dipping back into the Mechanoids Expanded Total War concept, where quests appear on the world map requiring fairly immediate combat caravans to prevent a long-term boost in danger. However, I find this whole idea to be rather frustrating to play against. Forcing the player to leave their base undefended to go fight abroad is really punishing, and the base game pulls its punches on these sorts of missions to compensate. If you look at vanilla quests that demand a combat caravan, it's stuff like the sleeping 'mech clusters' (that are rarely a threat as they tend to stay asleep and can be avoided) or the 'pirates with a smoke spewer' which is rarely more than a few guys. The Emerging Hives, however, are typically entire raids worth of bugs.
CtrlAltFunk May 6 @ 7:53pm 
I would like to see a medicine work job added to 'administer jelly' to a downed due to deficiency colonist. Seems like as soon as they go to coma stage you can't administer jelly in the same was as a sanguophage can be administered blood packs
redwolf5502 May 6 @ 1:03pm 
I love the mod, but is there any way to remove the bugs from my animals tab when using Fluffy's animal tab? It causes a lot of clutter there?
delzaron May 6 @ 11:35am 
there is a conflict with the mod real ruins. Each time you leave a real ruin, a message appears saidd (the hive left the colony)... and you lost the control of your hives andd bugs. the workers stop to work and do nothing else than wander around, for example.
furrytrash888 May 6 @ 6:24am 
I'd like to report a bug.
A lot of bugs actually.
Please send help!
mojucy May 5 @ 8:44am 
I absolutely detest the idea that i have to manually attack infested ship chunks to get rid of them. I have 77 of them currently just from 2 raids. happened in one week. this is ridiculous
Kobold Kween May 4 @ 2:52pm 
I'm running into an issue where new infestations do not spawn any insects. I narrowed down this mod as the cause. Can anyone help?
khagler May 4 @ 12:53pm 
I've built a couple of hives (one basic, one Sorne) and they functioned correctly for some time. However, I suddenly got two "colonists are leaving" messages and the insects from the hives suddenly started wandering randomly as if the hives had been destroyed. They didn't appear under animals or wildlife, and the hives both have the green squares. There didn't seem to be anything happening that would trigger this, and I tried reloading an earlier autosave only for the same thing to happen at a different time. Any idea what makes the insects stop working, and is there a way to fix it?
Morgan Blackhand May 4 @ 12:00pm 
Wen I use the thumpers my game starts laggin and on ALL the map insects start spawning. How do I fix that?
Matt May 3 @ 10:26pm 
Was wonderung what the factors for defeating a insectoid base are? I killed the boss and destroyed all the hive buildings
SS5DEJAN May 2 @ 5:17am 
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 1 @ 11:49pm 
Obviously a mod conflict
Honey B Bisquick May 1 @ 6:56pm 
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 @ 8:38am 
Could you post a link to your github in your description?
󠀡󠀡 Apr 28 @ 10:52pm 
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 @ 12:51pm 
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 @ 4:08pm 
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 @ 6:20am 
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 @ 6:16am 
ah, wonderful thanks...
vincent_renevot Apr 25 @ 12:26pm 
@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 @ 10:10am 
afaik what is there currently is what was intended. You'd have to ask Oskar
vincent_renevot Apr 25 @ 9:45am 
@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 @ 7:58am 
You have a mod conflict, that doesn't happen
Tamarak Apr 25 @ 6:37am 
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 24 @ 7:19pm 
Any chance the sonic infestation repeller will be added back? Different submod maybe?
IliterateAshole Apr 23 @ 4:12pm 
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 22 @ 10:59pm 
Not from us
Geth K.G. Apr 22 @ 12:20pm 
Is there a patch for dubs bad hygiene where the hive insects not drinking water issue yet?
Eclair Apr 22 @ 8:40am 
Even if insects are in mental state, Some species (Megaspider for example) can be drafted somehow. Is this intended?