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Q: they cant wear armor, is there a way to get them safely in orbit?
I: about half of the time the queen breaks when giving birth, custom xenotypes with those birth genes also break. i think its the one where they are born at the toddler stage?
I'm not sure if I've deployed it yet, but there should be an update at least on the way that reduces the frequency of the consorts and princesses on wildmen pawnkinds.
It might be some Ludeon storyteller insanity though where it keeps picking them more often than it should to fit some ideal 'raid size' though. I'll investigate.
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.
- 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.
Still loving it !
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.
I whitelisted the vacsuits and vacsuit helmets on them specifically.
The xeno mutants are the exception. If you have those you'd need to stick a "Vacuum" gene on them or something like that.
@Mimots_the_Jellyfish
I'm really glad you like it so much. :D
Morph genes seem to be working for me when testing. You could try using dev-mode to clear the cache and see if that makes them update.
Normally colonists can't equip more than one weapon, but I'm guessing you're using a dual-wielding mod? In that case it might be a feature to support General Grievous-type characters.
This is also the mod that made me understand how the morph worked and i really like it ! it's bringing a little bit of randomness and fun in my games while still having all the little ones be useful !
only downside is that while updating my mod list my current colony is no longer morphing :V not reporting it as bug (hehehehe) cause it's probably just my save being angry with me.
Playing with Insectoid on top is great for the whole hive building !
I think i may end up setting up a dedicated mod list for this one, as i am really enjoying the game with it !
Also bonus fun : my xenos are very aware of how many arms they have and i forget.
i am alway confused why they end up equiping so many swords -_-, they seem to really like swords.
your current work is lovely and terrific!
i would love to see hive buildables; resin walls, floors, etc made from produced biomaterials of some sort. expansion on the jellies would also be lovely, i had the other bug mod installed to access royal jellies but.. i only enjoy your mod fr
Regardless, the mod as is highly functional, in depth, and well constructed with a sharp and keen creative lead and design. i recommend it for folk to try out!
They aren't automatically friendly to insectoids.
I did consider adding that gene to them, but it felt unnecessary (I also think said gene could be a bit unpredictable and often resulted in fights with the insects anyway.)
@OddHornedNinja
Consort's have hair because I went with the idea of the males being the peacocks of the race, so to say.
Workers can have hair mostly because I thought it was a neat idea.
Emissaries have hair because they are weirdly humanlike mutants (potentially with insector powers).
@Decoy
Yes, but you need to use something like the Xenotype Exporter mod to turn your custom xenotypes into proper Xenotypes. A Morph Target is generated for all (proper) xenotypes automatically on startup. :)
More morph conditions is something I've been planning, I've just not gotten around to it, in part because I haven't had any uses cases for it myself yet.
---
The morph chances of the Emissary (etc.) are set on the Xenotype itself.
<li Class="BetterPrerequisites.XenotypeExtension">
<morphWeight>0.2</morphWeight>
<morphIgnoreGender>true</morphIgnoreGender>
</li>
@Oburi
The head is from one of their genes, so if you want you can either remove it via dev-mode, change the xml, or use something like the Cherry Picker mod to remove the gene entierly.
Their fang-like mouthparts are called "chelicerae" and are designed for grasping prey/venom delivery as opposed to mandibles which cut/chew
Also I do have a question on how the game actually decides what morph to choose, the mod page claims that the mutant and emissary xenotypes are a much rarer casts for the alate and nymphs to turn into compared to the other ones available inside of those specific xenotypes but I didn't find any extra gene or anything that would suggest that they'd be any rarer than the other ones available casts. So I'm wondering how one would simulate that with a custom made xenotype and how to make specific morphs more common/less common if the xenotype has multiple of them?
Is the morph timer set to (in game) days after the requirement is met? or hours? seconds?
If its not a morph timer issue then I'd be glad to know if its something I've done wrong via mod incompatibility or something else?
I assume it's maybe that they age so quickly that they skip a life stage, so they never morph.
Better Gene Inheritance is required for this mod, and it should ensure they turn into nymphs/alate as normal.
@CAPT Juggernaut
That does indeed work, and is the easiest way to set up your own inheritance systems. :)
But I mean, I suppose it may be possible to use the literal bugs, I was just hopeful that the pawns themselves could do it like with Insectors since you don't start with bugs.
Hivehlands is an Insector gene, and appears hard-coded, so I don't see how I could do that without hacking into the C# code.
Isn't it better to just use the Insectoids 2 bugs to build the actual hive buildings?
If you use the custom start provided with the mod then a lot of random joining pawns will be bugs.
There is also an included bug-faction which you can recruit pawns from. :)
I have a massive stockpile of royal insect jelly but as the xeno hive members do not generate insect jelly like their insector counterparts, it is harder to accumulate the jelly needed to build your own hivetech structures.
I'll test this mod out myself and see if I get the same thing
I’ll have a look.
If you are running relationship-altering mods they might be overwriting the drone behaviours/patches btw.
This is my favorite mod on Rimworld, and together they make for my favorite game <3 you bring a lot of like.. creative relief, thank you
Depends on whether it is an Alate or Nymph, but in general you'd probably go through a few dozen before seeing them. Iirc. they are more common with Alate where is is about ~10% of getting either.