RimWorld

RimWorld

Big and Small - Xeno Insectoid Hive
164 Comments
CentlDog Aug 18 @ 2:41pm 
I keep getting netur princess and consorts, and not able to have my hive grow, is that a bug or something, im usings the xeno scernaio
Droider Aug 11 @ 6:58am 
i got a question and an issue

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?
RedMattis  [author] Aug 11 @ 4:37am 
@Schadock
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.
Schadock [The Angeloids] Aug 9 @ 11:11am 
@RedMattis there are but it feels like only 1/20 is a xenotype that isnt one from this mod, not a problem late game but as an early tribe these xenotypes arent as usefull
RedMattis  [author] Aug 9 @ 4:13am 
@Starempire42
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.
Starempire42 Aug 7 @ 4:57pm 
So how exactly do you replace the "raptoriales claw" if the arm is destroyed? Tried to replace the arm but it did not give the claw back
Milk Aug 5 @ 11:32pm 
i would really appreciate a mod option to toggle the wild men patch. i am creating a world with worldbuilder and xenotype control to try and get an immersive experience, and your faction and species with the genes works well for one faction in one part of the world, but with them showing up all the time in every single map as wild men... it's just not really good. Please please please add a toggle for that patch.
Schadock [The Angeloids] Aug 3 @ 6:04am 
ive noticed that 99% wild men wanders are any of these xenotypes, any reason for that?
SculptedFool Jul 31 @ 1:26pm 
With this mod and Intimacy - gender works, it is impossble to remove or add new reproductive organs.
Morcalvin Jul 27 @ 5:35pm 
Is there a way to have something like an ideology precept where a colony can disregard the alien appearance modifier? I could see a xenophiliac colony not being bothered by someone having insectoid features
Tenebruce Fogoster Jul 27 @ 8:20am 
Idea (I don't know if it would be possible) : Be able to toggle pregnancy type in the mod's option.
- 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.
Mimots_the_Jellyfish Jul 23 @ 4:56am 
I am using a dual wielding mod and they are having FUN with it ! tried it on a new save and morphs are working as i said it was just a mod list problem !
Still loving it !
RedMattis  [author] Jul 23 @ 3:54am 
@Guineatown20806
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.
RedMattis  [author] Jul 23 @ 3:54am 
@LossCoss
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.
LossCoss Jul 22 @ 7:12pm 
Hi, Is there a way for me to take this species to space? Cause they cant wear armor so i cant put vacsuits on them, should I try to find a vacbelt mod or is that something you plan to add to this mod?
Mimots_the_Jellyfish Jul 22 @ 7:38am 
just wanted to say that i ADORE this mod, i've alway loved hive type gameplay but found it hard to do and with this i'm just smithen.
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.
Guineatown20806 Jul 21 @ 11:58pm 
Just asking, I had lots of issues with this and Bugparts 2 on 1.5. Has anyone encountered any major issues in 1.6? Back in 1.5 I had issues like, crashing upon planet generation, the xenotypes being very buggy in general, having lag when they were on the map and many other problems the worst one being the crash issues. I wanted to add the mod, but due to these problems I had I didn't, fearing these issues.
dominickwriter Jul 16 @ 1:18pm 
Is there any way to make a xenotype birth a completely different xenotype?
PASSION Jun 26 @ 4:24pm 
thank you so much for the listing of this mod as capable with 1.6; the mobile ship feature of basrgame is going to revolutionize my bug playthrus!! i really adore and cherish this mod, its my favorite rimworld mod!! and this mod is something ive been looking for for years in games <3 thank you very much my friend!!

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!
RedMattis  [author] Jun 23 @ 9:27am 
@nixonwestbrook
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. :)
/\/0()b562 Jun 22 @ 12:20pm 
do insects attack these xenotypes or do they have a gene that stops it?
OddHornedNinja Jun 18 @ 4:15am 
So I've been curious about this for a bit, what made you have all the females be bald but not the male cast members? I get the Emissary but I find the others a bit odd.
Decoy Jun 14 @ 11:49am 
Is there a way to make custom xenotypes lines that metamorph?
RedMattis  [author] Jun 5 @ 7:44am 
@The Lord Pootis
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.
SAUCE__GODD Jun 4 @ 1:59pm 
I mean the spidermandibles aren't really manidbles

Their fang-like mouthparts are called "chelicerae" and are designed for grasping prey/venom delivery as opposed to mandibles which cut/chew
The Lord Pootis May 20 @ 12:14pm 
Hey, I don't know if you take suggestions or anything but I think the additions of some extra morph criteria genes could be pretty cool, like for example one that could involve the consumption of something specific like jelly or royal jelly from the VFE mod.

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?
icytux May 4 @ 7:32pm 
Can the simple big and small genes mod be used instead of the other one? Was trying to see if we could get this series to work with multiplayer but it unfortunately doesn't, even just having the framework alone breaks it.
aj Apr 16 @ 6:06pm 
xeno queen making me act a fool
Oburi Apr 16 @ 2:38pm 
is there a way to keep them with human heads?
BattleBird Apr 14 @ 12:39pm 
I reloaded the save and they changed.
BattleBird Apr 13 @ 4:30pm 
I've tried to do a full colony with a queen and consort but when the Nymphs and Algate's are born they progress through their life stages normally but never morph, they seemingly only get 1 growth opportunity (them turning to adult) then after that they don't morph.

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.
RedMattis  [author] Apr 11 @ 12:18pm 
@Zorilla
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. :)
ZorillaMyrid181 Apr 11 @ 5:30am 
Are the children from the queen and consort supposed to be marked as a hybrid for a race? I ended up disabling the better genes mod thinking it was the one causing it, but now I think I ended up making one that'll permanently be a nymph. Starting a new save anyways, but just making sure that's how it is supposed to be and not either form of the nymph. (The workers seemed to work fine unless I got lucky, it's just the queen with a consort that gave me issues)
UyTheo Apr 10 @ 1:40pm 
@CAPT Juggernaut would the mod allow me to chare the xenotype with others if I am playing multiplayer?
CAPT Juggernaut Apr 6 @ 6:14pm 
Maybe the mod:(Custom Xenotype Exporter Tool) will help, it helped me make many xenotype mods compatible. The mod allows you to make patches to existing xenotypes by overriding them and you can make custom ones like in the name.
Quickdraw6 Apr 2 @ 6:13pm 
Huh, odd that they'd be hardcoded like that...

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.
RedMattis  [author] Apr 2 @ 2:38am 
@Quickdraw6
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?
Quickdraw6 Mar 9 @ 6:41pm 
Regarding the VRE Insector + Insectoids compat, would you consider adding the Hiveglands gene to the xenotypes so that they can build hive structures? I love these Insectors compared to the VRE ones but it's hard to build a hive-y colony without those structures!
queenelise9830 Mar 8 @ 1:59pm 
Cool thanks.
RedMattis  [author] Mar 8 @ 1:47pm 
@queenelise9830
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. :)
queenelise9830 Mar 4 @ 6:42pm 
Also of note: Is there a way to reliably get more Consorts and/or Princesses that *aren't* biologically related to your existing colonists? I don't want to resort to enabling a "sweet home Alabama" mod just to get more queens.
RedMattis  [author] Mar 4 @ 12:24pm 
Noted on the requests for regular jelly/jelly pot alternatives. I'll add figuring something out to my to-do list. :)
queenelise9830 Mar 4 @ 6:45am 
+1 to allowing the Queen to produce either type of jelly. Emissaries are too rare to count on them for this.
[H.M] Hellfire Feb 23 @ 10:30am 
woud it be possibe to add a variant to the litter offspring gene? more specifically and "egg batch" gene that lays that many eggs instead of living birth
Saberris Jan 17 @ 3:56pm 
I am loving this mod so far, it was exactly what I was looking for in a bug-themed "zerg-like" run. I don't suppose there would be a possibility of adding a jellypot caste, or allowing the queen to change whether she generates royal or normal insect jelly?

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.
Swarthy Dec 30, 2024 @ 6:56am 
@Passion
I'll test this mod out myself and see if I get the same thing
RedMattis  [author] Dec 24, 2024 @ 6:51am 
@Passion
I’ll have a look.

If you are running relationship-altering mods they might be overwriting the drone behaviours/patches btw.
PASSION Dec 23, 2024 @ 1:44pm 
Hiya, the vanilla 'my daughter died' and 'colonist died' are present *in addition to* 'drone died', when a drone dies. Is this an intended feature? I interpreted it as replacing vanilla human social dynamics with the hive social dynamics. Thank you friend!

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
RedMattis  [author] Dec 14, 2024 @ 5:53am 
@LossCoss
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.
War potato Dec 14, 2024 @ 4:08am 
any chances for 1.4 comp?