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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?