RimWorld

RimWorld

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Big and Small - Xeno Insectoid Hive
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Mod, 1.5, 1.6
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1.883 MB
10 Sep, 2024 @ 1:19pm
21 Jun @ 9:32am
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Big and Small - Xeno Insectoid Hive

In 1 collection by RedMattis
Red's Workshop Mods
40 items
Description
This mod adds the Xeno Insectoid Hive. A collection of insectoid xeneotypes centered around a Queen.

The Queen when paired up with a Consort can breed two kinds of juvenile xenos, Nymphs and Alates. It is expected that the former will grow into workers/warrior caste, while the Alates will grow into new Princess or Consorts.

Princess which are of mature age (18+) and have become pregnant will turn into Queens.

Rarely a Nymph or Alate can instead turn into an abnormal "Mutant" or "Emissary". The latter is much more humanlike, and also has access to Insector mutations if VRE Insectors is enabled.


Slightly dated image showing the castes and how they are created

Xeno Hive

The mod comes with an optional faction of industrialised xeno bugs. They are hostile by default but can be befriended, much like the "Rough Outlanders".

They have 3 general types of raiders. Standard xenos, typically with little to no clothing, and relying on their natural weapons.

Irregulars, which sometimes includes insects from outside the hive. These are properly armed and especially like drop-podding into your base.

Actual normal insectoids (including ones from VRE Insectoids 2). A given raid will tend to one or both of the former with some support from insectoids.


Image of some irregulars getting ready for a fight

Starting Scenario

The mod comes with a starting scenario. When playing this you will start with two princesses and two consorts.

In this scenario wanderers will typically be xeno hive members themselves, and the odds of xeno hive members (and other odd xenotypes) is a bit more common than usual from other sources.

New Genes introduced in this mod
(This is far from a complete list)


These genes make the carrier somewhat like those with similar sets of genes more, but dislike those different a fair bit, especially if they don't have an "Alien Appearance" gene. This goes both ways.

As for what counts as alike? It is fairly sophisticated, and should be fairly reasonable about what is a similar "alien" or not. The relationship bonus/penalty is fairly granular.


A variety of morph genes for xenotype design. These let you set up conditions which turn a pawn from one xenotype into another.


Carriers will have insectoid parts, including four arms to hilariously stick field hands on!


Aging is very fast. Also uses a new experimental system for aging towards end-of-lifespan.


A long list of changes. Notably they only care about death that they see, and memories only stick around for a short time. Also suitable for robot-like beings with artificial emotions.

Royal Xenotypes

Xeno Queen

The Xeno Queen is the core of the Xeno Hive. She is also the only (normal) mature female of the hive.

By breeding with a Consort she can indirectly produce all other castes of the hive. She will produce large litters of xenos which are all capable of taking care of themselves to some extent moments after being born.

She can also breed with fertile members of the worker caste, but if so she will only produce Nymphs that grow into more workers.

Keeping the Queen and her Consort should be the top priority of every hive.

Note: If VFE Insectoids 2 is enabled they will produce Royal Jelly instead of regular Insect Jelly.

Xeno Consort

Xeno consorts will typically pair up with xeno princesses or queen and form the core of a xeno hive.

Unpaired Consorts are known to leave their hives to find a princess to pair up with. These hive-less consorts sometimes join up with other consorts.

Xeno Princess

The Xeno Princess is a potential queen of the xeno hive.

They typically form pairs with Xeno Consorts and a number of drone workers. A princess will transform into a xeno queen once they are both fertilized and mature enough.

Sometimes princesses will hang around their original hive until a consort visits, but they sometimes travel in search themselves, especially if there are many princesses in the hive.

Working Caste Xenotypes
Note that working caste members have a fairly short lifespan. They tend to be easy to keep happy though.

Xeno Worker

The backbone of the Xeno Hive. Xeno Workers work tirelessly to keep the hive operational. They tend to be fairly competent in most tasks, but struggle to really stand out with any particular work.

Xeno Warriors

The bruisers and miners of the xeno hive, known to often go hand to hand with Scythers and come out on top.

Xeno Predators

Xeno Predators are the hunters of the hive. They strike fast and they strike deadly.

Predators are relatively frail, and their morphology is ill-suited for even basic clothes, significantly slowing them down if worn.

Although they tend to prefer using the natural weapons they are; along with Consorts; the only standard insectoids which have good enough eyesight to use long-distance weapons.

Juvenile Xenotypes
These xenotypes grow into another one once they reach age 13.

Xeno Nymph

An immature insect which will eventually grow up into a member of the xeno hive's worker caste.

Xeno Alate

An immature Xeno Hive insect which will one day grow up into either a Consort or Princess.


Mutant Xenotypes

Xeno Mutant

Mutants are a strange anomaly. They are like a wild unstable blend between the different castes, with the warrior caste being perhaps the most obviously prevalent. Also notable, like queens, they are always female despite being able to mutate from Nymphs.

It is unknown where the Xeno Hive came from, but their genetic composition is quite unstable. Sometimes the insect nymphs mutate terribly when they begin to reach maturity.

Xeno Emissary

A rare and peculiar mutations, that was for a long time thought to be a rare seperate co-existing lifeform among the xeno-hive rather than being born of it.

The current popular theory is that ambient archites or nanomachines somehow set off the metamorphosis into this oddly humanlike xeno hive member.

They look much less horrifying than the rest of the hive, to the point that other xenotypes are often willing to tolerate them, hence their name.

Note: If VRE Insectors is enabled they will have access to some Insector Genes.



Interactions and Compatibility
VRE Insectors
Emissaries will have access to Insector Genes

VFE Insectoids 2
If hostile, the Xeno Hive will sometimes raid using the new insectoids. That includes drop-podding bugs into your base.
The insects can walk on creep.
The queen will produce low amounts of royal jelly.

Credits
The mod heavily uses Oops all Bugparts 2 art by Vera. She also created all the pretty icons for the xenotypes.



Mod Discord
[discord.gg][ko-fi.com]
146 Comments
PASSION 26 Jun @ 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] 23 Jun @ 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 22 Jun @ 12:20pm 
do insects attack these xenotypes or do they have a gene that stops it?
OddHornedNinja 18 Jun @ 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 14 Jun @ 11:49am 
Is there a way to make custom xenotypes lines that metamorph?
RedMattis  [author] 5 Jun @ 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 4 Jun @ 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 20 May @ 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 4 May @ 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 16 Apr @ 6:06pm 
xeno queen making me act a fool