RimWorld

RimWorld

Black Widows 1.1
308 Comments
Umbra Animo 5 Oct, 2020 @ 10:55pm 
I find it interasting how they all seem to look pregnant.
Mlie 30 Sep, 2020 @ 1:05am 
Published an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2243686995
Hope it helps anyone!
[Des] Archina 18 Sep, 2020 @ 7:44am 
Yeah I am guessing JecsTools is the issue here. On the other hand vanilla now feature a reloadable component as well items that yield abilities.
Bloody Carrotkey 31 Aug, 2020 @ 6:22am 
I am using this race in a medieval playthrough in 1.2
So far I have not encountered any issues, and their faction seem to only use melee weapons and grenades (which I am ok with like they are fireballs).
viirinsoftworks 15 Aug, 2020 @ 6:03am 
Hey Zamnath checking if you're going to go to 1.2 or if I should ask Mlie if you're too busy or unable
Zell 5 Aug, 2020 @ 4:00pm 
What would attempting to play this without Jecstools do? I hadn't been aware this used it until tracking it down in error logs while loading up multiplayer (the mod manager doesn't show Jecstools as a requirement for it, was the issue). Would this be a small thing or loss, or render them unusable?
zamnath  [author] 18 Jun, 2020 @ 11:29pm 
That was the original intent, yeah. Unfortunately, had to switch to brains. How does it feel, balance wise? My general testing of Widows found them powerful but their abilities are offset some by the time they spend gathering silk from themselves and how easy it is for them to lose legs and end up quite slow. I'm interested to hear the perspectives of others.
ColKev1 18 Jun, 2020 @ 7:55pm 
Not sure if it's a bug on my end, an oversight, or a intentional design change in 1.1, but I seem to remember the womb minds(Brood minds now) +2.00 consciousness offset by the (removed)heart minds -1.75 offset so the race would not have a super large innate consciousness as they seem to have in 1.1.
zamnath  [author] 15 Jun, 2020 @ 6:27pm 
Will look into it. Test without first and let me know if things work.
CrimsonEX 15 Jun, 2020 @ 6:18pm 
The slave mod is here:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2021510577
Also I had a thought. It might be that as some factions only buy certain animals some factions might sell certain races.
zamnath  [author] 15 Jun, 2020 @ 6:10pm 
I'll look at some of those races. You might try making a test save without the rate increasing mod. What's it's name, btw? Depending on how it does what it does, it might be increasing certain races but not others.
CrimsonEX 15 Jun, 2020 @ 6:01pm 
The only mod I have that changes things that deal with slaves is one that jacks up the rates in which they appear, and the SRTS is just a fast caravan. Anyway I noticed that by far the two most common races are humans and arachne, followed by Nagas and Harpies as fairly common Jello people, Tieflings, Beetle people, Automatons and some others are all rare, Lizardmen and androids are insanely rare, Like I've only ever seen about one of each.
zamnath  [author] 15 Jun, 2020 @ 5:51pm 
Hmm. It could be an issue with a mod, should you happen to have anything that impacts slaves in some way, but it could also be something to do with the core game. Not entirely certain cause I've never played Rimworld in the way you're describing. Which races seem to show up? I might be able to look at the code for them and see if they do anything different from what I do.
CrimsonEX 15 Jun, 2020 @ 4:47pm 
ive probably been to over 100 cities and I keep noticing its the same few races that are for sale.
zamnath  [author] 15 Jun, 2020 @ 4:42pm 
They should, but I admit I haven't tested it. Not certain why they wouldn't be for sale, but next time I go through a round of testing I'll be sure to check it out.
CrimsonEX 15 Jun, 2020 @ 4:03pm 
That makes sense, also do widows have a chance to show up as slaves for sale? I've driven my SRTS to every faction on the map and haven't been able to find one for sale.
zamnath  [author] 15 Jun, 2020 @ 3:49pm 
It used to be a fair bet that they would because their core brains had very low consciousness and usually weren't enough on their own. Now that widows have regular brains, they can probably survive fine (unfortunately). Wish Tynan had coded psionics to tie into consciousness centers rather than specifically reference brains, but it is what it is.
CrimsonEX 15 Jun, 2020 @ 10:53am 
Oh yeah, are the widows supposed to die when their when brood mind is removed. I removed one and she went into a coma (because of death rattle) but uh she would've died
zamnath  [author] 15 Jun, 2020 @ 3:18am 
No problem. Glad to hear it's working.
VodkaWraithLizard 15 Jun, 2020 @ 2:48am 
The wine of memories mash recipe finally works! Thanks a lot man.
zamnath  [author] 14 Jun, 2020 @ 8:13pm 
That's normal. Widows have a second consciousness organ in their torsos. They are the anti-zombies.
Hazardous 14 Jun, 2020 @ 5:48pm 
bug with brains. I shot a widow in the head and destroyed their brain, but they're still alive
zamnath  [author] 14 Jun, 2020 @ 4:59pm 
@CrimsonEX: Widows don't do anything fancy with bases, so I'd be surprised if it's them specifically. That said, if it keeps happening and only seems to happen with widows, please let me know. I'll try and figure out what is happening.

@Vodka: I've just uploading a new fix with a manually inserted recipe. Let me know if things still don't work for you.
CrimsonEX 10 Jun, 2020 @ 7:52am 
I don't know if this is because of your mod but, I attacked a widow base and noone was there so I instantly won
VodkaWraithLizard 10 Jun, 2020 @ 4:24am 
Thank you for your work man, the psylink implant can now be installed successfully and works, however I still can't see a memory wine mash recipe, tried disabling VGP drinks again as well, and made a new brewery just to be sure, but the recipe is nowhere to be found.

Again when spawning the mash via dev command it's just category manufactured, no "created at" line.

Let me know if there is some specific info you need.
zamnath  [author] 9 Jun, 2020 @ 6:06pm 
Turns out that update broke pawn gen. Uploaded a quick fix which should allow both old and new saves to work fine with widows.
zamnath  [author] 9 Jun, 2020 @ 4:40pm 
Oh! And let me know if this doesn't fix things. Testing seemed good, but you never know.
zamnath  [author] 9 Jun, 2020 @ 4:39pm 
Have updated widows to have regular brains and have added a mash recipe based on beer mash. Hopefully thins will resolve. Might be a bit of a buff to Widows since it mans their intelligence is through the roof now. Will have to see and tweak things.
VodkaWraithLizard 9 Jun, 2020 @ 3:22pm 
Me again, sorry to bother you but I cannot for the life of me figure out how to make memory wine mash, it's not listed in the brewery, I tried dev spawning some to check their category which is listed as simply "Manufactured", no "Created at" headline.

I did research corpse lamps and beer brewing, am I missing something?

I also tried disabling VGP Drinks (vegetable garden project mod, introduces new beverages) in order to make sure it wasn't a mod conflict, but nope, and I have syrchalis' mod above everything.

The wine of memories option does appear in the new universal brewing barrel, but requires wine of memories mash....
zamnath  [author] 9 Jun, 2020 @ 10:43am 
That is... very interesting lol. Hope you enjoy the mod, viirin ^.^
viirinsoftworks 9 Jun, 2020 @ 9:25am 
I'd love it if they did have the "womb brain" plus "head brain", but I'd be happy with just the second brain's trait. With a few of my mods working together, this did happen to me once:

Children, School, and Learning + Black Widows + A Rimworld of Magic = Someone is born that isn't a drider, but they do have two brains and it really helps out their magical damage output.
viirinsoftworks 9 Jun, 2020 @ 9:23am 
Woo! 1.1 is up!
VodkaWraithLizard 9 Jun, 2020 @ 1:47am 
Cheers man, guess I'll just hoard up those implants for now, works for me!
zamnath  [author] 8 Jun, 2020 @ 5:37pm 
Ho. Now that's interesting. The easiest solution is liable to be to rework bodies so Widows have brains. I'll see what I can do in the next week or so.
VodkaWraithLizard 8 Jun, 2020 @ 3:21pm 
Heya, started a colony with this mod, really love the premise of bloodthirsty, cavernous, morbid psychic spider gals!

One thing tho: I've got Royalty (oh boy here we go) installed, thought it'd be convenient to accept the Empire at least for a time, but I cannot apply the psychic neural implant on the widows as they "lack a brain". Any way you could make psychic powers acquirable by the widows?

Alternative ways to get them psychic powers (e.g. other mods you'd recommend)?

It would be a real missed opportunity if after all the talk of psyonically-infused silk, weapons and equipment they didn't have any actual mind powers.

Mod's still great tho, hope you'll keep working on it!
zamnath  [author] 28 May, 2020 @ 2:40pm 
You're welcome :) Let me know if you notice any issues.
velack14 28 May, 2020 @ 2:13pm 
update YAY :3 thanks for the update
zamnath  [author] 26 May, 2020 @ 7:42am 
Finally! Finally! *laughs maniacally*
...
I think I've got it working. Will be making a separate mod for 1.1, just in case I messed up 1.0 while updating. Will also be doing testing on the updated widows mod via dropbox/discord for a few days before posting, just in case I've activated skynet or something. The dropbox link is as follows:

https://drive.google.com/open?id=1Sy05OFyVlHnzDjnodtAfksaPDOckAhLe

The dependencies for the mod are as follows:
Harmony -> Hugslib -> JecsTools -> Humanoid Alien Races -> [SYR] Universal Fermenter (which can be found on the workshop by searching for "universal fermenter)

Sorry for the wait folks, hope you all enjoy it either now or once I've posted it to the workshop.
zamnath  [author] 8 May, 2020 @ 11:36am 
I've got all the old assemblies for the mod updated and put together in a single unified assembly, but am still working through getting everything working together so I can build and test that assembly. Once I've got the assembly working, I'll likely need to update elements of the rest of the mod to get them working with the new assembly, then I'll put a test version of the mod up for testing on the widows discord (in the Humanoid Alien Races discord). When I do have that test ready, I'll be sure to let folks here know with a comment on the mod.
Magos Hudson 7 May, 2020 @ 7:05pm 
Dont want to rush you but any update on the status for the mod? Need my spiderfu's
zamnath  [author] 20 Apr, 2020 @ 11:47pm 
Sorry :( I think I've figured out coding in visual studio, so hopefully I can get it working by the end of the month!
viirinsoftworks 20 Apr, 2020 @ 8:28pm 
We're all waiting on you, Zamnath! I can't wait to use all this frozen human flesh for some gardening fun.
zamnath  [author] 7 Apr, 2020 @ 12:38pm 
Thanks!
Solzucht 7 Apr, 2020 @ 10:24am 
and there i were, thinking ive seen it all on loverslab.
xD
nice concept for a mod, tho (in my own opinion) would rather have them as vicious and difficult horde enemies than as pawns.
zamnath  [author] 6 Apr, 2020 @ 6:28am 
Sorry ^.^;; I am working on it, though.
Trogladonis 5 Apr, 2020 @ 9:04pm 
I await the return of my favorite spider-elf waifus. Hope you're doing ok, Zamnath.
zamnath  [author] 25 Mar, 2020 @ 8:33pm 
Sorry ^.^;; Working on it. Can't really start until April, though. In the middle of writing a dissertation chapter draft.
Cora 25 Mar, 2020 @ 8:17pm 
please update to 1.1 was like no way really!? and then aww darn. please update to 1.1 thx!
Yoonic 22 Mar, 2020 @ 1:16am 
Alright, I have contacted you on discord, give it a view whenever you like mate.