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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?
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.
I've retooled the Formica Sapiens to be born as Queens and retromorph into Soldiers or Workers, with the workers have the ability to Hermaphromorph and then morph into Queens when they become pregnant. I tried to have the babies remain Queens until their teenage years before morphing into their final caste, but couldn't figure out how to make that work. At this time everything appears to be working properly. If anyone was interested in building their own custom caste-based species using Morpher genes, the Xenotype Exporter mod will get it done.
I did find the morphWeight which you referred to, which is cool.
I fiddled around with using morph-genes and think they're a good solution. My problem is, near as I can tell, they can't refer to a Custom Xenotype, which Rimworld differentiates from "Premade" Xenotypes.
You're clearly using some kind of smart referencing in your code that allows all the other Xenotypes (even from other mods) to appear in the gene-list as potential morphs.
I need to sit down and figure out how to actually mod my Xenotype into the premade Xenotypes, but haven't done it yet; hopefully that will resolve this problem - as well as some other, similar problems I've had running custom xenotype colonies before.
You can use a child-stage morph and a morph weight to make queens rarer. See the XenoMutant's XML for an example (<morphWeight>0.2</morphWeight>, ...)
Again, your mods are terrific, really just very impressive; thanks again for your work.
A, 50% queens is... way too many.
B, makes it impossible to get new Queens.
Initially I thought the combination of Binary Inheritance and Dominant/Recessive Genes would result in offspring that had Binary Genetics, but weighted towards the Dominant parent; however, it appears Binary inheritance overrides the Dominant/Recessive Inheritance genes entirely.
I also tried to use Morpher genes to handle the problem, but there doesn't appear to be a way to combine them with Custom xenotypes. I fiddled around with mod files trying to put my custom xenotypes in the file structure somewhere your morpher genes would be able to refer to them, but I don't have the knowledge of Rimworld's filestructure and modding requirements to make it happen.
My current attempt is with Formica Sapiens; I've used Oops! and Big and Small to create a three-xenotype colony, consisting of Formica Sapiens Queens, Drones, and Soldiers. The Drones and Soldiers are all genetically male, with the Queens as their distaff counterparts. Currently I'm using your Binary Inheritance and Secondary/Primary Inheritance genes to ensure the castes stay genetically separate.
I wanted to leave a longer comment with some specific thoughts, but Steam has a 1000 word comment limit. Your mods are terrific, the fact they got me this close to making the idea happen at all is stellar from top to bottom. Thanks very much for your work.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880967245