RimWorld

RimWorld

Big and Small - Xeno Insectoid Hive
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
Oburi 16 Apr @ 2:38pm 
is there a way to keep them with human heads?
BattleBird 14 Apr @ 12:39pm 
I reloaded the save and they changed.
BattleBird 13 Apr @ 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] 11 Apr @ 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 11 Apr @ 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 10 Apr @ 1:40pm 
@CAPT Juggernaut would the mod allow me to chare the xenotype with others if I am playing multiplayer?
CAPT Juggernaut 6 Apr @ 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 2 Apr @ 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] 2 Apr @ 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 9 Mar @ 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 8 Mar @ 1:59pm 
Cool thanks.
RedMattis  [author] 8 Mar @ 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 4 Mar @ 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] 4 Mar @ 12:24pm 
Noted on the requests for regular jelly/jelly pot alternatives. I'll add figuring something out to my to-do list. :)
queenelise9830 4 Mar @ 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 23 Feb @ 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 17 Jan @ 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 30 Dec, 2024 @ 6:56am 
@Passion
I'll test this mod out myself and see if I get the same thing
RedMattis  [author] 24 Dec, 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 23 Dec, 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] 14 Dec, 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 14 Dec, 2024 @ 4:08am 
any chances for 1.4 comp?
LossCoss 7 Dec, 2024 @ 12:05pm 
Are there hidden conditions for emissary and mutant to form? If not what are the chances roughly? I'm not complaining just curious.
LossCoss 3 Dec, 2024 @ 8:14am 
LOVE THIS MOD
finalshdw 30 Nov, 2024 @ 6:55am 
This is super awesome, I love how this is done. I am going to do this with my VFE Bug playthrough.
Piritokus 14 Nov, 2024 @ 2:58pm 
ayo my bad im blind i didnt see the bug parts in the required items section Dx sorry
Piritokus 14 Nov, 2024 @ 2:53pm 
it says that there is a missing dependency called vera.bug for the Big and Small Xeno insectoid hive, is it safe to ignore because of the Big and Small frame work? :O
RedMattis  [author] 6 Nov, 2024 @ 3:04am 
Litter pregnancy should be fixed. It got disconnected during the overhaul of the framework that happened very recently.
Shadowzfire 5 Nov, 2024 @ 11:33pm 
Anybody know why the litter pregnancies may not work and only one baby gets spawned at a time? Admittedly i have a lot of mods, but no error seems thrown on birth..
Eokai 5 Nov, 2024 @ 12:15am 
Thank you for such an awesome mod, I've been enjoying it greatly :steamhappy:
Michael 15 Oct, 2024 @ 12:57pm 
So after my Dwarven Mountainhome colony crashed and burned in Mechanoid fire, I went back to the drawing board on the Formica Sapiens colony. I found the Xenotype Exporter mod, which worked exactly as described (I used the Tabula Rasa mod to access the xenotype editor) and played nicely with Big & Small's morpher code. Problem mostly solved.

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.
Michael 7 Oct, 2024 @ 12:24pm 
Hey - thanks for your response.

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.
RedMattis  [author] 7 Oct, 2024 @ 12:27am 
@Michael
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>, ...)
Michael 6 Oct, 2024 @ 4:03pm 
I've decided to just use Primary/Secondary Inheritance genes and the Character Editor mod to transform a drone into a Queen occasionally. But it would neat if Binary Inheritance could be weighted somehow to create castes that have a skewed population ratio, perhaps by a more nuanced interaction with your Dominant/Recessive genes.

Again, your mods are terrific, really just very impressive; thanks again for your work.
Michael 6 Oct, 2024 @ 4:02pm 
My only problems with the arrangement that I have two choices: A, all the Queens' children are roughly half Queens, half Drones/Soldiers; or B, All the Queens' children are 100% Drones/Soldiers.

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.
Michael 6 Oct, 2024 @ 3:55pm 
This is a stellar mod - very cool; also your other mods, Big and Small: Etc. is a great set of tools. I've been wanting to do a hive/insect colony for a long time and this, along with your collaboration on Oops! All Bug Parts is just, almost, exactly what I've been needing to make it really 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.
ShadowEater25 5 Oct, 2024 @ 5:30pm 
A fix for now is to just not play with HAR mod
ShadowEater25 5 Oct, 2024 @ 5:24pm 
insectoid morphology gene specifically it is not working with
ShadowEater25 5 Oct, 2024 @ 5:18pm 
it is just normal duration and not the time I set it to be, I want One Day Swarm!
ShadowEater25 5 Oct, 2024 @ 5:16pm 
Hey! may there be compatibility with this mod? The Mod works fine unless is it these insects for some reason.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880967245