RimWorld

RimWorld

Mantodeans Continued
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Update: 2 Aug, 2023 @ 3:53pm

Update on 8/2/2023 3:52:59 PM.

-Reversion of Scenario Defs to an older format now that its not needed to force Xenotypes.

Effectively I had to force xenotypes of Mantodean Baseline on the scenario start before an update to HAR went through. That is no longer needed. This may fix some peoples issues who have not yet purchased Biotech. Still looking into any other changes that need to be done to fix that but this Scenario start issue should now be fixed.

Update: 2 Aug, 2023 @ 1:21pm

Update on 8/2/2023 1:21:27 PM.

-Removed Mantodean Mortar Turret... Still WIP and wasn't meant to be there.

Update: 2 Aug, 2023 @ 12:53pm

Update on 8/2/2023 12:53:10 PM.

Brood Update

Hello! The Brood Update is here at long last! Bringing with it a number of significant changes to how eggs are processed in your hives as well as several updates to other minor systems and changes to a few things within the greater scope of the mod to just make it run better!
The biggest changes are with the Broodmothers and egg system and how all of that functions so I'm going to go over it here.

Broodmothers previously produced a scarab egg every two days and you'd have to race against time to use those eggs for whatever brood you were trying to produce, not to mention this had a tendency to cause a lot of scarab bloat.
With the Brood Update Broodmothers will now produce 3 unfertilized eggs per day and those eggs will be dormant until you need to use them to create new broods. Egg recipes have also been transferred to their own workbench called the Brooding Bench.
Created with a broodmother egg, mutate, and then either mantodean jelly, mantodean royal jelly, exudate or propolis this new bench will free up recipe space on the old jelly maker and allow a better flow for hives. (Broodmother eggs can still be made at the Jelly Pool as well as the Brood Table.)
The practical bonus of all this is that egg management will be easier and you can field several more Broodmothers as your needs increase or decrease over time without having to worry. The new brood table can also be handy in keeping your eggs separate from kitchens and other zones where consumption of food could occasionally become... problematic.
Broodmothers and eggs will be much easier to handle and manage and you won't have to worry about killing off scarabs all the time as you will have control of how many you produce.

Speaking of Scarabs! Scarabs also got a hefty additional rework with this update, now able to automatically clean and haul after being trained to guard (technical limitation) they can now be the little drone workers they were always meant to be for your hive!
Scarabs will prioritize hauling items to your store spots as well as refueling buildings that require it and then focus on cleaning up the ground of your hive! They'll also move material to building zones and in the case of replacing a building will even sometimes deconstruct it for you.
As another part of their rework when you produce one of their eggs you will instead create four separate scarab eggs. This will help to quickly establish your little army of worker drones for your hive and reduce the effort you need to put forth to manage them.
Remember that you will need to train a scarab to at least the guard level before they will begin taking up this new work. It is also important that I note SCARABS MADE PREVIOUS TO THIS UPDATE WILL NOT WORK. Due to code not propagating to older versions of the Scarab unfortunately you'll need to replace your current horde.

Another addition to the Brood Update are several new lesser castes to fill out your hive!

The Mantodean Scourge: A small combat form of the scarab, these flying, stinging, biting and stabbing little monsters are produced from scarab eggs modified at the Brood Bench and produce 6 eggs for every 1 Scarab egg. You can really overflow with these little guys (though I recommend only doing so prior to expecting to lose them in combat.) and swarm your enemies to death.
Scourge are however glass canons and their real power comes from numbers and their ability to ignore terrain as they move. Expect to lose them in droves and don't worry about it!
The Mantodean Marauder: A larger variant of the ripper, these powerful creatures have been modified to fire hardened spines from their carapaces to counter industrial level weaponry found among civilized cultures. But don't let their ranged power fool you, these creatures are no slouches in close combat either. Their bite, horn attack, and scything talons will make any foe think twice.
Marauders are draftable and capable of firing quite quickly. Using them with hit and run tactics can decimate approaching foes before they even come close to your sentient mantodeans. Using them in tandem with Guardians, Hulks and Rippers is a bloodbath.
The Mantodean Mutaphid: A derivation of the Jellyphid these phids are able to produce mutate passively and help keep your hives topped up. Weak on their own and very dim witted, you'll want to keep them within the safe walls of a paddock.
The Mantodean Bluephid: A derivation of the Jellyphid these phids are able to produce blue jelly passively and help to keep your hives warm in cold biomes. Weak on their own and very dim witted, you'll want to keep them within the safe walls of a paddock.
The Mantodean Mediphid: A derivation of the Chemphid these phids are able to produce medical jelly passively to heal your hive of physical harm and diseases. Weak on their own and very dim witted, you'll want to keep them within the safe walls of a paddock.

A whole bunch of additional changes have been done to all lesser castes adjusting their armor, combat capabilities and production rates.

Six new mutagens have been added. Tender Arms that increase yield for all animal harvesting and the speed of harvest. Resonance Horn that make it easier to tame and train animals. Chameleon armor that makes it harder for animals to detect you while hunting. Eltex arms for psionic mantodeans defense, eltex armor for light and heavy use.

New Textures for a whole lot of the jellies and resources of the Mantodeans! I've also added in Mantodean Chitin as the laether type for the larger lesser castes and Hulks now produce it as a shear-able material. Mantodeans can now also turn leather into mutate or exudate and turn textiles into Mantodean Silk!

Chitin and Silk don't have a lot of uses yet and they will have alternative options for producing more later down the line, however in later game elements I have planned they will both become much more important.

Mantodean Royal Jelly is now here! Working the same as Mantodean Jelly overall except that it counts as a Lavish Meal and when used as a construction material it makes a very beautiful version of that item as well as increasing cleanliness at the cost of a very weak health.

A whole bunch of other minor changes have gone into this update and should improve some aspects. Like for instance Corpse Jelly can now use any desiccated Corpse and only requires one and produces more Corpse Jelly per make. Mantodean Hearts can be made from a corpse and some mutate too! (this will later also allow replacement parts to be grown for arms and legs and other organs as well.)

-Broodmothers now produce 3 eggs per day instead of 1. Eggs are now unfertilized until acted upon in the new Brood Table building.
-Brood Table Added. All egg recipes are handled here.
-Scarabs can now clean!
-Scarabs can now refuel.
-Scarabs will now only need to be trained to the Guard level to be able to use these new abilities!
-Added Marauders.
-Added Scourge.
-Added Mutaphid.
-Added Bluephid.
-Added Mediphid.
-Added Royal Jelly.
-Added Tender Arm Mutagen.
-Added Resonance Horn Mutagen.
-Added Chameleon Chitin Shell Mutagen.
-Added Eltex Arms Mutagen.
-Added Eltex Light Shell Mutagen.
-Added Eltex Heavy Shell Mutagen.
-Adjusted All Castes stats.
-Adjusted Multiple Recipes.
-Minor adjustments to all sorts of other files!

Update: 14 May, 2023 @ 3:08pm

Update on 5/14/2023 3:07:51 PM.

-Maaaay have forgotten an N somewhere... I swear I can spell.

Update: 14 May, 2023 @ 2:59pm

Update on 5/14/2023 2:59:23 PM.

-Updated Preview image and changed mod name to alleviate confusion about Mantodeans C+E and whether or not it was compatible with Combat Extended. Mantodeans Continued is not compatible at this time though after the Brood Update I will look into how much work I need to do to make it compatible for those who use it.

Update: 12 Apr, 2023 @ 4:49pm

Update on 4/12/2023 4:48:50 PM.

- Changed Medical Jelly to be under the Mutagen Bench research.
- Added new Mantodean Trader types including the Standard, Jelly Trader, Slave Trader and Brood Trader.
- Slight adjustment to the Meat def.

Should now come with less major Dev Mode Bugs!

Update: 12 Apr, 2023 @ 3:12pm

Update on 4/12/2023 3:12:36 PM.

- Adjustment of what I think is causing things that... *should* fix it.

Update: 12 Apr, 2023 @ 2:55pm

Update on 4/12/2023 2:54:57 PM.

- Changed Mantodean Lesser Castes to use their own base MantoInsect.

Re-adding the previous update in small parts to isolate which one is causing the issue. In the future I will have a "Dev" version of Mantodeans to work with myself and my testers and you all shouldn't see this anymore. >.>

Update: 11 Apr, 2023 @ 5:19pm

Significant error involving the Spawn Thing command in Dev Mode has caused me to revert all changes after this point as it Should be the last working build.

Update: 11 Apr, 2023 @ 5:17pm

Update on 4/11/2023 5:17:34 PM.

- Another attempt to fix the issue.