RimWorld

RimWorld

Marro
108 Comments
bjorn 25 Jul, 2023 @ 6:50pm 
they are so gross. i love them
The guy who asked 10 Mar, 2022 @ 11:00am 
is this a dead mod?
jvstough 26 Dec, 2021 @ 1:58pm 
I cannot draft any of my drones
Vexacuz 4 Nov, 2021 @ 9:24am 
1.3 ?
TurtleShroom 10 May, 2021 @ 12:55pm 
Those make me think of the aliens from "Independence Day".
dhwty935 21 Dec, 2020 @ 5:05am 
I don't know what's going on, but unloading SOS has STILL left me needing vanilla Starflight Sensors to build a damn mushroom door. It shows up under Unlocks: Organic Door, Sensor Cluster. My fungi must really want to see space.
dhwty935 20 Dec, 2020 @ 4:57pm 
I would love not only compatability, but support for SOS!
Zot!  [author] 20 Dec, 2020 @ 4:41pm 
I also now think it would be fun to make an EVA suit for my marro, or maybe some way to just make them not require oxygen, that would be neat
dhwty935 20 Dec, 2020 @ 4:37pm 
whatever it was, thanks for confirming I'm not imagining it!
Zot!  [author] 20 Dec, 2020 @ 4:36pm 
Whoops I meant it was ship sensors
Zot!  [author] 20 Dec, 2020 @ 4:35pm 
just testing and I can confirm that it requires research from SOS2, for me its life support. I took a quick look through the SOS files and I'm still confused how this could happen, I'll go shoot the mod author a message. I also found a error about the marro faction leader I'll have to get figured out.
Zot!  [author] 20 Dec, 2020 @ 4:19pm 
@dhwty935 that is very strange, I'm not totally sure what could be causing that, my research prereq is called marrofurniture so I don't think that should be overlaping with SOS. Are the rest of the marro structures under this research as well? Ill post a comment on the SOS page and see if I can't get a response.
dhwty935 20 Dec, 2020 @ 4:06pm 
@Zot! I try to play them tribal but it sucks I can't use an authentic veiny door without space travel first! No fix then? If so must be SaveOurShip..
Zot!  [author] 20 Dec, 2020 @ 1:11pm 
@dhwty935 I'm not sure why that is, but I think thats hilarious. do you use marro in space? They can't wear alot of clothes so that probably doesnt work great
dhwty935 20 Dec, 2020 @ 11:43am 
I use SOS and the marro door seems to require researching, I think, life support from SOS. weird.
Zot!  [author] 20 Dec, 2020 @ 8:51am 
Nice to see people are still following this mod!
Vexacuz 20 Dec, 2020 @ 7:01am 
Yo 1.2, very nice
Enemy Post 20 Oct, 2020 @ 10:11pm 
Wow, I never thought I'd see the Swarm of the Marro again.
Druidefuzi 20 Jul, 2020 @ 10:46am 
Thanks! It´s not hard to do turrets actually. Yeah i want to add bio-electricity stuff too at some time, the current turrets work without power. If you need help or something just ask!
Zot!  [author] 20 Jul, 2020 @ 9:38am 
Awesome! I really love the structures and animals in your mod, as well as the different themes. I wanted to add my own turrets and bio-electricity stuff to my mod but never got around to it.
Druidefuzi 20 Jul, 2020 @ 9:14am 
Alrighty! Thanks for the fast answer :D Ty! Your mod gave me the idea of the theme!
Zot!  [author] 20 Jul, 2020 @ 8:47am 
You could totally use that, but it isn't my code. That's a assembly I got from SargBjornson from his Genetic Rim mod. I have no idea how to use C#. He is totally cool about people using his code though. Your mod looks awesome, I'll have to keep it in mind for my next playthrough.
Druidefuzi 20 Jul, 2020 @ 8:34am 
Hey, would you mind me utilizing your code for HediffCompProperties_GenericHatcher for my own mod? would give you credits and write explicitely that this code was made by you!

would be similar to your fungal growth for this mod
Vexacuz 30 Jun, 2020 @ 6:40pm 
This is horrid. I LOVE IT !
Mitz  [author] 18 Jun, 2020 @ 12:44pm 
well... he is using code from the industrial bullets... Probably why it isn't working...
Probably it does a brute-force attack on the "industrial ranged base" wiping out all weapons, industrial or not, that use bullets.
Evagrius 18 Jun, 2020 @ 11:18am 
then i think they arent compatible with medieval setting. I can only make the axe the blase the impaler and the cleaver zero ranged items
Mitz  [author] 17 Jun, 2020 @ 4:48pm 
They're all under the marro tech-line. I have to get back into modding to condense the research... a bit... marro have waay too many researches for themselves :P
Evagrius 15 Jun, 2020 @ 12:05pm 
oh i guess it just gets made into simple meal, lol i was thinking it would be "cooked marroshroom" or something lol! One other thing ive noticed, ive researched the ranged weapons, but have no ranged weapons to craft. are they just not implemented yet?
Mitz  [author] 13 Jun, 2020 @ 4:42pm 
IIRC marroshroom (the food) should be able to be cooked like raw fungi.
I may need to give a quick check to make sure things work, but I think it worked fine for me.
Evagrius 12 Jun, 2020 @ 7:20pm 
so my marro keep gettin food poisioning. Is there a workstation to cook the marroshroom that i dont see?
dhwty935 6 Jun, 2020 @ 6:57am 
Hi, I noticed too that the door was missing after researching it (under Furniture). In a different non-Marro space-era game, it showed up after researching Basic Ship Sensors in the Save Our Ship mod. Weird!
benai 2 Jun, 2020 @ 10:16am 
I have made a few things but i dont like them or dont work as intended^^.
The graphics of the Marrden Hounds and elder DoomViper are looking not good and doesnt match my taste.
But at least i understand now a little bit why i do things^^.

Ah what i just saw is that the door isnt working. Dont know if it is because its under Marro furniture instead of Marro structures.
Zot!  [author] 1 Jun, 2020 @ 4:20pm 
Yeah you are welcome to use anything from the mod. I would love to see an endgame version of the naagrub, I use a free software called paint tool sai, I can send you the original files with layers instead of just the pngs if you want to use it. I usually use notepad++ for code editing.

So when you add an update to github I'll approve it and then I'll download it to my computer and check for bugs then I'll upload it to steam. It's a long process because I'm the only one who can update the mod on steam. I've found that it was much eaiser to add code with the desktop app then the website.
benai 1 Jun, 2020 @ 2:35pm 
Ty for the info. I found the things i was looking for. Then i need to create a github account tomorrow.
Can i use also your pictures?
I want to create improved versions of the DoomViper and Naagrub and an endgame version of the Viper or Naagrub. Its easier to start from something that is already drawn :-) Which programm did you use for it?
And maybe other things. Depends on the time i have and how far my interest is and keeps up^^

So i log in change things and you see it like a new copy of this file?
Zot!  [author] 1 Jun, 2020 @ 2:17pm 
Thanks for the well wishing!

If you ever want to work on the mod you can check out the github here: (https://github.com/tuckerjphillips/Rimworld_Marro) and you are welcome to make any changes which I can look over and spotcheck. Even with only changing basic values you could probably add traits and dividers as backstories, and I'd be happy to add it to the mod.

The mod isn't too complicated, other than the horrible bootstrapped C#, but it does use humanoid alien races, which is pretty similar to vanilla. They have loads of tutorials online and a super helpful discord.
benai 1 Jun, 2020 @ 2:08pm 
And i think need to understand the synatx and the commands.
Good luck with your surgery. I hope its nothing to serious.
benai 1 Jun, 2020 @ 2:06pm 
My programming skill is ending with changing already existing mods or to increase or decrease values or adding new things like:
<disallowedTraits>
<li>DrugDesire</li>
<li>NaturalMood</li>
<li>Nerves</li>
<li>Neurotic</li>
<li>PsychicSensitivity</li>
<li>TooSmart</li>
<li>Prosthophobe</li>
<li>Greedy</li>
<li>Jealous</li>
<li>DislikesMen</li>
<li>DislikesWomen</li>
<li>Xenophobia</li>
<li>AnnoyingVoice</li>
<li>CreepyBreathing</li>
<li>Pyromaniac</li>
<li>Wimp</li>
</disallowedTraits>
into the ThingDef_AlienRace below
alienRace>
<generalSettings>
<maleGenderProbability>1</maleGenderProbability>
Zot!  [author] 1 Jun, 2020 @ 1:43pm 
Love the ideas, and I do have plans to implement some of them. I am having surgery this week, life is crazy, but I will work more in the future. I do have plans for a marrosteel resource. It would be cool to add more armors and weapons in the future. The Marro workers already have an upped movement speed. I really like the idea of the removing traits, I might make it so there are both "hive" and "free" types where free are more humanlike in terms of thoughts while hive are unfeeling. I want to add females at some point, but I'd like to make them special, I had the idea of giving them physic powers or maybe some insane shooting skills or something but my lack of coding knowledge holds me back. I should add the dividers as a backstory, I would love to do something more unique with them but don't have any C# skills. If anyone in the comments knows how to do C# help would be much appreciated.
benai 1 Jun, 2020 @ 1:18pm 
After playing it bit i miss a few things.
Armors and higher tier materials to increase the damage weapons are doing and reduce the amount your colony members get. I know they have natural armors buit why not use more armor when you can get it?^^ Like a breastplate.
They are all Steel and Marroflesh. Would be nice if we could use all avialable materials and maybe get a new refined Marroflesh.
benai 1 Jun, 2020 @ 1:18pm 
Maybe you could think about restricting traits form them that arent matching a hivemind race.
Everything that is egoistic or a "mental disorder" (Drug Desire, wimp, nudist, kind, friendly, ....). And give to all Marros the trait cannibalism and psychopath. And the worker should get in addition to it industrious or hard worker, maybe also jogger or fast walker.
The basic + points should be rised because you have later no background stories for your incubated Marros.
Maybe you can add a minimalstic chance of getting a female and add a sprite for them.

It would be also nice if the high Marros (Overlord and Hivelord) have some skills like in the Genetic Rim Mod. But i think passive buffs would be better. That they increase the battle brawness of the surounding Marros. (Give a moral boost, better hit chance, dmage and armor or something like that)

Do you think you could add the Dividers as a larvae? With special traits for melee combat? (brawler, abrasive, psychopath, cannibalism, tough)
Zot!  [author] 30 May, 2020 @ 12:58pm 
No problem, I'll look into the genetic rim issue.
benai 30 May, 2020 @ 12:57pm 
Ok my fault i put the mod complex jobs not at the right place in the modlist. It must be last. Now it is working properly. When you dont read what the modautor writes. Sorry for that.
Zot!  [author] 30 May, 2020 @ 12:39pm 
You should be able to use them after 1 season or a quarter year. I wasn't aware of the genetic rim problem but I will look into it, though I have zero C# skills so we will see. I'll try this out with questionable ethics, that is strange. Thanks for the feedback!
benai 30 May, 2020 @ 12:33pm 
Mhm, when can i use the new crafted colony forces? At the moment they are all useless because they have only patient and sleeping as an option and the game itself told me that they are old enough to work. I have this also with Questionable Ethics Enhanced that the cloned people are in 99% of the time completly useless.
Could there be some sort of mod or RimWorld Version bug?

Could you check the "incompatiblity" with genetic rim? Its kinda strange to receive an aberrant fleshbeast when the hatching of the larvae is failing.

I like this mod still i miss the ant, bee, termites hive structure from all eusocial species. The queen or royal couple (for termites) produces endless amounts of eggs which gets later one due to food or moulting (for termites) into their specific form.
Kaellen Havarok 11 May, 2020 @ 4:05pm 
Ah, Ok.
Zot!  [author] 11 May, 2020 @ 3:09pm 
They shouldn't be, most of the higher tier are even faster, but after they are first born they may be slower until they mature. They take 1 season to mature.
Kaellen Havarok 11 May, 2020 @ 1:17pm 
Minor question but are the Marro supposed to be extremely slow compared to other races?
Arianna 9 May, 2020 @ 5:36pm 
That's awesome, I just saw the patch Zot!! Marro's definitely making a comeback on my Rimworld. Much thanks, I appreciate it!
Zot!  [author] 8 May, 2020 @ 11:36am 
Hey @Arianna I have now moved the expanded plants functionality to a seperate mod to remove the problems with seeds please.
Zot!  [author] 6 May, 2020 @ 11:26am 
I don't think I'm going to start work on new mods for a little while, I want to totally finish up this mod before I do. I have some more ideas for this mod I want to implement first., I want to add some more stuff like a magic user pawn and some new ways to use the Marro technology as Humans. When I do start on a new mod I'd love to make a magic mod, I had an idea for one roughly based on the stormlight archives, but I currently don't have enough coding experience to do that. I've got my school finals going on so its a little hard to find time and motivation to work on mods.