RimWorld

RimWorld

Oops all BUGPARTS 2
264 Comments
duckgod69lmao 10 Oct @ 4:04am 
@Impos
The best mods that I personally know of for other custom xenotypes showing up is "Xenotype Spawn Control," letting you add and adjust which xeno's pop up in which faction (this is the more customizable option, really), AND "Alpha Genes," which adds two new factions (one that is friendly, one that is hostile), which house their own xenotypes, but also 60% of their factions are made up of YOUR custom made xenotypes!

The two can be mixed. Alpha Genes gives many, many new genes to mess around with, but is more intrusive (even if you disable the factions, the xenotypes can still pop up from random encounters, possible spacers, etc.).

Either way, have a good time rimming.
isablle 21 Sep @ 7:17am 
I'm subscribing cuz of the name it's so funny
Impos! 30 Aug @ 11:12pm 
Hey so, how do I use this?

I realize I can make a starting faction with these guys by adding them into an edited scinario- but can I make other factions with them?

How do I get more bugs if I'm the only group of them? (Aside from having kids I guess)

Is there some kind of "gene selection menu" that comes up at some point? I just bought the Bio dlc.
truncate 28 Aug @ 7:01pm 
is the exoskin body gone? i can't seem to find it even with just this mod loaded
Rat Alchemist 25 Aug @ 9:57am 
1.7 when?
KozmoD 24 Aug @ 10:18am 
@Seti A mod like that is everything I want! Bug people go!
Bones 19 Aug @ 8:11pm 
Are these races compatible with the Insectors? I like using these for insectoid play throughs, but it seems the creep slows them down.
Starempire42 7 Aug @ 5:02pm 
So how do you get back the Raptoriale if an arm is destroyed? Tried to replace the missing arm with a bionic one but did not give it back
Seti 7 Aug @ 4:39am 
Made a quick mod that allows for these to be usable on insectors, like insector genelines, can I upload it?
Kerian Halcyon 3 Aug @ 1:01am 
Feather antennae's not the only gene that's missing, there's a couple of others I've noticed as well - particularly the Queen Bee abdomen. At first I thought it was just removed because it's identical to the Honeypot one in all but appearance but apparently that might not be the case.

Doing a quick unsub/resub to see.
JuanCartoons 26 Jul @ 11:33am 
Rimworld and Bug Fables are some of my favorite games, this mod is like the holy grail
eban 25 Jul @ 10:26am 
the mantis head is always coloured white no matter what skin color they are, no idea if my game's just bugged but i've tried unsubbing and resubbing and it's still got the same outcome
Master Wizard Wither 24 Jul @ 1:19pm 
Yeah, I unsubbed and resubbed and can confirm that the new update did mess with the feather antennae again. The gene's just gone. And this is with me fiddling with dev mode and character editor in an effort to find and re-add it to my pawn.

Can't easily tell how many of them are actually affected because my custom xenotypes ATM only use feather and mantis, but I can confirm mantis is still there alongside bee, moth, and beetle.
RedMattis  [author] 23 Jul @ 3:45am 
@blumenwolf1982
The previous update had some xml merge issues and wouldn't load correctly, so it is possible you somehow were on the version before that or you'd likely not get any heads at all.

If the colonist has a xenotype I'd suggest trying to reset the xenotype via dev-mode and see if that fixes it.

I don't think any antenna should have been removed. It is possible that their head has an exclusion tag that blocks the antenna, though in that case it may be by mistake from our side.

Oh, and verify files unsub/resub in case steam did something weird.
blumenwolf1982 23 Jul @ 12:42am 
Did the newest update perchance remove some antennas? A lot of my bug colonists are now bald and unfortunately I now can't check from what mod they were because they were removed.

I have been using the bee/ant head. Might be related to that?
qwerty 17 Jul @ 2:54pm 
@Mortagon i think you should put that in bug reports no?
RedMattis  [author] 15 Jul @ 9:16am 
I think the workshop version might be a bit behind. You can try the github version until this version gets updated. :)

https://github.com/RedMattis/Oops-all-BUGPARTS
Cryz 15 Jul @ 6:55am 
will this be updated to 1.6? i would love to have space bugs
Mortagon 12 Jul @ 6:31pm 
Getting same red error "Mod vera.bug has multiple Verse.GeneDefs named Exoskin. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.GeneDef>:AddAllInMods ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bo"
Koneko 12 Jul @ 10:38am 
Getting same error from it on 1.6 as the others.
ShrubNinja 11 Jul @ 11:00am 
I'm getting an error when I load it up that says there are multiple "Verse.Genedefs" for Exoskin, BP_Motheyes, and Insectoid_Mantideyes. It also says "Could not find VanillaGenesExpanded.GeneExtension class." Last error is saying it threw an exception because "Object reference not set to an instance of an object".
StockSounds 3 Jul @ 7:15am 
pleeeese fix the mod pleeeeeeeeeeeeese!!!!1
StockSounds 1 Jul @ 6:26am 
You ought to know that the 1.6 version is throwing an error.
I can't tell why from the looks of it, but have you updated the gene mod extensions to the new VE Framework format?
n8 24 Jun @ 4:57pm 
bee? honey?
Vitamin Cera  [author] 23 Jun @ 6:08pm 
Whoops! Feather antennae is back! My bad all!
Master Wizard Wither 23 Jun @ 11:50am 
Yeah, I second bringing feathery antennae back. I have a custom xenotype that kind of requires them for aesthetic purposes. It was really weird seeing a kid of that xenotype in my colony suddenly losing them when I loaded my current colony.
machine.finch 22 Jun @ 12:28pm 
The latest update seems to have removed feathery antennae in 1.5, can you pls put them back?
truncate 21 Jun @ 11:21pm 
thank youuu i love having my bugs on the rim
Vitamin Cera  [author] 21 Jun @ 9:13pm 
Updated to 1.6! Also added queen bee and fluffy bug parts! I don't have Odyssey yet so anyone that can test it there would be appreciated!
GrimoireODS 19 Jun @ 6:30pm 
The bee picture cute asf
RedMattis  [author] 19 Jun @ 4:48am 
@StockSounds
There is a 1.6 version on github. I've just not had time to property test it on 1.6 yet.
https://github.com/RedMattis/Oops-all-BUGPARTS
StegosaurusTTV 19 Jun @ 4:36am 
This mod is awesome, I didn't know this came with a whole Spider species. <3 you for it
StockSounds 15 Jun @ 7:45pm 
will peak return for 1.6?
Rubus 11 May @ 6:55pm 
I checked up on this most holy of mod when I noticed I suddenly had both bugparts 1 and 2, n wonder what hppanaed
Alex Maud 11 Apr @ 1:01am 
Um, don't know if it will be stupid question, but how could i choose head types? I'm using Character editor and Big and Small - Xeno Insectoid Hive, and every time i apply any of xeno insectoid genetype (that uses parts from this mod. for example, Xeno Worker), i get only one head type of bug head, and don't know how to change it
Symmatile 17 Feb @ 11:29pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3429674793

I made a little CE patch for Pincer and Raptoriales claws, since that is one of the few things the autopatcher for CE can't do.
Selen 11 Feb @ 11:41pm 
My colony had a wretch from Alpha Genes with unstable mutation gene, that over time gave them Raptoralies Claws gene. However, after mutation updated on the next day and the Claws gene was gone, the wretch still had Raptoralies Claws in place of their hands. I'm not sure if it's a bug or a feature. Seems like a cool feature, though.
StockSounds 1 Feb @ 8:30pm 
Oh how I need a VRE Androids patch for this.
Naraxa 13 Jan @ 7:39am 
So just asking for curiosity's sake, no intention of pestering about an update, is the update about compat with the new VRE Insectors mod? Iirc Cera mentioned something about the mod but I'm uncertain since its been a while. If y'all aren't wanting to spoil the surprise that's valid and I hope the update is progressing smoothly, I'm just curious is all hehe
Them8 7 Jan @ 11:58am 
why is moth head in compatible with non-violent?
NaniTheFruck 4 Jan @ 4:10pm 
I'd really enjoy if there was some CE compatibility I tried asking around in the CE discord but no one would respond to me :(
Will there ever be CE compatibility?
RedMattis  [author] 23 Dec, 2024 @ 2:20am 
I have notified Vera a little while back, I can check if I can deploy a fix from my end.

Iirc. They are working on a new cool update though, so I don't want to suddenly throw a Git merge conflict on them without warning. :'D
troopersmith1 22 Dec, 2024 @ 2:14am 
For anyone looking for a temporary fix until the main file gets updated, going into the files for the mod (workshop\content\294100\2896673577\1.5\Defs\BP_XenotypeDefs.xml) and changing the value for combatPowerFactor is pretty easy. I'm not sure, but I would assume the value should be 1.1 and 1.2 instead of 0.1 or 0.2, which represents a slight (10 or 20%) combat power increase to reflect the benefits from their genes, instead of an 80 or 90% discount. :steamthumbsup:
PhonyStuff Radio 17 Dec, 2024 @ 12:47am 
Same as the guy below. 50 point raid and it's three guys, 2 grenadiers and 1 gunner. Shot straight to the heart and get stabbed to death with my melee pawns.
! ! _ _ G R E Y _ _ ! ! 12 Dec, 2024 @ 10:09am 
EXTREME ISSUE I HAVE FOUND WITH THIS MOD - UNTIL IT IS UPDATED, DO +NOT+ USE ANY MODS TO MAKE AI HAVE ACCESS TO THE BUG SPECIES!

The combatPowerFactor, which is a multiplier to the 'cost' of a pawn for spawning them in a raid, is 0.1 for Lunarians and 0.2 for Mantids and Arachnideans. This means you can get a 500 point unit spawning as 50 points due to the cost reduction.

This needs URGENT changing.
RedMattis  [author] 26 Nov, 2024 @ 11:51pm 
@Dr. Quackers M.D.
This is the original. It just got the title update in 1.5 since a number of things were updated/modified. :)
Dr. Quackers M.D. 26 Nov, 2024 @ 1:18pm 
do i use opps all bugs original or just this?
NaniTheFruck 3 Nov, 2024 @ 12:02am 
Does anyone know if there is a combat extended patch for this, tried asking around in the combat extended discord but no one bothered to help me
RedMattis  [author] 21 Oct, 2024 @ 11:49am 
@Honk J. Wimbleton
It should just work, and did last I checked. Make sure you've unpaused though, because it takes a second to update.

If it works with just this and B&S Framework (for said gene), then try adding and removing mods until you find out where it stops working. If you can identify the exact mod that causes issues I might be able to fix the compatibility issue, or at worst reach out to the other author to inform them.