RimWorld

RimWorld

Vanilla Races Expanded - Insector
850 Comments
Fireslice04 18 Aug @ 4:01am 
I remember playing the mod a bit in 1.5 and I remembered that the insectors were able to do a sort of skip/dash whenever they moved around. Playing in 1.6, they aren't doing that anymore, I'm not sure if it is intended or if there is a possible mod conflict causing it.
Ruby 16 Aug @ 8:53am 
Ohh I found out the reason. So the "Pollution Dependancy is completely unrelated to the death (Probably). The death was caused by the pawn turning from a werewolf from another VRE into human and the damage he had killed him. But due to the invisible hediff appearing rimworld use the "Pollution Dependancy" as an excuse probably. But still do please check out the invisible hediff flickering for all pawns or just if its intended? Cause if it is i will 100% be adding the mod back
Ruby 16 Aug @ 7:09am 
Is it just me or does anyone else see the hidden heddif on pawns that randomly flickers "Polution Dependancy" I noticed it after my pawn with bruisers that was healing ranomdly died and the cause was "Polution dependancy" (Has no polution genes) Then i noticed All pawns have hidden heddifs that flicker in and out for a milisecond called pollution dependancy. SADLY there are no errors. So there is no way for me to send anything. Removing the mod fixed it. And threw error for a every single pawn "couldnt find pollution dependancy need" for everypawn. Is it intended and not a bug?? For all pawns to have a hidden pollution dependancy? Could anyone check if you enable dev mode + see all hidden things just check if it flickers.
Omega13 13 Aug @ 12:22pm 
I think I've had this mod installed for like four runs now and I've never seen a single one of these guys show up. Skill issue, I know. Any tips for how to get more variety of these fellas (and other xenotypes perhaps) to spawn?
Sando333 13 Aug @ 6:35am 
quick question because i'm not all that familiar with changing scenarios and what not from the beginning, but is there a way to give the insector start that comes with the mod and just bump it up to industrial instead of starting like neolithic?
Geisthander 12 Aug @ 8:13am 
Best way I've found to utilize the creep is building base in caves and just spreading it from there, so that eventually the entire base is creep and then slowly spill it outward. That way, they have no CHOICE but to walk on it, muahahaha!
JewledTick 12 Aug @ 6:55am 
Swarm Synapse has the wrong info graphic, it says that it provides global learning speed but in game it provides global work speed.
polios3 12 Aug @ 12:43am 
@Cappucino , yes it's just how Rimworld Pathfinding works, and at least for now, There is no REAL solution. You can only use "Insector Pathfinding fix" to change Creep into "Water". in 1.6 they added Webbed Phalanges Gene that has BETTER pathfinding for "slowing terrains" like water.... but it's hard codded for ONLY water. so at least for now: You can drink your water or Have massive detours :/ there is no 3'rd option.
Cappuccino 11 Aug @ 10:06pm 
Not sure if this has been mentioned before, but the "creep" floor from Vanilla Factions Expanded - Insectoids 2 (bonus movespeed for insectoids and insectors) confuses pawn pathing.

My insectors walk faster on creep, but the pathing still thinks it slows them down, so sometimes my pawns will make a massive detour to avoid steping on creep.
Arthillidan 11 Aug @ 4:37pm 
I'm still consfused by the insect pheromones gene. Some of my colonists don't have it, most of them do. wild insects from the wildlife tab will hunt my colonists with the gene but they are not any more aggressive towards the ones without the gene, and I can't tell a difference when it comes to hives either. What is this gene even supposed to do? It says it lets me coexist with wild insectoids, but what wild insectoids?
Ano 11 Aug @ 11:33am 
also i wish we can use those gene without the evolution
Ano 11 Aug @ 12:43am 
@StockSounds I said what I said!
Sarg Bjornson  [author] 11 Aug @ 12:35am 
Ahhh, all good then. We get a lot of non-ironic comments in that guise, it's sad :(
StockSounds 10 Aug @ 7:03pm 
@Sarg Bjornson
Sorry was just being ironic. Of course modding of all things isn't competitive like that.
Never met anyone who says "sorry fellas" unironically, but I can see I missed the line of obviousness just a bit.

@Ano
How DARE? How DAAARE?
Indoril120 10 Aug @ 12:52pm 
NM, I can use the general dev tools to apply/remove genes, even from genelines
Indoril120 10 Aug @ 12:49pm 
Is there a way to use dev mode to apply geneline traits? I could just be dumb, but I don't see any options on the geneline UI.
polios3 10 Aug @ 11:30am 
@Reaver there is no Body size limit. you just Can't use them. only weapons from The Dead Man's Switch has body size limit... of 1,7 ... and colossal gives +65%... so... 1,65....
Reaver 10 Aug @ 10:53am 
Can we get some specifics on the colossal trait?
Currently I have a colossal insectors in an exoskeleton frame and it's not able to pick up warcasket weapons. In that same way I have no idea what the requirements are for an insector to be able to carry a regular heavy weapon without just equipping power armor or an exoframe.
Ano 9 Aug @ 11:40pm 
stock isn't an insect fan ofc
Sarg Bjornson  [author] 9 Aug @ 9:20am 
No. Just no. Stop that attitude. We 100% support Det and his mods. This is not a competition and that behaviour is absolutely abhorrent.
StockSounds 9 Aug @ 9:15am 
sorry fellas, there's a new popular insect race mod in town, and it's way more visually appealing.
Justintrouble8 8 Aug @ 5:17pm 
@Arthillidan With the Vanilla Expanded Insect Faction it adds a infestation that if left unchecked will take over the entire map. Would be funny having an infinite defense army that never attacked you.
polios3 8 Aug @ 2:09pm 
I i believe in you! and you could just copy whole water cost code and make it for different tag. i would do it myself by my skills in using Harmony are non-existent. doing universal code would be hard, but updating existing code for single tag? it's mostly checking where you need to add something to the WaterCost code. I'm not Talking about writing a pathfinding from scratch, just hijack WaterCost code :steamhappy: it works realy well and is just for the wrong Tag. You made so many amazing mods, so i know you can do it! :steamhappy:
Sarg Bjornson  [author] 8 Aug @ 1:42pm 
Yeah, what you are asking is way, waaaaay beyond my abilities
polios3 8 Aug @ 11:28am 
i wish you would make proper pathfinding for creep :/ it's annoying they would just avoid it like pool of boiling acid. i made little patch for that using webbed phalanges added in 1.6 but.... Creep is a water now..... like... help us Sarg Bjorn Son, you are our only hope.
Sarg Bjornson  [author] 8 Aug @ 1:05am 
Yes, intentional
Arthillidan 7 Aug @ 10:08am 
the insect pheromone gene seems like it doesn't work properly. I had a hive infestation and the whenever I would move someone with the gene in the area, insects would often be passive at first but then attack. my colonists flee when spotting an insect, or if drafted immediately start attacking or firing their weapons, but even if I undraft and set them to ignore enemies, they'll be attacked if they get too close to the bugs. I guess they never chased me super far. iirc in vanilla they'll often just all out attack you when disturbed.

maybe it's intentional idk, that hive insects are still enemies and the gene just makes them slightly less aggressive
Ikolohof 5 Aug @ 4:56am 
can't seem to find the option to administer insect jelly in the health tab
lydocia 31 Jul @ 12:56pm 
A pawn joined me infected with a chestburst pregnancy. Is that something I can remove or is she just doomed?
Reaver 31 Jul @ 11:42am 
Chestburster killed my pawn that had a Spawn Sack. Maybe because they were impregnated before they had the spawning sack. I would do the bug report but unfortunately my Hugslib isn't functioning.
Willy Mays 30 Jul @ 5:11am 
time to make the chimera ants
💩 26 Jul @ 8:51am 
It's too bad that Insectoid2's royal jelly doesn't speed up chestbursters like they do the pherocores
didi 26 Jul @ 3:00am 
wait nevermind it showed up on the health tab finally lol
didi 26 Jul @ 2:56am 
I may be stupid- but how do you administer insect jelly when an insector is in a coma?
MarioKB 25 Jul @ 1:17pm 
@Osker Potocki, Any plans to add the Vanilla Cooking Expanded's Insect Jelly Perserves so that it makes the Insector's Insect jelly dependency go up? I got far enough into a game to have enough to try the Insect perserves by itself and in food and the dependency meter didn't go up for the insector. Any chance of them ever working together and maybe with the new Haute mod for some end game ways to increase the dependency? I don't know if you can even us the jelly in the Haute mod, haven't tried yet though I plan too, but i figured I would ask.
Geisthander 25 Jul @ 10:16am 
@Marines42 Reel made a good insector faction mod, check it out. I've had no complaints with the implementation.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3309022698&searchtext=insector+faction
Montu 24 Jul @ 11:38am 
I really want to play insectors with good Odyssey integration. I want to have a ship hive, that lands on the planet at night and abducts people and livestock, then goes back up to space to do genetic experiments on them or harvest their organs, then drop them back off.

Inspired by the insectoid/mantid aliens in UFO subculture/lore.
Crimson Apostle of Chaos 23 Jul @ 11:27am 
Politely requesting Oddyssey genes at some point in the future, as well as some way for creep to spread on gravship floor.
Zen 22 Jul @ 10:48am 
Chestburster pregnancies seem to force the child to be a baseliner (though with the correct genes). Mildly annoying though if you'd set the religion to favour insectors.
Moon 21 Jul @ 6:01pm 
was tries to put some creep on the gravship to make an "infested ship" but well, ship foundation don't spread creep i guess not then XD
Aschevacuum 21 Jul @ 5:50pm 
So, Any plan for Space insects?
Anubis 21 Jul @ 3:14pm 
It's rather minor but - currently if you change the name of a geneline the pawn will go into a metapod as if you had actually made relevant changes to it.
Zombieslayer1444 20 Jul @ 11:40pm 
Oh well
Sarg Bjornson  [author] 20 Jul @ 10:34pm 
That's unavoidable
Zombieslayer1444 20 Jul @ 8:46pm 
Still loving the mod, but have noticed a major pain in regards to using them with Insectoids 2. They don't understand that they path over creep at normal speed, and will take incredible detours to avoid it. I'm not using any AI altering mods, so if anyone knows of one that makes them understand that I'd love to know.
marines42 18 Jul @ 9:53pm 
Hello there. I do not know if this has been asked before, but are there any plans to add in an insector faction to the mod? Like a tribal or outlander faction? It would be nice to do diplomacy or fight wars against AI insectors.
Feels 18 Jul @ 7:04pm 
@]TPG[*Dagger i just gennerated 3 20-year old healthy pawns and then reproduce them through self impregnation, not really expecting to get new bugs as immigrants or whatever. Swapping to slow aging after getting the ilnesses not gonna do anything.
Feels 18 Jul @ 6:58pm 
Very interesting mod
]TPG[*Dagger 18 Jul @ 6:43pm 
Anyone else just get insectors with frail, and both ears with hearing loss?

I tried swapping them to the geneline where they wouldn't get the old age stuff but didn't fix it. Do most come this way or did I just get in a row weirdly?