RimWorld

RimWorld

VFE Insectoids2: Buffs and tweaks
24 Comments
Latex Santa 9 Aug @ 7:18am 
>neutroamine from insect meat
Very nice. Not that I will ever remove VGP Vegetable Garden from my mod lists with their precious Neutroflowers and everything else, but this is very nice as well.
DevID 31 Jul @ 3:54pm 
Thanks for the update
Kimo'  [author] 28 Jul @ 8:48am 
Update: Preliminary update to 1.6
While I found no errors during testing, expect another update to properly recompile the assemblie for 1.6 soon.
DevID 22 Jul @ 9:48pm 
Much appreciated and thanks for your work
Kimo'  [author] 22 Jul @ 9:46pm 
Yes, hopefully in the comming days/weeks
DevID 22 Jul @ 9:44pm 
Will this be updated to 1.6?
MarsInAres 14 Jul @ 11:46pm 
wish the boss insect summoning didnt require electricity
Kimo'  [author] 25 Apr @ 9:02am 
@bishop149 I've been thinking about it, but that would cause balances issues, mainly being able to relocate/disassemble hostile hives for pherocores.
bishop149 24 Apr @ 1:23am 
A suggestion? It would be nice if you could move and reinstall hives. Or at the very least disassemble and get the core back.
queenelise9830 14 Mar @ 7:26am 
Aww okay thanks for answering.
Kimo'  [author] 14 Mar @ 3:58am 
@queebelise9830 With my limited knowledge, sadly no
queenelise9830 14 Mar @ 2:45am 
Any chance of a way to detach insects from hives without destroying the hive or forcing them to go off-map through convoluted means? I need them detached for off-map stuff, and pawns with decent Animals aren’t terribly hard to come by.
Kimo'  [author] 16 Feb @ 5:45am 
Eragon made it work using C#. As far as I know, there is no way to make it happen without the previously mentionned drawbacks using XML only
Zergologist 16 Feb @ 5:26am 
Mind if I ask how exactly you fixed it?
Kimo'  [author] 15 Feb @ 11:59pm 
@Zergologist: That has been fixed in the last update two days ago.
Zergologist 15 Feb @ 7:38pm 
The way you patched hive walls for the petroglypher to make them into hivestone is very sloppy, as the IsNaturalStone designator is allowing it to be generated as a "natural stone" on maps
Kaiakanga 15 Feb @ 12:23pm 
No problem, thanks for considering it, anyways.
Kimo'  [author] 14 Feb @ 10:25pm 
@Kaiakanga: I love the idea, but I'm a bit unsure on how to implement it, and that's IF it's not above my XML skills in the first place. I'll think about it, but can't make any promises
Kaiakanga 14 Feb @ 5:45pm 
Ooh, nice additions, thanks! Is it possible to make worker insectoids do some cleaning? It could be locked behind research, requiring exotic hivetech or some other prerequisite, but I think it makes some sense that they could do it.
Kimo'  [author] 14 Feb @ 10:40am 
Update: Fixed hivestone appaering as natural stone, convertion is now done with c# thanks to Eragon. Also reduced thornpod cooldown to 24 hours.
Kimo'  [author] 12 Feb @ 11:33pm 
I can confirm that this indeed happens. That's very unfortunate, but without commissioning someone that could handle the c# for that, There are only 3 solutions: choosing a tile to settle without hive walls (it's listed as the stone type in the terrain info) using a mod to override the type of stone available in the world (which you can do with mods such as map designer, for exemple) or letting it be.
Kimo'  [author] 12 Feb @ 11:18pm 
@Amentus This is not intended, but is a direct consequence of classifying hive walls as natural rocks. Does it happen when you generate the map of a new colony, or only in quest sites and such?
Amentus 12 Feb @ 10:26pm 
Not sure if you intended this, but it causes the worldgen to generate maps that include Hive Walls as a stone type. The spots where the hive wall generates also have "rough hive wall" floors. I'm only using this mod and its prerequisites.
EM7HydraFox 12 Feb @ 4:26pm 
Very much needed buffs and tweaks, quite unfortunate that the Thornpod's stat and function is unchangeable.