RimWorld

RimWorld

VPE - Bugmancer
85 Comments
Sentinel  [author] 18 Sep @ 5:52am 
@Vlad Draculea The caster does become the master of the summoned insectoid.
Vlad Draculea 17 Sep @ 9:27pm 
are any insectoids manifested, summoned, or conjured automatically bonded with the bugmancer as their master? just asking cuz apparently better vpe skipdoor pathing lets pets follow their master through skipdoors
Sentinel  [author] 17 Sep @ 9:38am 
@Vlad Draculea The link for what? The patriarch getting untamed? this mod has the patch to fix that included.
Vlad Draculea 17 Sep @ 9:37am 
also small suggestion, but maybe for tier 1 u could make a 'tame insectoid' that u can use on wild/hostile ones, plus a 'skip to summoner' ability for tamed/summoned insectoids would be nice qol too
Vlad Draculea 17 Sep @ 9:36am 
the link you sent as a fix got blocked by steam automated content check system, pls is there maybe discord u have to send the fix or just add it in the description
Klaus Von Wonderstrap 11 Sep @ 7:29pm 
very well, ty for the help, I'll see if i can find anything
Sentinel  [author] 11 Sep @ 6:22am 
That should fix it.
Sentinel  [author] 11 Sep @ 6:14am 
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wofwofwofwofwofwofwof 11 Sep @ 6:01am 
All my summoned patriarchs go manhunter and say they can't be tamed, I suspect a recent VE update has broken this mod
Sentinel  [author] 11 Sep @ 12:41am 
Seems like it's the game that has a check for this unfortunately, megascarabs can't normally rescue so the game sees that and fixes it by itself on save load, you might need another mod for that.
Klaus Von Wonderstrap 11 Sep @ 12:16am 
if there was a way to keep them trained that'd be great
Klaus Von Wonderstrap 11 Sep @ 12:08am 
yeah as soon as I reload the save all the megascarabs i have lose their ability to dig or haul, anything that they wouldn't be able to train by default is lost
Sentinel  [author] 9 Sep @ 7:22pm 
@Klaus Von Wonderstrap Do you mean periodic skill drop? that's vanilla.

If you mean instant to 0 after saving and loading then that's a bug.
Klaus Von Wonderstrap 9 Sep @ 1:30pm 
the megascarabs seem to untrain themselves after some time, maybe after saving and loading? not sure I havent done much digging into it yet
Sentinel  [author] 29 Jul @ 9:25pm 
Update:

QoL:

Insect summon psycasts are now ranged abilities.
Insects summoned by psycasts will now be fully trained.
Hives no longer require maintenance.

Balance change:

Summoning boss insectoids won't force you into a coma as that felt overkill due to the ability costing 250 neural heat to cast.
漆黑之梦 29 Jul @ 7:29pm 
Can the summoned insects be automatically fully trained? Or can the Megascarabhelp with transportation? They seem too weak now
Banana Woman 28 Jul @ 12:58pm 
It says my hives are "Due for Maintenance" what does that mean?
Boxy 26 Jul @ 11:56pm 
I wish the bugs weren't apart from my animals tab, since sometimes the worker insects starve and their default medical care given is on by defualt, so if I want to just dont care about them I have to manually find each insect from the 3 basic hives i have to prevent my colonists from wasting time getting them and putting them in bed
Sentinel  [author] 20 Jul @ 7:56pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Rat'Var Cultist 9 Jul @ 2:31am 
Silly bugs :)
Sentinel  [author] 3 Jul @ 4:20am 
Update: 1.6 port
Agusfer 22 Apr @ 9:40am 
Nice, great mods you got going here btw, started a new playthrough to play with the new paths :)
Sentinel  [author] 22 Apr @ 8:57am 
Fixed.
Sentinel  [author] 22 Apr @ 8:54am 
@MorphingE Yes they are permanent.
Sentinel  [author] 22 Apr @ 8:53am 
@Agusfer on it.

Yeah immun-Omone is a typo, my bad.

The duration is a leftover in the xml, it doesn't do anything here so I'll remove it.
Agusfer 22 Apr @ 8:46am 
Immun-Omone gives a x50% for immunity speed, I'm guessing it's a typo and it should be something like +50% or x150%, otherwise it affects the animal negatively.

Also those three powers from the tier 2 are supposed to be small permanent buffs right? Their descriptions say they last for 5 hours but in practice when applied they don't have a timer.
MorphingE 21 Apr @ 8:36am 
Are the insects summoned by this mod permanent or temporary (similar to Alpha Animal's Black Hive summons)?
Dirtnap 19 Apr @ 8:51am 
nah, bugmancer is the perfect name, it's fun and simple. TOTAL BUGMANCER VICTORY 100%!!!
Julian333XD 18 Apr @ 7:38am 
@Samuel_Bucher Insect is latin and mancer comes form greek so it should be entomomancer to not be horrobly offensive and wrong. However, it sounds bad.
Sentinel  [author] 13 Apr @ 1:39pm 
Minor update: Fixed tree appearing smaller than my other path mods.
Sentinel  [author] 9 Apr @ 10:30am 
@Samuel_Bucher You can edit the name in the xml path file to what you want!

The file structure is as such:

1.5>CoreMod>Defs>PsycasterPathDefs>Paths.xml Open that file with a text editor and change the label.

Do know that it'll return to Bugmancer at each update of this mod, i'll keep bugmancer going forward.
Samuel_Bucher 9 Apr @ 10:24am 
"Bugmancer" doesn't sound good. It should be "insectomancer".
Sentinel  [author] 9 Apr @ 10:12am 
Update: Lowered the amount of time that summoning boss insectoids puts you in a coma for, it is now a 1 day coma instead of 15.
Sentinel  [author] 9 Apr @ 10:08am 
@ShadowEater25 The issue of bugs not being draftable isn't from this mod, it does it with insectoids with this mod disabled as well, the building issue is weird, they spawn as mine in my game. It must be conflicting with another mod.
Sentinel  [author] 9 Apr @ 10:06am 
@🐺🐺🐺🐺🐺🐺🐺🐺 I've lowered the amount of time it puts you into a coma for from 15 days to 1 day.
ShadowEater25 9 Apr @ 2:41am 
Hey, I just tried using this mod with insectoids 2 and he bugs are tame but not controlable and the buildings arn't considered mine
wofwofwofwofwofwofwof 8 Apr @ 10:47pm 
The 15 day coma for the huge bugs is unnecessary, there's not really any reason to summon them when you could produce far more slightly lower tier insects without enduring a quadrum of paralysis. Maybe full psyfocus bar and 1 day coma?
Anny 8 Apr @ 8:26am 
Noice
Sentinel  [author] 8 Apr @ 8:26am 
@Andy Mil yes this mod has more psycasts if you have VFE: Insectoids 2 loaded, refer to the 2nd image for the psycasts added to the mod.
Anny 8 Apr @ 8:24am 
I hope this one work with V Expanded or add more to it
Sera 6 Apr @ 1:50pm 
I have an idea of the one it might be but can't test right now. ill let you know when i find it.
Sentinel  [author] 6 Apr @ 1:20pm 
@Sera It must be one of your mods acting up, the AI of the bug works fine on my modlist of 600 mods. Do go into the troubleshooting channel of the rimworld discord if you need help with that.
Sera 6 Apr @ 1:16pm 
I am not sure if this is my mods and if so what one so i need more time to test but if i try to summon the bug from the first unlock without having an existing hive it's AI breaks and just stands there.
Doomed 5 Apr @ 9:56am 
When I finally decided to stop using psycast expanded you just come out of nowhere with all these great mods for it.
Sentinel  [author] 5 Apr @ 3:08am 
@Julian333XD yes that's what I did rn, the custom tree i made currently spawns a dryad every 2 days
Julian333XD 5 Apr @ 2:52am 
If you can snatch the functionality of the tree and apply it to other stuctures, then that would work as a temporary defense, akin to hives (however, spawntimes are a problem)
Sentinel  [author] 5 Apr @ 2:47am 
@julian333XD Yeah guess i'll have to make the tree require VE dryads
ronvon 4 Apr @ 7:26pm 
bnug
Sera 4 Apr @ 7:21pm 
ah fair enough. then ya i would have to agree with julian. the awakened might be best.
Julian333XD 4 Apr @ 5:21pm 
For gau you could spawn multible trees on a tile and for dryads run off... VE Dryads? Awakend dryads don't look for trees.