RimWorld

RimWorld

Invasion of the Borg
54 Comments
Nafariques 3 Oct @ 4:23pm 
Could we get some kind of update on the progress on the mod? I would understand if things are busy and you haven’t gotten around to the mod, life happens lol, but it’s been almost a month with no update. Do you think we could get a little update?
jacob.fraigun 1 Oct @ 12:35pm 
I would wish for the future for there to be a biotech genome that can give any xenotype a similar mechanic to what is the assimilation mechanic as that would be very useful for those who want to play similar playing xenotypes but different mechanics
HeresyLlama 28 Sep @ 3:02am 
gonna favourite this mod and come back when the playable borg is added it looks cool developer
Linuz 27 Sep @ 10:42am 
nice mod!!!!! i love it!
EvilNecroid 26 Sep @ 4:18am 
is there playable borg yet?
bumrum 23 Sep @ 9:35pm 
random, potentaly bad idea. the whole uniqueness and techology assimilation line sounds like they should get random tiny ammounts of progress added to some research on fresh assemilations.
Nafariques 22 Sep @ 6:23pm 
@Nolabritt not to sound impatient, but whats the progress on the player Borg?
Roger 16 Sep @ 1:07pm 
@Nolabritt

Awesome! Looking forward to it!
Nafariques 14 Sep @ 1:06pm 
cant wait for the player borg! im so excited for it ive been checking in daily, Im just so excited for it. Someone let me know when the update goes live?
Latex Santa 14 Sep @ 2:06am 
@Nolabritt
Just do these compatibility patches to convert modded items into nanite substrate in batches.
Of say, ten mods. Then you drop another mod update. Maybe, in between, do other stuff for the mod, like bug fixes or new features. You know, to keep it fresh. Do the most popular mods (Vanilla Expanded, Rimsenal, etc) first, then requested mods.

Godspeed and thanks for the mod! I hope to see the Borg bearing down on my Imperial Guard regiment when I build and play that mod list! The Emperor Protects!
EvilNecroid 14 Sep @ 1:44am 
@Nolabritt u r awesome!!
i have been waiting for sooo long for the borg to return in all their glory.
i loved the way they worked before. i even went in and added more stuff to be turned into substrate :)
will all the cool ship parts and colors make a return?
pgames-food 9 Sep @ 1:03am 
(for example a piece of hay/grass might be tiny, and a carrot a bit larger, and a giant pumpkin even more potential resources)
pgames-food 9 Sep @ 1:01am 
sounds cool :)

btw i mostly only really know some xml, but maybe there is a way with a .dll to dynamically calculate the conversion rates or recipes for the items (even any modded items), but also using their bulk or mass value? (with a fall back to something else in case there wasnt a bulk or mass value specified)
Nolabritt  [author] 8 Sep @ 5:24pm 
I am working on the player borg now, I appreciate any suggestions or feedback for how to make the game play more borg-like.
I am going to overhaul the game play cycle like I did on the old version of the mod. The borg economy will be based on a sole resource, nanite substrate. All borg items will cost various amounts of substrate, and all items in the game will convert into various amounts substrate. The conversion ratio of items into substrate dependent on the valuation of the item in-game as well as the thingCategory. It is hard to anticipate all the crazy items other modders may add, but this should cover most basic things.
It is a lot of slow xml work and my real life job is busy so I appreciate your patience as much as your feedback and suggestions. I am always looking for ways to make the game play more borg-like for the player borg faction.
Thank you!
Roger 2 Sep @ 11:00am 
pgames-food 16 hours ago

"yeah when playing as borg happens, one thing that could be cool would be having a way to something like the Chemistry mod, where you can essentially "break down each and every item, into generic materials, (or base chemicals in that mod) and then use those to craft other stuff" a bit like using a Replicator to convert item into energy, and energy into food or knife or nanobots etc"

"actually, if the Borg can have a way to assimilate anything "unfinished", that will be really useful, like it can take anything crafted from any mod, which wasnt finished, and turn it into basic stuff for re-use :)"


-That would be cool! I definitely would play in that format. Do stuff what The Borg would do.
Also try to make the landscape nearby you a Borg like world.
pgames-food 1 Sep @ 6:08pm 
actually, if the Borg can have a way to assimilate anything "unfinished", that will be really useful, like it can take anything crafted from any mod, which wasnt finished, and turn it into basic stuff for re-use :)
pgames-food 1 Sep @ 6:07pm 
"Roger 2 hours ago :Love to play as the Borg sometime! Building many alcoves, power generators, research tech and Assimilate as much NPCs like raiders to my playthrough"

yeah when playing as borg happens, one thing that could be cool would be having a way to something like the Chemistry mod, where you can essentially "break down each and every item, into generic materials, (or base chemicals in that mod) and then use those to craft other stuff" a bit like using a Replicator to convert item into energy, and energy into food or knife or nanobots etc"

i was using that mod (and my recycling mod) to convert spare stuff into grass/hay and then spinning the hay into Gold lol :lunar2019grinningpig:
Roger 1 Sep @ 3:45pm 
Love to play as the Borg sometime! Building many alcoves, power generators, research tech and Assimilate as much NPCs like raiders to my playthrough
Nolabritt  [author] 28 Aug @ 6:25pm 
Yeah I was trying to be slick with a lightweight way to prevent the player from researching these options directly instead of using the recipes as intended.
I just published a hot fix for it. I removed the circular requirements and added a an active manager for the research. Now if you try and choose the experimentation it will throw a Message and prevent the selection. This should be a much more robust fix and it should play better with other mods.
Rev 25 Aug @ 11:44pm 
To add on to the last comment, I think the prerequisite loop also causes Research Tree (Continued) to crash. My game froze every time I scrolled to the row it'd be found under.
Darkstar 24 Aug @ 9:47pm 
Got a weird warning from Research Reinvented saying that there's a circular reference between Nanite Radiation Experimentation (Research_Experiment) and Advanced Omicron Experimentation (Research_AdvancedExperiment).

When I looked at the xml, I noticed that Research_Experiment has Research_AdvancedExperiment as a prerequisite, and the prerequisites for Research_AdvancedExperiment are Research_Experiment and Research_AdvancedExperiment.
pgames-food 22 Aug @ 10:15pm 
(ah yeah photons, reminds me of the voyager doctor's book, "photons be free") :o)
Nolabritt  [author] 22 Aug @ 6:44pm 
@Nafariques I am working my way up to it! I need to get some other things together on back end, so I am doing that while working on the NPC borg faction.
Nafariques 19 Aug @ 2:10pm 
does anyone know when the Borg will be playable? i have some assimilating to do lol
Nolabritt  [author] 18 Aug @ 6:55pm 
@D3K43 and @pgames-food, Technically the tommy gun bullets are photonic and therefor are also energy based.
Unfortunately, this just shows that we as fans are doing way more work than the show writers did when it comes to worrying about continuity...
Nolabritt  [author] 18 Aug @ 6:48pm 
@Ashreq No, I did the CE compat on the old version and it was just a lot of extra work.
Nolabritt  [author] 18 Aug @ 6:45pm 
@Raith yes, the arm implant give the ability to inject nanites into a target. I might make it standard on all NPC borg tho
pgames-food 18 Aug @ 4:28pm 
hi if thats regarding the scene in first contact, with the holodeck safety off, i think its just a case that the borg had never experienced that particular tommygun and its ballistic bullets :)
D3K43 18 Aug @ 4:06pm 
Are the Borg vulnerable to ballistic weapons like in Star Trek lore? Cuz like...if that's to be the case, then they're in for a rude surprise when invading a RimWorld...where only like 20% of its population has access to energy weapons that their shields specifically defend against, and the rest either use bullets or arrows. :/
bumrum 18 Aug @ 3:07am 
just sharing this errant thought that had me in stitches for a sec, imagine this had that one cooking expanded mod intergration, borg nanites as a "spice" and the hospitality mod. converting people into borg using borg-er's and fries...
Blutdrachen 17 Aug @ 9:33am 
Another Borg mod. I wish you the best of luck.
BATTLE4THEKING 15 Aug @ 10:02am 
The survivors of the battle of wolf 359 wont enjoy this mod *cough Sisko cough*
Ashreq 15 Aug @ 4:40am 
is this ce compat?
Raith 14 Aug @ 11:23pm 
will colonists that have been infected by the borg become hostile and try to assimilate other colonists?
bumrum 14 Aug @ 8:59pm 
@Nolabritt whew, not as bad as i thought, guess the others are also random if they got em too. for a sec i started seeing shades of void.
Nolabritt  [author] 14 Aug @ 6:46pm 
@Bumrum ha ha yeah it certainly is terrifying! It was inspired by the show and how the borg would transport into the middle of things and start assimilating people.
The implants are given to the drones at random so not all of the borg will have the ability to transport. It technically is the same as a jump pack or a skip ability, the only difference is that I included custom logic to specifically detect and trigger on kill box-like conditions only. It is pathing based, so they won't just use it in a fire fight.
If it proves to be too difficult then I can add a mod-setting to disable it or something
bumrum 14 Aug @ 6:20pm 
@Nolabritt i hope that teleporter has counterplay like a jammer that slows it down or a scrambler that intercepts a few teleports before breaking down, otherwise it sounds very very unfun to go against... almost as bad as center drop droppod raids.
Nolabritt  [author] 14 Aug @ 4:49pm 
@TurtleShroom The old version of the mod used HAR and treated borg as their own race. Now it is a health condition that can be applied to pawns without losing all of the original pawn's data, allowing for reversing assimilation (coming soon).
HAR should work just fine, and in theory it should even be able to support the assimilation of custom races. As a general rule, I try to avoid using Harmony patches as much as possible to minimize mod conflicts.
Nolabritt  [author] 14 Aug @ 4:41pm 
@Bear, I added several borg items and implants that are designed to mix up game combat. The borg leg implant includes a site-to-site transporter that will attempt to detect kill boxes and then transport the drone past the trap. The adaptive shield belt adapts to the damage type that is coming in, meaning that you need to plan a variety of damage types. The arm implant gives the borg the ability to assimilate your pawns, the heart implant revives drones, the stomach implant heals them on the fly, and the others do other stuff. I want the borg to be terrifying but not impossible.
Nolabritt  [author] 14 Aug @ 4:34pm 
@Latex Santa, Right now the borg settlements are just normal spacer level Outlander Faction Bases. The Borg are known for their high numbers and right now the mod puts about 25+ borg in the settlements. The issue is that each drone is very dangerous, so I don't want to make it impossible. This will be balanced as we go!
Nolabritt  [author] 14 Aug @ 4:32pm 
@No Mic Tweetus, The eye color changes as part of the Assimilated Borg Hediff, similar to how a bionic eye hediff adds the bionic eye overlay. So it should layer on top of the eye-color mod, but it honestly depends on how they coded the change.
TurtleShroom 14 Aug @ 8:54am 
Does this Mod work with HAR Mod races? I would love to see Borgling Onis and Borglings from my own Race Mod and would probably make a Mod to add them.
bumrum 14 Aug @ 3:27am 
wait, this is back? sweet, cant wait for playable ones.
zzurge 14 Aug @ 1:24am 
Resistance, is futile
shadowstalker1857 12 Aug @ 5:02pm 
THE BORG ARE BACK WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!:lovewave:
Crabby654 12 Aug @ 12:36pm 
Oh hell yea this is awesome
Bear 12 Aug @ 7:42am 
I look forward to trying this out when I am off work.

I didn't see it mentioned, is there an adaptation mechanic or are we just doing the pro gamer move of shooting them til they are dead?:FC5_Cheeseburger:
Need More Gore 12 Aug @ 4:02am 
haven't played with your Borg in forever should be fun to go take some of their gear
Latex Santa 12 Aug @ 3:53am 
Also, thank you so much for working on this mod!
A way to prevent siege attack errors (where the besiegers bug out and can't build modded mortars) is to set their faction tech level very high, so they could conceivably be capable of building and using any and all artillery building.
Latex Santa 12 Aug @ 3:52am 
Could we get custom settlements for the Borg?
Also a large number of defenders? I wouldn't want raids on Borg bases to be easy.