RimWorld

RimWorld

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Vanilla Races Expanded - Insector
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.524 MB
3 Jun, 2024 @ 9:10am
9 Aug @ 5:03am
18 Change Notes ( view )
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Vanilla Races Expanded - Insector

In 1 collection by Oskar Potocki
Vanilla Expanded
110 items
Description
[www.patreon.com]



See change notes.



Vanilla Races Expanded is a brand new series of mods to enhance Biotech features, add to the storytelling and the world-building of RimWorld, and to introduce new, cool types of xenohumans, complete with their own unique genes, behaviors, mechanics and items.

Insector is our final (for now) xenotype mod. It introduces a highly requested xenotype of insectoid-human hybrids with an ability to adapt to any conditions your colony is under. Through the power of geneline evolutions, you can create castes of insectors - a low caste of jelly producers, a caste of warriors with insect wings and ripper blades, a caste of queens that focus on reproduction etc.

With a simple press of a button you can switch the caste of your insectors. You customize the castes, aka genelines, by selecting positive evolutions, and then countering them with negative degrades. For every evolution there needs to be a degrade, so the more powerful genelines also come with a lot of drawbacks.

This mod should tie very nicely with Vanilla Factions Expanded - Insectoids 2, which is currently in development.



Vanilla Races Expanded - Insector adds following mechanics to the base game:






















































































[forms.gle]



Q: Will this mod work without Biotech DLC?
A: No. It uses the new gene system to work with Biotech.

Q: Will you make a HAR version of this race?
A: No, this is exclusively for the Biotech DLC.

Q: Can any pawn access geneline evolutions and degrades?
A: Only pawns with Geneline Evolution gene can, however there is nothing stopping you from putting that gene on other xenotypes.

Q: Do these genes appear in genepacks in the game?
A: Degrades and Evolutions don’t. Everything else does.

Q: How many different genelines can I make?
A: As many as you want!

Q: Can I add it to an ongoing save?
A: Yes, but I don’t think you can safely remove xenotype mods, so don’t come crying when your game breaks if you remove mods!

Q: I have a suggestion!
A: Excellent! Pop it in the comments section.

Q: CE compatible?
A: No idea. If it is, I’d appreciate if someone from CE let me know.

Q: My metapod was targetted by raiders.
A: Intended. Raiders will target metapods as if they were pawns. Defend them!

Q: The chestburst ability icon doesn't appear on the insector's bar!
A: Are they pregnant? They need to get pregnant first

Q: I cannot see any new genes from Vanilla Factions Expanded - Insectoids 2
A: Because you need to consume pherocores for them to appear. Each type of pherocore can be consumed four times to unlock four different genes.



Graphics are created by Oskar Potocki.

Code work by Sarg Bjornson.

Axolotl Jack - thanks for screenshots!

Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
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.