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Vanilla Races Expanded - Insector
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Mod, 1.5, 1.6
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3.524 MB
2024年6月3日 9時10分
8月9日 5時03分
18 項目の変更履歴 ( 表示 )
このアイテムを使用するには、 DLC が必要です。

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Vanilla Races Expanded - Insector

Oskar Potocki 作成の 1 件のコレクション
Vanilla Expanded
110 アイテム
解説
[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]
854 件のコメント
nathan 6 時間前 
yeah ive noticed thati too if you go into dev god mode and delete the fake pawn it seems to go away as far as i can tell
Zef 8月24日 16時45分 
Tested some more and it's indeed the pregnant chestburster implantation insectors that are causing it.

When i terminate the pregnancy or implant the insector egg into a prisoner and load another savegame afterwards the pregnant insectors do not show up in other colonies neither does the message of "chestburster implantation required".
Zef 8月24日 16時29分 
There is something WEIRD going on this with mod, pregnant insectors stuck with the "chestburster implementation required" are showing up in my OTHER savegames.

And not only that they are completely invisible.

Just for testing i tried killing them with character editor, and while this worked i was unable to get rid then of the "chestburster implemntation required".

How is this possible that pregnant insectors are showing up in my other savegames??
kellendros95 8月23日 8時30分 
It seems children of my insectors never get passions. I have only vanilla expanded and translations mods.
Fireslice04 8月18日 4時01分 
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 8月16日 8時53分 
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 8月16日 7時09分 
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 8月13日 12時22分 
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 8月13日 6時35分 
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?