边缘世界 RimWorld

边缘世界 RimWorld

Big and Small - Xeno Insectoid Hive
174 条留言
NaniTheFruck 10 月 8 日 下午 11:24 
Is it possible for the queens to have children with other xenotypes?
RedMattis  [作者] 10 月 7 日 上午 6:12 
@Maximillionysis
HAR isn't needed. My descriptions are just outdated. :)

@Starempire42
They are quite rare, but can show up from both Alate and Nymphs.

@Saberris
I think I set the morph genes to replace inheritable genes when morphing, while keeping genogenes.

@ParasiticSquid
I've got no objections to someone making a retexture mod if they feel like doing so. Same with modding and of my other mods. :)
Maximillionysis 10 月 7 日 上午 5:57 
I've got a question! I saw that you recently reworked the Transformative genes from the main Big and Small mod to allow body type transformation without the need for HAR, but does Insectoid Morphology still require it?

I only ask because that gene still says it has the requirement.
rdm 9 月 29 日 上午 3:37 
Does the transformation gene work on custom genes? If I create my own race, can pawn transform into it?
Starempire42 9 月 26 日 上午 2:37 
Have you thought at all of making a backstory for hive insectoids? (so it's not just lost boy/girl etc)
Bilbo Swaggins 9 月 6 日 上午 3:54 
does anyone know of mods that add more morph requirements/rules? or if there is a guide to customize them?
Saberris 9 月 3 日 上午 10:55 
I wanted to splice in some new genes/xenogerms, like vacuum resistance/immunity, would it be better to add that to a queen or a consort, and would that be passed along to all offspring? I am just a bit confused as to how the genes are passed along with the retromorph/metamorph systems.
Starempire42 8 月 29 日 下午 7:37 
Might I ask how "rare" xeno emissary, and xeno mutant are? I have reloaded by game before a Alate became an adult about 20 times by now, it has only been princesses. So just wondering how actually rare they are to get
ParasiticSquid 8 月 26 日 上午 11:12 
I would use this if it wasn't relying on the extremely out of place oops all bugparts graphics since it does look interesting. More vanilla looking graphics would of been ideal so guess im waiting for either a retexture of oops all bugparts or a different mod that has a similar depth but better textures to fit the game style.
Grunt 8 月 24 日 下午 12:02 
Yo, may be odd n' a bit out there to ask, but are you ever gonna make a mod where you can make a Xenotype birth only specific other xenotypes (if ya can customs too)? I'm asking because I've been trying to make my own hive stuff but I don't want to have ONLY like... queens n stuff. And I don't really know what ya did to make this happen (prob coding) but it'd be cool if you're every gonna do it.
CentlDog 8 月 18 日 下午 2:41 
I keep getting netur princess and consorts, and not able to have my hive grow, is that a bug or something, im usings the xeno scernaio
Droider 8 月 11 日 上午 6:58 
i got a question and an issue

Q: they cant wear armor, is there a way to get them safely in orbit?

I: about half of the time the queen breaks when giving birth, custom xenotypes with those birth genes also break. i think its the one where they are born at the toddler stage?
RedMattis  [作者] 8 月 11 日 上午 4:37 
@Schadock
I'm not sure if I've deployed it yet, but there should be an update at least on the way that reduces the frequency of the consorts and princesses on wildmen pawnkinds.

It might be some Ludeon storyteller insanity though where it keeps picking them more often than it should to fit some ideal 'raid size' though. I'll investigate.
Schadock [The Angeloids] 8 月 9 日 上午 11:11 
@RedMattis there are but it feels like only 1/20 is a xenotype that isnt one from this mod, not a problem late game but as an early tribe these xenotypes arent as usefull
RedMattis  [作者] 8 月 9 日 上午 4:13 
@Starempire42
Regenerating the arm might work. The thematic option would ofc. be to replace it with a bionic claw. :D

@Milk, Schadock [The Angeloids]
I'll make a note to add a mod config for it. There should still be baseliner wildmen though.

@SculptedFool
I don't know what mod that is, but chances are you're failing to add the additional organs because the bugs don't have standard human bodies. They have 4 arms and stuff.

@Morcalvin
This has been implemented now. :)

@Tenebruce Fogoster
I'm not sure if the inheritance stuff works with Oviparous/Chestburst pregnancies. I think they change the logic of the birth event, etc.
Starempire42 8 月 7 日 下午 4:57 
So how exactly do you replace the "raptoriales claw" if the arm is destroyed? Tried to replace the arm but it did not give the claw back
Milk 8 月 5 日 下午 11:32 
i would really appreciate a mod option to toggle the wild men patch. i am creating a world with worldbuilder and xenotype control to try and get an immersive experience, and your faction and species with the genes works well for one faction in one part of the world, but with them showing up all the time in every single map as wild men... it's just not really good. Please please please add a toggle for that patch.
Schadock [The Angeloids] 8 月 3 日 上午 6:04 
ive noticed that 99% wild men wanders are any of these xenotypes, any reason for that?
SculptedFool 7 月 31 日 下午 1:26 
With this mod and Intimacy - gender works, it is impossble to remove or add new reproductive organs.
Morcalvin 7 月 27 日 下午 5:35 
Is there a way to have something like an ideology precept where a colony can disregard the alien appearance modifier? I could see a xenophiliac colony not being bothered by someone having insectoid features
Tenebruce Fogoster 7 月 27 日 上午 8:20 
Idea (I don't know if it would be possible) : Be able to toggle pregnancy type in the mod's option.
- chestburst if you have the insector mod.
- Oviparous if you have the saurid mod.

using dev tools, I already checked that :

- Chestburst pregnancy (to implant) doesn't count as pregnancy for the princess to morph into a queen.

- Changing the queen's xenotype to a customed one with chestbrusting doesn't transform a regular pregnancy into a chestburst one.

- Changing her xenotype to a custom egglaying one does make her lay the egg (and removes the pregnancy status) but then she will have the "egg fatigue" status, preventing her to be pregnant for around 18 days.
Mimots_the_Jellyfish 7 月 23 日 上午 4:56 
I am using a dual wielding mod and they are having FUN with it ! tried it on a new save and morphs are working as i said it was just a mod list problem !
Still loving it !
RedMattis  [作者] 7 月 23 日 上午 3:54 
@Guineatown20806
It was updated just recently, so it might be fixed now.

Otherwise try the github version of Oops all Bugpars 2, should be linked in the comments there.
RedMattis  [作者] 7 月 23 日 上午 3:54 
@LossCoss
I whitelisted the vacsuits and vacsuit helmets on them specifically.

The xeno mutants are the exception. If you have those you'd need to stick a "Vacuum" gene on them or something like that.

@Mimots_the_Jellyfish
I'm really glad you like it so much. :D

Morph genes seem to be working for me when testing. You could try using dev-mode to clear the cache and see if that makes them update.

Normally colonists can't equip more than one weapon, but I'm guessing you're using a dual-wielding mod? In that case it might be a feature to support General Grievous-type characters.
LossCoss 7 月 22 日 下午 7:12 
Hi, Is there a way for me to take this species to space? Cause they cant wear armor so i cant put vacsuits on them, should I try to find a vacbelt mod or is that something you plan to add to this mod?
Mimots_the_Jellyfish 7 月 22 日 上午 7:38 
just wanted to say that i ADORE this mod, i've alway loved hive type gameplay but found it hard to do and with this i'm just smithen.
This is also the mod that made me understand how the morph worked and i really like it ! it's bringing a little bit of randomness and fun in my games while still having all the little ones be useful !

only downside is that while updating my mod list my current colony is no longer morphing :V not reporting it as bug (hehehehe) cause it's probably just my save being angry with me.
Playing with Insectoid on top is great for the whole hive building !
I think i may end up setting up a dedicated mod list for this one, as i am really enjoying the game with it !

Also bonus fun : my xenos are very aware of how many arms they have and i forget.
i am alway confused why they end up equiping so many swords -_-, they seem to really like swords.
Guineatown20806 7 月 21 日 下午 11:58 
Just asking, I had lots of issues with this and Bugparts 2 on 1.5. Has anyone encountered any major issues in 1.6? Back in 1.5 I had issues like, crashing upon planet generation, the xenotypes being very buggy in general, having lag when they were on the map and many other problems the worst one being the crash issues. I wanted to add the mod, but due to these problems I had I didn't, fearing these issues.
dominickwriter 7 月 16 日 下午 1:18 
Is there any way to make a xenotype birth a completely different xenotype?
PASSION 6 月 26 日 下午 4:24 
thank you so much for the listing of this mod as capable with 1.6; the mobile ship feature of basrgame is going to revolutionize my bug playthrus!! i really adore and cherish this mod, its my favorite rimworld mod!! and this mod is something ive been looking for for years in games <3 thank you very much my friend!!

your current work is lovely and terrific!
i would love to see hive buildables; resin walls, floors, etc made from produced biomaterials of some sort. expansion on the jellies would also be lovely, i had the other bug mod installed to access royal jellies but.. i only enjoy your mod fr

Regardless, the mod as is highly functional, in depth, and well constructed with a sharp and keen creative lead and design. i recommend it for folk to try out!
RedMattis  [作者] 6 月 23 日 上午 9:27 
@nixonwestbrook
They aren't automatically friendly to insectoids.

I did consider adding that gene to them, but it felt unnecessary (I also think said gene could be a bit unpredictable and often resulted in fights with the insects anyway.)

@OddHornedNinja
Consort's have hair because I went with the idea of the males being the peacocks of the race, so to say.

Workers can have hair mostly because I thought it was a neat idea.

Emissaries have hair because they are weirdly humanlike mutants (potentially with insector powers).

@Decoy
Yes, but you need to use something like the Xenotype Exporter mod to turn your custom xenotypes into proper Xenotypes. A Morph Target is generated for all (proper) xenotypes automatically on startup. :)
/\/0()b562 6 月 22 日 下午 12:20 
do insects attack these xenotypes or do they have a gene that stops it?
OddHornedNinja 6 月 18 日 上午 4:15 
So I've been curious about this for a bit, what made you have all the females be bald but not the male cast members? I get the Emissary but I find the others a bit odd.
Decoy 6 月 14 日 上午 11:49 
Is there a way to make custom xenotypes lines that metamorph?
RedMattis  [作者] 6 月 5 日 上午 7:44 
@The Lord Pootis
More morph conditions is something I've been planning, I've just not gotten around to it, in part because I haven't had any uses cases for it myself yet.

---

The morph chances of the Emissary (etc.) are set on the Xenotype itself.

<li Class="BetterPrerequisites.XenotypeExtension">
<morphWeight>0.2</morphWeight>
<morphIgnoreGender>true</morphIgnoreGender>
</li>

@Oburi
The head is from one of their genes, so if you want you can either remove it via dev-mode, change the xml, or use something like the Cherry Picker mod to remove the gene entierly.
SAUCE__GODD 6 月 4 日 下午 1:59 
I mean the spidermandibles aren't really manidbles

Their fang-like mouthparts are called "chelicerae" and are designed for grasping prey/venom delivery as opposed to mandibles which cut/chew
The Lord Pootis 5 月 20 日 下午 12:14 
Hey, I don't know if you take suggestions or anything but I think the additions of some extra morph criteria genes could be pretty cool, like for example one that could involve the consumption of something specific like jelly or royal jelly from the VFE mod.

Also I do have a question on how the game actually decides what morph to choose, the mod page claims that the mutant and emissary xenotypes are a much rarer casts for the alate and nymphs to turn into compared to the other ones available inside of those specific xenotypes but I didn't find any extra gene or anything that would suggest that they'd be any rarer than the other ones available casts. So I'm wondering how one would simulate that with a custom made xenotype and how to make specific morphs more common/less common if the xenotype has multiple of them?
icytux 5 月 4 日 下午 7:32 
Can the simple big and small genes mod be used instead of the other one? Was trying to see if we could get this series to work with multiplayer but it unfortunately doesn't, even just having the framework alone breaks it.
aj 4 月 16 日 下午 6:06 
xeno queen making me act a fool
Oburi 4 月 16 日 下午 2:38 
is there a way to keep them with human heads?
BattleBird 4 月 14 日 下午 12:39 
I reloaded the save and they changed.
BattleBird 4 月 13 日 下午 4:30 
I've tried to do a full colony with a queen and consort but when the Nymphs and Algate's are born they progress through their life stages normally but never morph, they seemingly only get 1 growth opportunity (them turning to adult) then after that they don't morph.

Is the morph timer set to (in game) days after the requirement is met? or hours? seconds?
If its not a morph timer issue then I'd be glad to know if its something I've done wrong via mod incompatibility or something else?

I assume it's maybe that they age so quickly that they skip a life stage, so they never morph.
RedMattis  [作者] 4 月 11 日 下午 12:18 
@Zorilla
Better Gene Inheritance is required for this mod, and it should ensure they turn into nymphs/alate as normal.

@CAPT Juggernaut
That does indeed work, and is the easiest way to set up your own inheritance systems. :)
ZorillaMyrid181 4 月 11 日 上午 5:30 
Are the children from the queen and consort supposed to be marked as a hybrid for a race? I ended up disabling the better genes mod thinking it was the one causing it, but now I think I ended up making one that'll permanently be a nymph. Starting a new save anyways, but just making sure that's how it is supposed to be and not either form of the nymph. (The workers seemed to work fine unless I got lucky, it's just the queen with a consort that gave me issues)
UyTheo 4 月 10 日 下午 1:40 
@CAPT Juggernaut would the mod allow me to chare the xenotype with others if I am playing multiplayer?
CAPT Juggernaut 4 月 6 日 下午 6:14 
Maybe the mod:(Custom Xenotype Exporter Tool) will help, it helped me make many xenotype mods compatible. The mod allows you to make patches to existing xenotypes by overriding them and you can make custom ones like in the name.
Quickdraw6 4 月 2 日 下午 6:13 
Huh, odd that they'd be hardcoded like that...

But I mean, I suppose it may be possible to use the literal bugs, I was just hopeful that the pawns themselves could do it like with Insectors since you don't start with bugs.
RedMattis  [作者] 4 月 2 日 上午 2:38 
@Quickdraw6
Hivehlands is an Insector gene, and appears hard-coded, so I don't see how I could do that without hacking into the C# code.

Isn't it better to just use the Insectoids 2 bugs to build the actual hive buildings?
Quickdraw6 3 月 9 日 下午 6:41 
Regarding the VRE Insector + Insectoids compat, would you consider adding the Hiveglands gene to the xenotypes so that they can build hive structures? I love these Insectors compared to the VRE ones but it's hard to build a hive-y colony without those structures!
queenelise9830 3 月 8 日 下午 1:59 
Cool thanks.
RedMattis  [作者] 3 月 8 日 下午 1:47 
@queenelise9830
If you use the custom start provided with the mod then a lot of random joining pawns will be bugs.

There is also an included bug-faction which you can recruit pawns from. :)