RimWorld

RimWorld

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Vanilla Races Expanded - Insector
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Mod, 1.5
File Size
Posted
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3.200 MB
3 Jun, 2024 @ 9:10am
22 Feb @ 3:15am
15 Change Notes ( view )
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Vanilla Races Expanded - Insector

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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]
791 Comments
FelipeGames2000 6 hours ago 
Question: Which gene allows a pawn to walk on VFE-I2's Creep?
Suspumpkin/bonejokeguy 23 Jun @ 2:55am 
i wanted to make a colony with the cute bugs (: but they kept attacking me, thanks to this mod i get to have my army of bugs, god bless the modding comunnity in rimworld
Guantanamo 20 Jun @ 2:24pm 
Sorry if this has already been answered, but I'm in a weird scenario where one of the colonists I recently picked up just died from a chest burst pregnancy and now I have the chest burster as a colonists. Is there any sign to them being injected before the juvenile stage is reached? If I keep the chest burster can that have some sort of ramifications for the other non-insectoid colonists when its comes to stuff like the chest burster pregnancy?
Icepick 19 Jun @ 11:13am 
Ah, good to know, thank you
Sarg Bjornson  [author] 19 Jun @ 9:49am 
Yeah, the preferred xenotypes were half baked into the game, they are not versatile at all. I think there are mods addressing that
Icepick 18 Jun @ 11:29am 
Is it intentional that a pawn that has modified using the Geneline Evolution feature no longer matches their Xenotype for the purpose of an Ideology Preferred Xenotype setting? ie, once they change their geneline, they become a disliked Xenotype?
Paradox 15 Jun @ 5:29am 
Are these 'evolution genes' usable in the same way as regular genes for custom xenos? Parthenogenesis looks really nice for a lot of concepts where I don't wanna use the rest of the insectoid stuff
Sevrun 14 Jun @ 9:24am 
I've spent a few days with this in a medieval playthrough, it'll move up to industrial later. I gotta say it feels a bit awkward at first, with the insectiod 2 tie in unexplained. Once I learned my way around the basic bits I have available (most of it geared toward industrial+ tech levels) it's been interesting. Once you realize the gene-lines are meant to augment and not replace traditional gene modding, things start to click. Really impressive integration on that part.

Sorry, I don't normally write books, but "Ugg Good." just didn't do it justice.
Sarg Bjornson  [author] 23 May @ 3:41am 
I, too, support child labour!
ElysianEcho 23 May @ 3:35am 
in case anyone is confused like i was at first, it takes 1 jelly gives 50 points to the bar, at -20 points a day that means you get 2.5 days per jelly or 5 days per 2, one jelly producer makes 6 a day, meaning 1 producer can sustain 3 colonists, so if you make 1/3 of your colonists capable of producing you will be at net 0, without any buildings, babies can also be metamorphed, meaning while they are just newborn they can help the colony with jelly!