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Hello everyone and welcome to a quick devblog. The purpose of this post is to show you what I've been working on these last few days - as you well know, I've already started creating the infographics for VFE-Insectoids 2, and I'm really excited to announce that it has just finished testing and the mod is more or less done. Sure, we are missing the storyteller (Empress Evil will make a return, but with a cool new wave survival mechanic), but everything else is done, tested and balanced.

I have just finished creating the infographics pertaining to all the various hive structures you'll be able to build. Overall, there is quite a number of them, and I think they'll create a nice incentive for players to construct their own hives and defend them.

 

As you can see, various insectoid structures are spread into three different research projects. With basic hive tech, you can construct really basic worker hives, surrounded by hive walls, with creepers already producing the valuable creep terrain.

With standard hivetech (which we changed to also be medieval tech because there's no reason to lock it behind electricity), you'll be able to expand the hives with new structures. Large glowpods and glowpod formations will provide you with light, tendril farm will provide you with mediocre food source, jelly farm should give you enough jelly to warrant expanding the hive area, thornpods and foampods can provide your hive with defense and protection, while deepheaters can give you heat if you really need it. Most importantly, with Standard hivetech, you'll be able to construct Sorne hives, and if you happen to also research electricity - you can build all the exotic thumpers to summon the bosses.

With Exotic hivetech, you reach the pinnacle of what the mod has to offer. You can surround your base with royal jelly walls, light up your underground farms with glowpod spires, produce electricity with static pods and construct all the new hives from the newly added genelines. Furthermore, with pherocores, you can now construct 5 new insectoid structures: Jelly morphers, Petroglyphers, Hivenodes, Vilelobbers and Thronworms.

Lets take a look at the infographics!

 

Next up I'll be doing the infographics for all the cool new hives, explaining what different castes do and which hives produce which castes. I think it's safe to say the mod will release quite soon by the way! Exciting stuff.

Files

Comments

Brodeg Hammerforge

Man, you and the team are really putting in the work on this.

Marberguson

Will insectors will be slowed by creep?

Marberguson

Also it would be fun, when you get alot of insectoids in your colony, you will get pest control raids with some flamethrower armed raiders.

Lyn the Cookie

GODDAMN when you said the VE team was going to rework insectoids I was NOT expecting this level of content! You can make a fully bug-powered colony now!

Scyobi Empire

apologies if this was said in an earlier dev diary (i’m new to this patreon), but will the insect herder from VE Ideology be able to take the bugs from this mod?

Spoder

Wow... This is way more than I expected. I love how well thought out these are, all of them having a mechanic that serves the greater hive while also being dependant on the hive. Ontop of all the gribblies being added, this is going to be one hell of a mod.

Moros

The mechanics for those walls are pretty interesting. The resin ones are dirt-cheap, but somehow even more flimsy than fragile, and the hivestone is just plain cool.

Computica

This is an expansion not just a mod.

Amaelzaekil

Great mod, would love to get back into Rimworld once this is out. Perchance, if this does not offend you, would it be possible to consider "Wall Glowpods"?

JSr

Very nice and unique mod. Can barely wait to play a fully insectoid colony. How far does creep spread? Does it have any effect on the local flora like pollution?

iZetsubo

The creep reminds of my of Starcraft days. Love it.

BrenTenkage's Gaming

actually know what this reminds me of...that AVP Extintion game with the aliens

Mocho

I'm about to make a Chimera Ant playthrough with this mod and Insectors ... not sure if I dreamed this, but did you mention that a dirtmole expanded might come out with mining expanded? Pairing races with big mods is cool

Jason Ruth

Will the ability to Vat Grow insects return? I thought it was a neat feature considering it is mentioned in the Vanilla Lore Expanded document.

Joel Fitzgibbon

Will naturally occurring smoothed stone walls be converted to hivestone? Or is it only the untouched natural stone walls which will be converted?

Deggial

I couldn't stop grinning as I read this - The Zergs are coming to Rimworld! :D I can't wait to build my own ant farm and have my Insectors guard it! :) I do wonder though: There must be something else going on with those insect jelly walls. They use a somewhat valuable building material (which could otherwise be eaten) and are less sturdy. Granted, they are faster to build - but that can't be it, can it? Why would I ever prefer them over the more mundane 'hive walls'? Is there an unmentioned advantage to them?

Samuel

Estimate on when it will be uploaded to the workshop? Or is it just very soon

Gustavo Righetti

"Creeper" dude just make a full on Starcraft Zerg conversion, im not even joking, i will pay you

Skyler Schenck

Highly anticipating this mod!!! Can't wait for it to be released!

eduardo volpe

This is incredible but I'm curious tho, with the insector being able to build insectoid stuff are they able to maintain it?

dj

will there be a gene related to spawning insectoid cocoons?