Vanilla Factions Expanded - Insectoids

Mod, 1.1, 1.2, 1.3, 1.4




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After a long delay, our brand new Vanilla Factions Expanded module is now ready. Insectoids feature a diversified, new, unplayable faction that will populate the world with insects and monstrosities your colonists never dreamt of. Led by an Ancient Insectoid queen, these eusocial creatures can be heard chittering underground, with outposts and villa...

Author: Sarg Bjornson

Created: 1 Jul, 2020 @ 9:28am

Updated: 2 Feb @ 2:21am

Subscribers: 407020


Size (unpacked) : 8.918 MB



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After a long delay, our brand new Vanilla Factions Expanded module is now ready. Insectoids feature a diversified, new, unplayable faction that will populate the world with insects and monstrosities your colonists never dreamt of. Led by an Ancient Insectoid queen, these eusocial creatures can be heard chittering underground, with outposts and villages across the surface mysteriously disappearing overnight.

Vanilla Factions Expanded - Insectoids allows you to take a fight to the insects. No longer such an interesting faction will be limited to one ingame event only. Insectoids now possess bases on the surface - in the form of overrun outposts filled with riches and hives for you to purge.

They will now be allowed to raid, the same way as mechanoids or other factions can. They won’t engage in diplomacy and they won’t give you quests - as they are forever hostile. This mod features a number of new insectoids filling various niches whilst still keeping the feel of the faction the same as in vanilla - melee only, relying on swarming their opponents.

For those brave enough to harness their power, bio-engineering is now a thing. Obtained from traders and quest rewards only, players can now vat-grow over 20 unique insectoids, obeying their every command and performing tasks around the base.

Genomes used in bio-engineering can also be implanted in colonists and prisoners alike, leading to various genetic mutations - some good, some bad.

New riot gear is craftable and ready to be used by your base security whilst new quest-reward only plasma weapons will allow you to get rid of the insectoids even more effectively.

Mercenaries starting scenario pits you in the battle against the insectoids at the very beginning, placing you on the outskirts of an overrun outpost. Can you clear it out with your superior weaponry and call it home? Or will you evacuate the area and find a new settlement?
































































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Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Sarg Bjornson, a programmer responsible for bio-engineering code and new insectoids.

Luizi, an artist in charge of graphic design of the new insectoids.

Kikohi, a programmer responsible xml and C# of the mod.

Nazz Abdoel, original creator of the original image used to draw the Empress evil

New storyteller artwork by Vitalii

Helixien, author of plasma gun graphics.

Rimworld is owned by Tynan Sylvester.

Thank you:

Vanilla Expanded team for constant support.

Beta testers from our beta testing channel for long hours of testing and reporting books efficiently.

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



Q: Does this mod add playable insectoid race?
A: No. It would take years to make a whole new playable Vanilla Expanded race that would make me happy. We didn’t have years.

Q: Is this mod compatible with better infestations?
A: Yes, our code doesn’t even touch infestations code!

Q: I tamed a queen and she doesn't spawn any larva.
A: No insectoid in this mod should be tame-able. You tamed it due to a mod conflict or exploit. I won't add support for tamed insects.

Q: Do I need the base module for it to work?
A: Yes, the base module is required as it contains all the functionality of the mod.

Q: Do vat-grown insectoids spawn in the wild?
A: No. These insectoids ONLY exist when you make them/buy them.

Q: Is this mod compatible with Combat Extended?
A: Most likely will be, on the Combat Extended side of things.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however you do need a mod like Orion’s Faction Discovery for the Insectoid faction to actually spawn. Removing a mod is a whole other ball game - you cannot remove a faction mod mid-save without risking corrupting the save.

Q: Is it compatible with X mod?
A: It is compatible with majority, if not all, mods. In case you encounter errors, please refer to Known Issues section.

Q: Are the genome body mutations visible?
A: Only if running Pawnmorpher - Insectoids! https://steamcommunity.com/sharedfiles/filedetails/?id=2215953133

Q: Do I need to play with Empress Evil for the faction to spawn?
A: No, not at all. As always, our storytellers and our actual mod are two independent modules. Faction and all items will spawn with or without the storyteller!



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How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game