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oskarpotocki
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[DEVBLOG#266] Player-built hives

Welcome to a deep dive into one of the most thrilling features of the "Vanilla Factions Expanded - Insectoids 2" - creating and managing player-built hives. This feature will allow you to do what many of you always wanted - coexist with insectoids. Here’s a comprehensive guide on how you can build and sustain your very own insectoid empire.

Understanding Insectoid Architecture

The mod introduces several specialized structures that are crucial for constructing a functional hive. These include various types of walls such as the Hive Wall, Insect Jelly Wall, and the more robust Royal Jelly Wall. Each of these has unique properties that influence not just defense strategies but also the aesthetics of your hive.

There is also a variety of different structures that can only be built by Insectoids - and often, only be constructed on the special Creep terrain. These structures provide insectoid-related solutions to player-centric problems - you will be able to generate some power using staticpods, extinguish fires using foampods, or light up your farms with glowpod spires that consume no energy and provide even more light than the sunlamp!

These structures can only be constructed by Insectoids with a Worker class tag. Not having any of them will mean no construction work will happen.

Building Your Hive

You start off by researching the Basic insectoidtech research project. This will allow you to construct basic hives.

ARTIFICIAL BASIC HIVE

Spawns:

It also spawns 1 Glow pod within 12 and 24 game hours after being built. (Same as base game hives).

This simple hive is the foundation on which you build your empire. While it's only capable of spawning very basic megascarabs, these megascarabs will go around constructing anything you want them to construct.

General

Purpose and roles

Insectoids can have one of the three roles in this mod. Each role assigns a different AI tree to them. Players can find out what role the currently selected insectoid has by checking the hive gizmo. Hovering over the role icon will display the following descriptions in the float menu:

Changing spawn

Players can at will change the type of spawn in the hive.

Clicking the icon that represents currently selected insectoid opens up a dropdown menu with all other available insectoids in this hive. Each insectoid is depicted with an image, and with their role to the right.

When the player selects a different caste, all insectoids connected to that hive turn into insectoid cocoons. After 6000 ticks, they emerge from the cocoons in the new form.

Changing color

Players can change the colors of the insectoids of the specific hive. This changes the color of the mask applied to them. Players can at any point change this color, and changing it will instantly change the colors of the mask on the insectoids. This means that there is no cocoon stage or anything if it’s a simple color change.

The button shows an insectoid head colored with the currently selected color. Clicking it should pause the game and open the following screen, similar to changing the color of biotech mechanoid allegiance overlay.

The default selected color should be Subtle Brown. (Structure_BrownSubtle, (101, 88, 67))

Selecting insects and hive gizmos.

When selected, the hive should display a small gizmo similar to the mechanitor bandwidth gizmo. This gives player full control over this particular hive, and provides the player with the necessary information.

Via this gizmo, the player can:

Spawn limits

The hives only support a certain number of insectoids. If that specific hive has spawned all supported insectoids, it will stop spawning more, displaying the following message in the inspect panel:

“Spawning stopped: maximum amount reached.”

If Insectoids leave the map via any way, they disconnect from the hive and just become a standard colony animal. This way the hives ensure that there is always a certain amount of insects on the local map, around the hive.

The default maximum number of insectoids spawned is 3. This however can be increased later on with research projects. Using pherocores on hives also increases the number of maximum spawn of that hive by 1.

AI TYPES

Buildable hives spawn insectoids that have different AI depending on the type of insectoid set. Players want to build several nests, each spawning a different type of insectoid. These insectoids only use that AI if they are constructed by the player and not manhunting. AI dictates their default behavior.

Please note: The AI types only apply if the insectoids are connected to the hive. If for some reason they disconnect (for example the hive is destroyed or they leave the colony map) and they become regular animals, the AI types no longer apply to them.

Hunter

Hunter insectoids will periodically go out and hunt animals, if those are available. They will carry the dead animals and place them somewhere around their own hive. Hunter insectoids can be drafted.

This animal will then be available to be eaten by all insectoids in nearby hives.

Defender

Defender insectoids will prioritise defending the hive from any attackers. They will automatically engage hostile pawns that enter the radius of their hives. Defender insectoids can be drafted.

Worker

Worker insectoids are responsible for performing any sort of construction tasks, as long as the construction tasks are designated to be done by insectoids. They will not build multianalyzers and mini-turrets, but they will be able to construct hive walls, jelly walls and any insectoid structures from this mod. Insectoids cannot construct regular buildings.

Now that we know the different AI types and the basic hive that you can build, let's find out what you need to actually get all the cool new insectoids in your colony.

In one of the next devblogs I will cover insectoid bosses and obtaining pherocores. However, you can use those pherocores to construct some of the new artificial hives. These hives will enable you to breed all the cool new insectoid types - and they usually come with cool abilities too. I mean, hellbeetle can literally breathe fire!

ARTIFICIAL STANDARD HIVE

Spawns:

ARTIFICIAL NACHUDUS HIVE

Spawns:

It should explode in the radius of 3.9 with a flame explosion when destroyed.

ARTIFICIAL CHELIS HIVE

Spawns:

ARTIFICIAL KEMIAN HIVE

Spawns:

ARTIFICIAL XANIDES HIVE

Spawns:

Some of these hives do not have, for example, worker class insectoids. This means it's very important to ensure you still have the basic hives to do any construction work you need.

Let me know what you think about these player-built hives. I think it will create a really cool gameplay loop of growing your own army in the back garden.

Comments

Just the buildings count! :)

Oskar Potocki

I absolutely love this! Seems to be one of the most fun expansions so far and a real gamechanger. How do the hives count towards colony wealth though? They are no colony animals as I understand, so won‘t they count at all or just the hive building itself?

Dropster

Looks like finally i'm gonna do animals-run for the first time, after 1k+ hours in the Rim :D

Łukasz Dudziak


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