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Showing results for tags 'hyperpreg'.
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Version 1.0.0
232 downloads
The Abyss Above (TAA) is a loose conceptual framework meant to enable hyper kinks in Stellaris. Centuries of research into genetic modification has left its mark on the galactic community. As of 2200, most people are GMOs in one sense or another. A modification to increase dick size here. A faster pregnancy there. Someone might discuss genetically increasing their breast size by 3x with the same casualness of someone debating whether or not to go blonde. The discovery of HYPER energy - a seemingly infinite source of extra-dimensional power that genetic mods can tap into - will forever define the future. When the limits of biology and physics aren't an issue, what would you do to yourself? Your civilization? And would you have the restraint to stop? This is a sub-mod of that wider project. An independent little mod that focuses in on the scientific and exploration elements of Stellaris. It's meant to function independently of anything else, be simple to update, and [What this mod currently adds] 16 Anomalies Stumble into the sexual experiments of long gone empires, and confound your physicists with impossible volumes of fluids. 6 Specimens Display your erotic curiosities in the grand archive, and stoke the imaginations of your own kinky bio-engineers. [What is planned for this mod] 19 More Anomalies 10 Specimens 5 Archeological Sites [Q&A] "What is this mod?" A self-contained (and hopefully fully functional) portion of The Abyss Above (TAA) focused on the Grand Archive, anomalies, excavations, and that's it. My original vision for TAA was extremely over-scoped and general. While I knew that at the time, I thought I could ignore that fact. I could not. I'd start working on traits, only to give up halfway through and swap to tech, only to get sidetracked with ideology tweaks. After a few months 80% of the mod was erotica with no mechanical hook and half the code was incomplete or busted. This is my way of keeping things tight while also forcing myself to engage with the lame part of mod making (mechanical implementation) more often. "Why release it if you've still got stuff planned?" So I can get feedback on whether or not the features actually work, plus I just kind of want it out there. So far this submod has taken me, what, half a year already? A handful of short, dedicated bursts of energy with months between them. I know I'm not the fastest modder out there, and I do feel guilty for saying "Oh don't worry, I'm still working on TAA :)" before disappearing for months without updates. So, here's something. "Can you remove X or release a version with only Y?" No ❤️ If a certain anomaly really bothers you, feel free to open the mod up and rip it out yourself. Content warnings are available below - both vague and specific - and if a majority of those bother you, then this mod probably isn't for you. "I'm experiencing an issue with this mod, can you fix it?" Hopefully. Let me know if you run into any issues. "Do you have anything miscellaneous to say?" Yep. I intentionally avoided gendering - either the player empire or alien empires - as much as I could. So if you're wondering why I opted for some strange phrase or awkward chunk of dialogue, it's because I wanted the mod to be applicable to mono-gendered/ungendered/transgendered empires. Absolutely no AI was used in the making of this mod, and it never will be. I'll swallow my pride and subject you to mouse-drawn stick figures a thousand times before I subject you to slop. If you've ever seriously thought about transitioning, you should take HRT. It's really not that scary. [Download Instructions] Unpack the .zip folder using your un-packer of choice Place both the .mod and the mod file in your Stellaris mod folder (Usually in Documents\Paradox Interactive\Stellaris\mod) Run the game's launcher, and add the mod to your current playset [Content Warnings] Vague content warning: TAA-HS deals primarily with hyper size kinks. Growing breasts the size of cities, coating planets in cum, being pregnant with too many babies to count, etc. If you're not into that kind of erotic content then this mod probably isn't for you. Specific content warning: [Acknowledgements] Me! And the Stellaris devs I suppose, since most of this mod came from copy-and-pasting their code. -
View File The Abyss Above - Hyper Science The Abyss Above (TAA) is a loose conceptual framework meant to enable hyper kinks in Stellaris. Centuries of research into genetic modification has left its mark on the galactic community. As of 2200, most people are GMOs in one sense or another. A modification to increase dick size here. A faster pregnancy there. Someone might discuss genetically increasing their breast size by 3x with the same casualness of someone debating whether or not to go blonde. The discovery of HYPER energy - a seemingly infinite source of extra-dimensional power that genetic mods can tap into - will forever define the future. When the limits of biology and physics aren't an issue, what would you do to yourself? Your civilization? And would you have the restraint to stop? This is a sub-mod of that wider project. An independent little mod that focuses in on the scientific and exploration elements of Stellaris. It's meant to function independently of anything else and be simple to update. [What this mod currently adds] 16 Anomalies Stumble into the sexual experiments of long gone empires, and confound your physicists with impossible volumes of fluids. 6 Specimens Display your erotic curiosities in the grand archive, and stoke the imaginations of your own kinky bio-engineers. [What is planned for this mod] 19 More Anomalies 10 Specimens 5 Archeological Sites [Q&A] "What is this mod?" A self-contained (and hopefully fully functional) portion of The Abyss Above (TAA) focused on the Grand Archive, anomalies, excavations, and that's it. My original vision for TAA was extremely over-scoped and general. While I knew that at the time, I thought I could ignore that fact. I could not. I'd start working on traits, only to give up halfway through and swap to tech, only to get sidetracked with ideology tweaks. After a few months 80% of the mod was erotica with no mechanical hook and half the code was incomplete or busted. This is my way of keeping things tight while also forcing myself to engage with the lame part of mod making (mechanical implementation) more often. "Why release it if you've still got stuff planned?" So I can get feedback on whether or not the features actually work, plus I just kind of want it out there. So far this submod has taken me, what, half a year already? A handful of short, dedicated bursts of energy with months between them. I know I'm not the fastest modder out there, and I do feel guilty for saying "Oh don't worry, I'm still working on TAA :)" before disappearing for months without updates. So, here's something. "Can you remove X or release a version with only Y?" No ❤️ If a certain anomaly really bothers you, feel free to open the mod up and rip it out yourself. Content warnings are available below - both vague and specific - and if a majority of those bother you, then this mod probably isn't for you. "I'm experiencing an issue with this mod, can you fix it?" Hopefully. Let me know if you run into any issues. "Do you have anything miscellaneous to say?" Yep. I intentionally avoided gendering - either the player empire or alien empires - as much as I could. So if you're wondering why I opted for some strange phrase or awkward chunk of dialogue, it's because I wanted the mod to be applicable to mono-gendered/ungendered/transgendered empires. Absolutely no AI was used in the making of this mod, and it never will be. I'll swallow my pride and subject you to mouse-drawn stick figures a thousand times before I subject you to slop. If you've ever seriously thought about transitioning, you should take HRT. It's really not that scary. [Download Instructions] Unpack the .zip folder using your un-packer of choice Place both the .mod and the mod file in your Stellaris mod folder (Usually in Documents\Paradox Interactive\Stellaris\mod) Run the game's launcher, and add the mod to your current playset [Content Warnings] Vague content warning: TAA-HS deals primarily with hyper size kinks. Growing breasts the size of cities, coating planets in cum, being pregnant with too many babies to count, etc. If you're not into that kind of erotic content then this mod probably isn't for you. Specific content warning: [Acknowledgements] Me! And the Stellaris devs I suppose, since most of this mod came from copy-and-pasting their code. Submitter E V E Submitted 07/11/26 Category Stellaris Requirements Stellaris 4.4.6+ Stellaris: Grand Archive Story Pack
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View File Rimworld 1.3: Nephila Hyperpregnancy Race Mod Breaking news: crazed glitterworld lab tech unveils experimental merging of sex bot technology with gray goo mechanites! What will those wacky scientists think up next? Fetish tags: Hyperpregnancy, Infestation (tentacles), Tentacles, Hedonism, Goo Girls, Slaanesh. * Significant portions of the newer art in this mod has been created by the talented artist Archina (they and many others on the RJW discord have also helped me work through coding issues). Their website portfolio link: https://squidlet.design/archina/gallery.html. The Nephila Hyperpregnancy Mod adds a new race, the "Nephila." This race of goo girls incorporates a complex reproductive cycle, custom "royal" style faction (still being developed) with unique royal titles, and two unique themed starts. Basic mod description can be found on the mod's development Git page: https://gitgud.io/HiveBro/nephila-rjw/-/wikis/Basic-Mod-Description. A quick breakdown goes as follows: Nephila Maidens (the race's humanoids) do not reproduce normally (they have 0 fertility unless changed by a mod). Instead, they periodically give birth to puddles of nanites that coalesce into "hunter" Nephilim known as "Cherubim" and "Seraphim." When these cherubim bite a humanoid, that humanoid will come down with a mechanite disease called "Nephila Sickness." In addition to increasing a pawn's hunger and pain rate over time, the disease has an additional effect on humanoid females. Humanoid females whose Nephila Sickness severity becomes intense enough will transform into new Nephila Maidens, thus perpetuating the race's life cycle. (Undead and Robots are typically immune). In addition to this, Nephila Maidens grow more pregnant looking over time, going from having a pot belly all the way up to hyperpregnant looking. Higher stages of Nephila Maiden are able to give birth to more, and more powerful, Nephila hunter tentacles. As Maidens grow, they also gain ranks in the Nephila social hierarchy, unlocking powers just like royal titles do. The downside to all this is that their needs (especially hunger) increase while their manipulation and speed decrease due to their increasing debilitation. The final stage of a maiden's evolution, that of a "Grand Matron," can only be unlocked by feeding a sufficiently evolved Maiden a cocktail derived from an advanced Nephila hunter tentacle known as a Seraphim. Grand Matrons give birth, about once a year, to powerful "Queen's Guard" pawns, which represent the ultimate achievement of Nephila biology. Queen's guard are fast, tough, deadly, and can transform female humanoids they fight in combat into new Nephila Maidens on your faction's side, if they stay in combat long enough. Mod load order can be seen in one of the images. Harmony -> Core -> Royalty -> Ideology -> HugsLib -> Pawn Render Patch for HD -> Humanoid Alien Races 2.0 -> [Nephila Mod] -> RimJobWorld -> RimJobWorld Race Support. Due to Ideology's change to rendering, I had to add Pawn Render Patch for HD (https://steamcommunity.com/sharedfiles/filedetails/?id=2539273760) as a new soft requirement for the mod. Set the rendering to around 40 or 50. Without Pawn Render Patch,, Queen's Guard and Grand Matrons turn into squares depending on the mods you have loaded (Vanilla Expanded and certain other HAR race mods cause issues, as far as I've ascertained). HAR's built-in utility proved insufficient given the wide range of mods that all change the same general thing. Loading Pawn Render Patch eliminates most rendering issues regardless of mod list. (If you're not familiar with the RimJobWorld Race Support mod, it can be found here: ). I am terrible at art. As a consequence, some of the sprites I use in this mod are heavily modified versions of art made by other people. In particular, I drew from "Breast Naga" by gamera1985 to create the Queen's Guard sprite, "Rimworld Busty Bodies 1.0.0" by Skyrimkillmod as the basis for Nephila Maiden bodies, and "gloomy_face" by gloomylynx for Nephila Maiden heads. Should any of the artists I drew from have issue with my mod, I'll take it down from Lover's Lab. To get started with the Nephila mod, you can pick one of the two custom starts, "Bizarre Cargo" (easy start) and "Awakened Empire" (harder start). You can also piss off the Nephila faction to get them to raid you or research Advanced Fabrication and Vitals Monitor in order to unlock the Nephila Pool of Colors workbench, which can be used to convert humanoid corpses into one-use incubators for Nephila Maidens. Dev cheats work fine, as well (apply the "Nephila Sickness" hediff to no specific body part using the apply hediff dev cheat). Known Issues: Nephila Grand Matrons and Queen's Guard disappear when entering beds; the Nephila Grand Matron specific bed is functional but ugly and does not do what it's intended to; On a pawn transforming into a Nephila Maiden, the game will spit a bunch of (harmless) red line errors if the player does not have a robot or undead mod in their load order (placing either Rimworld of Magic or the Androids mod in your load order generally makes the red line errors go away); When Nephila maidens reach a new pregnancy level and evolve, they sometimes gain a "Nephila Mechanite Inhibitor" in the process. This inhibitor prevents them from evolving again. Surgically removing the inhibitor will allow them to evolve once they have grown enough to do so again. I've also included versions of the mod for Rimworld 1.0 and Rimworld 1.1 without the Royalty expansion. Note that I will not be updating these versions, as most of the new content intended for Nephila are heavily reliant on the Royalty framework, but these versions are here for people who want access to the mod but either want to stay in 1.0 or don't want to buy Royalty. Nephila for 1.0/1.1 Without Royalty: Nephila - 1.1 Non Royalty.7z Nephila 1.1.1.7z Submitter HiveBro Submitted 03/07/2020 Category Rimworld
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View File Nephila Rework by BiasNil Nephila 1.5 by HPregAnon - Officially going to start working on this mod and update and improve the best that I can; but with the amount of mods I update and maintain it’s going to be very hard so apologies if I do things slow. I will move Nephila here due to the scale and vastness of the mod, I updated it before but now I change a lot of the mod itself (In terms of the code) to 1.5, so I can say its a slight rework-ish. Old Mod: Note: Not Safe for Mid Game (Don't put this mod in the mid game will cause problems) The source code: https://gitgud.io/MimiNil/nephila Submitter DubiousBiasNil Submitted 07/17/2024 Category Rimworld
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Version 1.0.2.5
6321 downloads
Nephila 1.5 by HPregAnon - Officially going to start working on this mod and update and improve the best that I can; but with the amount of mods I update and maintain it’s going to be very hard so apologies if I do things slow. I will move Nephila here due to the scale and vastness of the mod, I updated it before but now I change a lot of the mod itself (In terms of the code) to 1.5, so I can say its a slight rework-ish. Old Mod: Note: Not Safe for Mid Game (Don't put this mod in the mid game will cause problems) The source code: https://gitgud.io/MimiNil/nephila -
Version 1.2.0
3632 downloads
This is, technically, Nephila updated for Rimworld 1.6. Please note, however, that it was: A) A very quick-and-dirty update - I basically just deleted the parts of the assembly file that were causing issues. Notably, the unique biomes are gone, as is the Lactation Induction power, which never really felt quite right anyway. If you want hucow colonists, there are much better options out there. B) Based on my personal copy of the mod. This means it is adjusted from the original experience in ways that I personally find more balanced and enjoyable, but others might not. I also kinda never really intended for much of this to see the light of day outside of my own PC. Under ideal circumstances, it never would. However, given the complete lack of an update of this mod for 1.6, I threw this together from what I had, so other hyperpreg lovers can have something to sate our thirst need want. I make no assurances for the quality, nor will I likely be able to offer much support. Sorry in advance? Come to think of it, I might have left some beta-testing stuff in there from Biotech experiments. WELP. -
Version 1.3
15517 downloads
Breaking news: crazed glitterworld lab tech unveils experimental merging of sex bot technology with gray goo mechanites! What will those wacky scientists think up next? Fetish tags: Hyperpregnancy, Infestation (tentacles), Tentacles, Hedonism, Goo Girls, Slaanesh. * Significant portions of the newer art in this mod has been created by the talented artist Archina (they and many others on the RJW discord have also helped me work through coding issues). Their website portfolio link: https://squidlet.design/archina/gallery.html. The Nephila Hyperpregnancy Mod adds a new race, the "Nephila." This race of goo girls incorporates a complex reproductive cycle, custom "royal" style faction (still being developed) with unique royal titles, and two unique themed starts. Basic mod description can be found on the mod's development Git page: https://gitgud.io/HiveBro/nephila-rjw/-/wikis/Basic-Mod-Description. A quick breakdown goes as follows: Nephila Maidens (the race's humanoids) do not reproduce normally (they have 0 fertility unless changed by a mod). Instead, they periodically give birth to puddles of nanites that coalesce into "hunter" Nephilim known as "Cherubim" and "Seraphim." When these cherubim bite a humanoid, that humanoid will come down with a mechanite disease called "Nephila Sickness." In addition to increasing a pawn's hunger and pain rate over time, the disease has an additional effect on humanoid females. Humanoid females whose Nephila Sickness severity becomes intense enough will transform into new Nephila Maidens, thus perpetuating the race's life cycle. (Undead and Robots are typically immune). In addition to this, Nephila Maidens grow more pregnant looking over time, going from having a pot belly all the way up to hyperpregnant looking. Higher stages of Nephila Maiden are able to give birth to more, and more powerful, Nephila hunter tentacles. As Maidens grow, they also gain ranks in the Nephila social hierarchy, unlocking powers just like royal titles do. The downside to all this is that their needs (especially hunger) increase while their manipulation and speed decrease due to their increasing debilitation. The final stage of a maiden's evolution, that of a "Grand Matron," can only be unlocked by feeding a sufficiently evolved Maiden a cocktail derived from an advanced Nephila hunter tentacle known as a Seraphim. Grand Matrons give birth, about once a year, to powerful "Queen's Guard" pawns, which represent the ultimate achievement of Nephila biology. Queen's guard are fast, tough, deadly, and can transform female humanoids they fight in combat into new Nephila Maidens on your faction's side, if they stay in combat long enough. Mod load order can be seen in one of the images. Harmony -> Core -> Royalty -> Ideology -> HugsLib -> Pawn Render Patch for HD -> Humanoid Alien Races 2.0 -> [Nephila Mod] -> RimJobWorld -> RimJobWorld Race Support. Due to Ideology's change to rendering, I had to add Pawn Render Patch for HD (https://steamcommunity.com/sharedfiles/filedetails/?id=2539273760) as a new soft requirement for the mod. Set the rendering to around 40 or 50. Without Pawn Render Patch,, Queen's Guard and Grand Matrons turn into squares depending on the mods you have loaded (Vanilla Expanded and certain other HAR race mods cause issues, as far as I've ascertained). HAR's built-in utility proved insufficient given the wide range of mods that all change the same general thing. Loading Pawn Render Patch eliminates most rendering issues regardless of mod list. (If you're not familiar with the RimJobWorld Race Support mod, it can be found here: ). I am terrible at art. As a consequence, some of the sprites I use in this mod are heavily modified versions of art made by other people. In particular, I drew from "Breast Naga" by gamera1985 to create the Queen's Guard sprite, "Rimworld Busty Bodies 1.0.0" by Skyrimkillmod as the basis for Nephila Maiden bodies, and "gloomy_face" by gloomylynx for Nephila Maiden heads. Should any of the artists I drew from have issue with my mod, I'll take it down from Lover's Lab. To get started with the Nephila mod, you can pick one of the two custom starts, "Bizarre Cargo" (easy start) and "Awakened Empire" (harder start). You can also piss off the Nephila faction to get them to raid you or research Advanced Fabrication and Vitals Monitor in order to unlock the Nephila Pool of Colors workbench, which can be used to convert humanoid corpses into one-use incubators for Nephila Maidens. Dev cheats work fine, as well (apply the "Nephila Sickness" hediff to no specific body part using the apply hediff dev cheat). Known Issues: Nephila Grand Matrons and Queen's Guard disappear when entering beds; the Nephila Grand Matron specific bed is functional but ugly and does not do what it's intended to; On a pawn transforming into a Nephila Maiden, the game will spit a bunch of (harmless) red line errors if the player does not have a robot or undead mod in their load order (placing either Rimworld of Magic or the Androids mod in your load order generally makes the red line errors go away); When Nephila maidens reach a new pregnancy level and evolve, they sometimes gain a "Nephila Mechanite Inhibitor" in the process. This inhibitor prevents them from evolving again. Surgically removing the inhibitor will allow them to evolve once they have grown enough to do so again. I've also included versions of the mod for Rimworld 1.0 and Rimworld 1.1 without the Royalty expansion. Note that I will not be updating these versions, as most of the new content intended for Nephila are heavily reliant on the Royalty framework, but these versions are here for people who want access to the mod but either want to stay in 1.0 or don't want to buy Royalty. Nephila for 1.0/1.1 Without Royalty: Nephila - 1.1 Non Royalty.7z Nephila 1.1.1.7z-
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View File Nephila Pokè-edit This is, technically, Nephila updated for Rimworld 1.6. Please note, however, that it was: A) A very quick-and-dirty update - I basically just deleted the parts of the assembly file that were causing issues. Notably, the unique biomes are gone, as is the Lactation Induction power, which never really felt quite right anyway. If you want hucow colonists, there are much better options out there. B) Based on my personal copy of the mod. This means it is adjusted from the original experience in ways that I personally find more balanced and enjoyable, but others might not. I also kinda never really intended for much of this to see the light of day outside of my own PC. Under ideal circumstances, it never would. However, given the complete lack of an update of this mod for 1.6, I threw this together from what I had, so other hyperpreg lovers can have something to sate our thirst need want. I make no assurances for the quality, nor will I likely be able to offer much support. Sorry in advance? Come to think of it, I might have left some beta-testing stuff in there from Biotech experiments. WELP. Submitter pokepika01 Submitted 08/16/2025 Category Rimworld