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[mod] Rimworld 1.3: Nephila Hyperpregnancy Race Mod


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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




Edited by HiveBro
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This is interesting, but it gives an exception on the quest tab that causes that tab to be blank.


Exception filling window for RimWorld.MainTabWindow_Quests: System.ArgumentNullException: Value cannot be null.
Parameter name: source
  at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Boolean& found) [0x0000d] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at Verse.Widgets.DefIcon (UnityEngine.Rect rect, Verse.Def def, Verse.ThingDef stuffDef, System.Single scale, System.Boolean drawPlaceholder) [0x000e2] in <000153db58284aa38698b9c41ca1154b>:0
  at RimWorld.MainTabWindow_Quests.DoFavorCheckBoxes (UnityEngine.Rect rect) [0x0008a] in <000153db58284aa38698b9c41ca1154b>:0
  at RimWorld.MainTabWindow_Quests.DoWindowContents (UnityEngine.Rect rect) [0x00038] in <000153db58284aa38698b9c41ca1154b>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <000153db58284aa38698b9c41ca1154b>:0
Verse.Log:Error(String, Boolean)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


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Would be nice to know what actually are the requirements for this mod. As is, it mentions tons of features from Royalty, which i assume anyone without the DLC can't use this mod. Not to mention RJW Race Support and other mods, are they requirements or are you just listing them off as to help order mods?

If this indeed requires Royalty to use, tis' a shame.

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The listed mod order is the required order.  There is a 1.0 version of the mod from earlier in the development stage, which I included in the mod's files. The required load order for the 1.0 version is a bit different, though, as it required different dependencies. For 1.0 (without Royalty), the load order would be: 

Core -> Hugslib -> JecsTools -> Alien Races Framework -> Verb Expansion Framework -> [Nephila core mod] -> RJW -> RJW Race Support

(Verb extension framework can be found at the following: 


You should just be able to plug in the current version of this mod in 1.0 with all the mods listed and it will run fine. The alpha version of the mod was pretty much stable before Royalty was released. If you run into issues getting it working, though, I have a standalone version of the 1.0 version of the mod that I can upload. 1.0 version doesn't have the titles and title-related powers, but is mostly identical to the current version of the mod otherwise.

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Posted an update to the mod. Quests should work now. Have temporarily disabled royal title permissions for Nephila titles as they were causing pawn generation issues after the fix. Everything else should work fine. 

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This mod looks pretty cool, but the recent update that was supposed to fix quests doesn't seem to be working? I downloaded the file from the green download button on the main page but I still get the empty box and infinite errors. There's another file under the update section, but I can't download it due to permission issues. When updating from the old version to the new version, I deleted the original folder and added the updated one to the mod folder. Any help would be appreciated, since I would like to play with this mod without depriving myself of a fair portion of the new features from the royalty update.

Load order below













Psychology 1.1


Simple Slavery






age morphosis cells

Rimworld of Magic

Save our ship 2

Real Ruins


-Rimsenal mods-

Gloomy deco

vanilla furniture enhanced-production

rappoi hair

Expanded prothetics and organ engineering

set up camp

quality builder

spoons hair mod

show hair with hats

skilled stonecutting

more trait slots 1.1

interaction bubbles

RPG style inventory


impassable chest deep water

Maid Project

repair workbench

more trade ships

gloomy furniture

  door mat


female BB bodytype support

    -for human

Lovely hair style

Brotherhood compendium

Music on the rim 

auto cut blight

Vault tec

eccentric tech

more sculpture

reasonable components


Nephilia HPreg Mod


RJW race support



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Losing the hediff shouldn't happen. If you could send me a hugslog, I'll see if I can identify what occurred. If you have access to the cheat menu, you can always re-apply it with "add hediff" applied to the torso (the hediff is called "NephilaFecundity" for Maidens, "NephilaHandmaidenFecundity" for nephila handmaidens, "NephilaMatronFecundity" for Matrons, and "NephilaGrandMatronFecundity" for grand matrons). Typically when that kind of error has occurred in the past, it has something to do with generating the new pawn/form that the infected pawn transforms into and is pretty 1-off/rare. Applying the appropriate hediff again and letting it reach full severity should hopefully fix things.

For the cocooned ones, they essentially spawn an egg that hatches into Handmaidens. Sometimes in extreme environments the eggs can go bad/get eaten. Using the cheat menu to spawn an appropriate number of the "CoalescingNephila" item can fix things for you, though a hugslog would be appreciated so I can ensure it isn't something going wrong in the code for the item itself. If you let it run out of fuel instead of refueling it (it takes raw meat), that could also be causing trouble. Haven't fully tested what happens if you don't refuel the object.

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14 hours ago, HiveBro said:

Hmm. This is my first time uploading a mod to LL, so I might have done something wrong. Just in case, I've uploaded the file in this post. Could you please download the version linked in this post and then tell me if you're still encountering issues?

Nephila.7z 49.9 MB · 12 downloads

After downloading this version, the quest tab is now working. Thank you for the prompt fix!

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It's based on time. If you wanted to adjust the speed, you could always go into the game files:
* Go to Nephila > 1.1 > Defs > HediffDefs > Hediffs_Nephila

* Look for the "Nephila Fecundity" hediff conditions (Nephila Fecundity is the version for Maidens and the other versions will explicitly mention which type of Nephila they impact by name). 
* Find "<initialSeverity>0.001</initialSeverity>" and change it to a higher number to shorten the length of time it takes for a Nephila of the appropriate type to transform. 90.001 is the number I set things to in testing to have Nephila transform instantly. 45.001 should be sufficient to halve the amount of time it takes for a Nephila of the chosen type to transform.

* Save, of course.


I'd like to set up an options menu, at some point, and would have the speed of transformation alterable there. Haven't looked into how you'd do that yet, though, and have some other things I'd like to do with the mod first.

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I do have royalty enabled. Though I've seen some issues with the nephilim objecting to the empire's psycasters. I've got a lot of mods installed though so I wouldn't be surprised if there is some weird collision going on.


Edit: I used the dev tools to add the nephilim sickness to a pawn with 90 severity and watched it tick up. And this time the transformation worked. So I don't know.

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Hmm. If you've got a hugslog, I'd be interested in seeing it. It sounds like you're having an intermittent pawn generation issue, which is likely caused by royalty based faction issues. Perhaps from mod incompatability? Hard to say until I can see the error log.

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