Xenodragon54 Posted August 9 Posted August 9 View File Xenomorph Species Expansion Xenomorph Domain Description: A large adult hive-mind overhaul for Stellaris built around the perfect organism. Play the Hive itself — grow the brood from ovomorph to Queen Mother, harvest hosts, subjugate broodstock tributaries, and remake worlds into living resin. Or stand on the other side of the glass: captor empires can contain, study, farm, and profit from the most dangerous species in the galaxy. Military, economy, and exploration stay in a cold biological-horror register; the adult content lives inside the systems built for it, built and validated against the current Stellaris version with all DLC in mind. This is a living WIP — updates ship frequently, and saves are best started fresh after major updates. AI disclosure: this mod is heavily AI-developed — see the full note in the AI Development Disclosure section below. https://discord.gg/v6WVHtR9S And here is a Discord server for those who'd like to join! throw up suggestions, report bugs, Chat about Aliens and shit! Included Content: * 1 Playable Species Class * 3 Prescripted Empires * 117 Species Traits and 24 Leader Traits * 30 Civics and 10 Origins * 119 Technologies * 142 Buildings * 83 Districts * 98 Jobs * 22 Army Types * 23 Tradition Trees * 16 Ascension Perks * 21 Planet Types * 14 Deposits and Blockers * 15 Empire Personalities * 93 Ship Components — 19 Weapons and 74 Utility Components * 9 War Goals and 8 Casus Belli * Custom portraits, AI-generated icons, espionage operations, war goals, relics, and the Hive Evolution Chamber menu Current Features: Spoiler The Hive: Playable Xenomorph Species — a dedicated XENO species class with a deep pool of biological, behavioral, and body traits. (seeded by Xenomorph Species Rework) Three Brood Lineages — Standard Xenomorph, Spitter, and Deacon, each with its own prescripted empire and AI personality. (seeded by Xenomorph Species Rework) Nine Origins — hive starts from apex Prime to the Queen Mother's Throne, Laboratory Escapees, Crashed Derelict, Scattered Brood, Acheron Survivor, and the Black Resin Spitter Cradle — plus two captor-side origins for everyone else. Egg & Offspring Economy — drone clutches and royal egg-layers produce Xenomorph Eggs; brood tenders mature them into Offspring that pay for research chains, growth, and expansion. Run dry and the brood collapses. The Royal Ladder — Queens, Brood Queens, Matriarchs, Empresses, and the Queen Mother as jobs, buildings, rulers, and guards, with Praetorian and Paladin defense castes. The Hive Evolution Chamber — every pop the Hive converts feeds an Evolution Point pool; spend it in a dedicated menu to cultivate exotic war-castes: Widow, Pyrogen, Puppeteer, Warlock. (caste roster inspired by TGMC; menu inspired by Plague Inc) War-Castes & Host-Lines — Runners, Lurkers, Spitters, Crushers, Chargers, Aquatic Stalkers, Neomorphs, Ravagers, and Boilers as armies; consumed host species unlock hybrid strains with their own traits. (TGMC and the Alien franchise) The Capture Pipeline — the Raiding bombardment stance, battlefield leader captures, and fleet-wreck harvesting feed the Captive Pits, an interactive menu of long-form captive event trees. Brood-Tribute Subjugation — defeated empires become permanent broodstock tributaries; the galaxy answers with the Restraint casus belli that frees every subject the Hive holds. Divergent Brood Ecologies — fully infested worlds mature into one of five permanent ecological roles, so no two hive worlds read the same. Planetary Adaptation — gradually raise Xenomorph habitability through different approaches, costs, and risks. (seeded by Xenomorph Species Rework) Black Resin Development — cultivate hive worlds into resin networks and Black Resin Brood-Worlds, the advanced end-state of world consumption. (seeded by Xenomorph Species Rework) Queen-Network Systems — capped, tech-gated research and diplomatic interactions with known Xenomorph empires, managed from a report dashboard. (seeded by Xenomorph Species Rework) Adaptive Strain Cycle — the brood periodically mutates between Hyper-Aggressive, Docile Breeder, and Infiltrator strains. (seeded by Xenomorph Species Rework) Galactic Infestation — infestation spreads innately through contact with every Xenomorph empire; the Virulent Strain civic amplifies it. (seeded by Xenomorph Infection) Brood Architecture — specialized Queen, military, breeding, research, recycling, and harvesting buildings across the hive economy. (seeded by Xenomorph Species Rework) The Captors: Xeno Traffickers & Xeno Keepers — origins that begin with an enslaved Xenomorph secondary species (the trait locked in from creation) as stock-in-trade or livestock. The Captor Industry — containment labs, specimen vaults, breeding programs, rendering works, exhibition galleries, and corporate civics from trafficking syndicates to eradication mandates. (adult systems built on Lustful Void) The Captive Queen — hold a living Matriarch: condition her, breed her, ransom her, display her, or lose her to a containment breach, through her own interactive menu. Biosecurity & Containment — anti-xenomorph civics, technologies, and tradition trees for ordinary empires that would rather survive the Hive than own it. (seeded by Xenomorph Infection) Both sides: 23 tradition trees covering captures, brood development, infestation, containment, and ascension, with 16 ascension perks. Compat patches for Ethics & Civics: Bug Branch and Expanded Gestalts: Forgotten Queens ship alongside the mod. x21 Planet Types — five infested world families, each with Fortress / Brood / Foundry specializations, plus the resin end-state Spoiler Xenomorph Hive World — plus Fortress, Brood, and Foundry specializations Tendril World — plus Fortress, Brood, and Foundry specializations Infested Ring World — plus Fortress, Brood, and Foundry specializations Infested Hive City — plus Fortress, Brood, and Foundry specializations Infested Ocean World — plus Fortress, Brood, and Foundry specializations Black Resin Brood World — the advanced end-state of world consumption x23 Tradition Trees — 23 Tradition trees across hive, captor, corporate, and defensive play Spoiler Hive trees (12): Xeno Lifecycle, Breeding Rapture, Draconic Parasitism, Captive Harvest, Genetic Hoarding, Queenly Dominion, Hidden Infestation, Livestock Dominion, Voidbrood Mastery, Sovereign Court, Brood Ascendancy, Blight Ascendant Captor trees (4): Xenomorph Brood Harvest, Xenomorph Specimen Galleries, Xenomorph Vivisection, Captive Xenomorph Dominion Corporate trees (5): Egg Production, Xeno Acquisition, Offspring Production, Flesh Trade, War Assets Defensive trees (2): Biosecurity Doctrine, Xeno Defense x31 Civics + x9 Origins — hive doctrines, corporate exploitation, and anti-xenomorph defense Spoiler Hive civics (18): Hunter Brood, Resin Dominion, Shadow Brood, Virulent Strain, Ravenous Brood, Devouring Swarm (reworked), Xenomorph Psychic Choir, Xenomorphs Blood Mining, Matriarch's Hunger, Patriarch's Dominion, Queen Matriarchy, Planetary Adaptation, Adaptive Strain Cycle, Synaptic Ganglion, Metabolic Strip-Mining, Digestive Assimilation, Fecund Brood, Hatchery Doctrine Corporate captor civics (8): Aliens of War, Treasured Queens, Apex Menagerists, Xeno Husbandmasters, Brood Covenant, Outbreak Brokerage, Pleasure Syndicate, War Brokerage Anti-xenomorph civics (5): Eradication Mandate, Biosecurity Directorate, Quarantine Authority, Xenobiological Taskforce, Expeditionary Hazmat Corps Origins (9): Xenomorph Prime, Queen Mother's Throne, Laboratory Escapees, Crashed Derelict, Scattered Brood, Acheron Survivor, Black Resin Spitter Cradle — and for everyone else, Xeno Traffickers and Xeno Keepers x142 Traits — 118 species traits and 24 leader traits Spoiler Core biology (22): Xenomorph, Xenomorph Metabolism, Xenomorph Carapace, Xenomorph Blood, Xenomorph Psychic Organ, Aggressive Implanters, Rapid Maturation, Brood Parasitism, Ovomorph Abundance, Ravenous Metabolism, Hyper-Aggression, Queen Dependency, Light Sensitivity, Disposable Drones, Genetic Memory, Hyper-Adaptive Genome, Unstable Morphology, Black Goo Touched, Undying Matriarch, Genetically Manipulated, Accidental Variation, Controllable Risk Environmental adaptations (5): Void Nesting, Toxic Resilience, Frost-Hardened Chitin, Dune Burrowers, Abyssal Hivebreed Hostlines & hybrid strains (17): Mammalian / Reptilian / Avian / Arthropoid / Lithoid / Psionic / Cybernetic Hostlines, plus the consumed-host hybrids: Mammalian, Arboreal, Acid-Gland, Heavy-Carapace, Adrenal, Aquatic, Spore, Reptilian, Lithoid, and Cybernetic Xenomorph strains Reproductive traits (8): Engorged Ovipositor, Barbed Ovipositor, Multiple Ovipositors, Prolific Seeder, Narcotic Seed, Virile Musk, Pleasure-Bred, Tentacle Addicts Brood body traits (52): a full anatomy of breast, milk, canal, cervix, womb, hip, and tail-framed traits — from Streamlined Brood Breasts and Royal Brood Milk through the Sealed Breeding Canal, Cervical Lock Rings, Royal Incubation Womb, Brood-Bearing Hips, and their kin — each tuned to specific jobs and castes Behavior traits (10): Pheromonal Claiming Instinct, Predatory Mating Drive, Brood-Dominant Temperament, Pheromone-Drunk Males, Heat-Driven Hive Lust, Perfect Organism Instincts, Ambush Predator Cunning, Hive-Bound Obedience, Host-Pattern Adaptability, Acid-Blooded Ferocity Leader traits (24): the caste ladder from Worker Breed, Drone Caste, and Warrior Caste through Praetorian Lineage, Royal Bloodline, and the Immortal Queen Mother — plus Perfect Organism, Titanic Carapace, Pheromone-Laced Presence, Terror-Mount Commander, the Dark lineage (Stalker, Enforcer, Praetorian, Elder Praetorian), and more Anti-xenomorph hardening (4): Bio-Sealed Lineage, Quarantine-Adapted, Xenobiology-Screened, Combat-Resistant Hosts Requirements: Lustful Void by Lithia<3 — REQUIRED! UI Overhaul Dynamic — strongly recommended (no patch needed) Installation: Extract the zip contents to (...\Documents\Paradox Interactive\Stellaris\mod) — if you don't have a "mod" folder, create one there. The archive contains "Hive mods.mod" and the "Hive mods" folder; both go directly into the mod folder. Delete the old mod folder and .mod file before extracting a new version. Clean installs are the supported path. Load order: Lustful Void — Xenomorph Domain — XD Compat - Bug Branch (only if you use Bug Branch — load AFTER it) XD Compat - Forgotten Queens (only if you use Forgotten Queens — load AFTER it) — UI mods last To-Do List!/Bug to be fixed! Spoiler New Xenomorph Ship models or Ship Reskin Regeneration of Trait and Civic Icons for distinction Further Development of Captive Interaction Menu, choices, and consequences(Still currently WIP but Available in mod) SFW Version of the mod Mod Penal (Similar to Kasko mod menu) Organize proper images for event displays Adjust Infection to be manual through espionage rather than automatic initial seeding. Suggested Ideas Spoiler By Ton10p Spoiler multi target hive scream weapon, i love that but i would like it to have more upgrades in tech and apply to as many weapon slots as possible )fitting in a large would be the first desired one. -make the point defense a multi target wide (0-60) range system that instead of being a excessive rapid fire it will fire 10 times a day and deal 5-10 damage with 200% additional damage to hull -a bombardment stance that deals mainly if not only infections on colony's that way if you cant fight or don't want to you can theoretically cripple them by leaving them a excessive amount of hidden infections that over time without a huge military presence to fight off the frequent invasions (the deposits create army's over time and then spawn them yearly or faster point is to feel like one is fighting stronger and stronger infections and the anti xenomorph techs reduce the negative modifiers on the colony) and if bombarded long enough the army's spawned will be gigantic (the deposits are only removable by excavation (when started a giant army appears) and each deposit increases the strength of all invader army's meaning if a huge amount is present not only will they be numerus but they will be buffed by the other deposits) gigastructual engineering compatability (build more then one Maga structure unique to the mod) a futa empress ethic job efficiency that goes from empresses giving lower queens job efficiency bonuses and queens themselves giving other hive jobs job efficiency. kina like a mentorship thing and having empresses and queens giving leaders experience bonuses Evil Creature Spoiler How about a non-lethal facehugger strain? Such an optional civic/trait/tradition would add some much-needed flavor to patriarch-run hives. Captives are valuable and scarce; using them as disposable incubators can be suboptimal for the long-term success of the collective. Certain strains would evolve to circumvent that inefficiency, taking advantage of the host’s anatomy. Why burrow an extra hole when there’s a perfectly usable exit down below? Of course, having necrophagy enabled would get you a quicker pop boost. Repeated host incubation cycles would be better for slower, more consistent growth. Flavor-wise, captive pops could gain additional traits representing the physiological changes brought on by years of captivity. Some of these could be added manually to increase the output. Here are a few examples from the top of my head: Spoiler Loss of Digestive Functions: This organism lost the ability to secrete digestive enzymes. Chemical irritants can no longer hinder incubation. +20% incubator job efficiency +30% food consumption Hypoxic Adaptation: After repeated implantation and choking by facehuggers, this organism acclimated to prolonged periods of low oxygen availability. +10% habitability Adaptive Hypertrophy Pressure and constant movement caused by the larval Xenomorph promote thickening of gastrointestinal walls. Breaks between incubation cycles are no longer necessary. +20% incubator job efficiency +5 years leader lifespan (If the pop is rescued and able to create leaders for rescuer faction) Toostor1 Spoiler Change Brood Covenant to an origin instead of a civic so it can function like Cybernetic Creed - Treasured Queens civic allows one to acquire new queens to use as leaders if possible - List the effects of each xeno tradition used as without going into the files, we don't know what each one does exactly - The abillity to terraform the xeno hive worlds into something more useful for non-xeno empires - Create a tradition (or Ascension Perk) that lets you turn your entire main species into xenomorphs like Synthetic Evolution (if possible, choosing to become an Individual Xenomorph Empire or Hive) ultimately fulfilling the Brood Covenant's goal and ascending to Xenomorphic bliss Padawan Tano Spoiler a version of the mod that doesn't tie xenomorph traits/origins etc. to their species? Frontenlaufer Spoiler plans for Xenocult support Pending Fixes: Spoiler When Reporting bugs, it is important to include this information - Empire type(Hive mind, megacorp,etc) - Civics - Origin - Species Portraits -Traits Explain what the bug is in as much detail as possible. If its a balancing issue you can also suggest any ideas you might have. Devouring swarm is available for xenomorph empires (There is a version of devouring swarm for xenomorph empires) Blank "+10%" on Xenomorph Prime and Queen Mother Infection Rebalancing Unable to go to war Buildings popping in and out on Xenomorph infested planets Alloy foundries disappearing from non hive worlds Spawning pool/Royal jelly building, not functioning as proper spawning pool replacer(Acting as egg spawning source instead) Recent Changelog: Version 5.10 Spoiler # The last piece of the building-deletion bug is closed # - 5.8 gated the monthly building sweep so it runs once per colony instead of every month — but that fix only covered **one** of the two strip blocks. The other one, which removes the nine vanilla and machine capital buildings, was still running **on every single monthly pulse, forever**. - All nine removals are now inside the same once-per-colony guard. The guard was opened around them in place rather than by moving them, deliberately: the vanilla capital has to be removed *before* the xenomorph capital is added, or the add lands on a planet that still holds a capital building. Newly converted colonies still get their swap on the first qualifying tick. - This is the same family as the Sensorium bug reported across several versions. It has been closed in pieces; this was the last piece still open. # The Queen Mother's throne world stops being the weakest capital in the mod # - The throne building was stuck at capital tier 1 — the same tier as a starting Queen's Nest — with no upgrade path off it. Because several buildings check your capital's tier before they unlock, the Queen Mother origin was locked out of **five** buildings every other hive empire could build, permanently, including the hive cluster and hive confluence. - The throne now sits at tier 4, matching the other apex royal capitals. All five open up. # All seven royal capitals now benefit from capital technology # - None of the seven xenomorph royal capitals were wired into the base game's capital-productivity technology ladder — the shared block every vanilla capital calls. They simply never received those bonuses. All seven are now wired in. # Terraforming a world into a hive world now rebuilds its deposits # - Converting a planet into a Xenomorph Hive World never re-rolled its resource deposits. The base game pairs that conversion with a reroll; the mod's version had no effect at all. - Consequence: **six xenomorph deposits could never appear on any converted world.** The only way to get them was for the galaxy generator to place them at game start. - Blockers are deliberately *not* cleared by the reroll — the harvest blockers this exists to make reachable would be destroyed by that. # The three prescripted xenomorph empires appear again # - The 5.9 draft said these were still broken. That was wrong, and the correction is worth stating plainly: an earlier test appeared to confirm the fix, was withdrawn when it turned out the test had never opened the empire selector at all, and was then re-tested properly with the selector actually running. - Result: Hive 314, Spitter Brood and Deacon Brood validate and appear. Two separate things were going on — the compatibility patch's own copies of those empires were missing trait declarations their civics grant (now fixed), while the base copies are deliberately stood down whenever the Bug Branch patch is loaded, exactly as that patch does to one of the base game's own empires. Either way you get three xenomorph empires in the list. # Four infested ringworld classes brought to base-game ringworld spec # - They were carrying terrestrial planet fields — orbital distance and a variable moon size — that do not belong on a ringworld, and were missing the climate and habitability-preference fields the base game's own ringworld class declares. # 81 district icons redrawn # - Every xenomorph district grid-box icon — hive, ocean, ring, tentacle, ecumenopolis and the rest — redrawn at the base game's own icon dimensions. # A dead Lustful Void building is gone # - Lustful Void 0.8.0 deleted one of its own buildings while the mod was still carrying a suppression override for it, which left the mod as the *only* thing defining it — so it shipped an LV-branded building LV had deliberately removed, with no name text and no icon, rendering as a raw internal key in the build menu for hive minds and machine empires. Removed, and confirmed gone at runtime. # Hive world visuals # - The Black Resin Brood World was rendering at the wrong scale, from a value unique to that record; it now uses the base game's standard planet scale like every other terrestrial world in the mod. It was also the only world of its district set not suppressing the city backdrop, so two world types sharing one district set rendered differently. They now match. # New: the Captive Queen interaction tree # - 41 events covering the public branch of the captive queen chain, with its own written text. This is the one feature exempted from the stabilisation pass. - Some private-path scenes are text-incomplete by design — the prose for those lives outside the build and has not been imported. # Captive interaction text # - 108 missing text entries added for the captive interaction chain — events that already existed and fired, but had no written text. --- # FULL TECHNICAL CHANGE LIST # Every code change between shipped 5.8 and shipped 5.10. Comment-only edits are noted as such. ## common/buildings/xenomorph_buildings.txt - `building_xenomorph_queen_mother_hive` — `capital_tier` **1 -> 4**. The only tier value changed. Full ladder after: queen_mother_hive 4 · queens_nest_1 1 · planetary_hive 2 · matriarch_hive 3 · empress_hive 4 · brood_queen_hive 4 · war_matriarch_hive 4. - `inline_script = { script = buildings/on_all_capital_buildings }` **added, 0 -> 7 occurrences**, one in each royal capital: `building_xenomorph_queen_mother_hive` · `building_xenomorph_queens_nest_1` · `building_xenomorph_planetary_hive` · `building_xenomorph_empress_hive` · `building_xenomorph_brood_queen_hive` · `building_xenomorph_matriarch_hive` · `building_xenomorph_war_matriarch_hive`. ## common/buildings/xenomorph_zzz_vanilla_hive_overrides.txt - `building_lv_masturbation_node` **record deleted entirely** — 104 lines of code removed, top-level records 11 -> 10. No other record touched. `building_lv_nurture_zone` deliberately untouched. ## common/planet_classes/xeno_planet_classes.txt - `pc_xeno_black_resin_brood_world` — `entity_scale` **8.0 -> 11**. Written as a literal, not the `@planet_standard_scale` variable, because the record sits above that variable's declaration. - `pc_xeno_black_resin_brood_world` — `show_city = no` **added**. - Four ringworld classes — `pc_xenomorph_infested_ringworld`, `_fortress`, `_brood`, `_foundry`: - **removed** `min_distance_from_sun = 40`, `max_distance_from_sun = 1000`, and `moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }` - **added** `climate = "artificial"`, `auto_trait_prio = { trait_auto_pc_ringworld_habitable_preference }`, and `moon_size = 1` (base game's flat value; inert here since these classes set `can_be_moon = no`). ## common/terraform/xenomorph_hive_world_terraform.txt - **Added** an `effect` block that was entirely absent: `effect = { from = { reroll_deposits = yes } }`. `clear_blockers` deliberately **not** included. ## common/traits/xeno_species_traits.txt - `species_possible_add = { can_add_genetic_traits = yes }` **removed from exactly five records**: `trait_xenomorph` · `trait_xenomorph_metabolism` · `trait_xenomorph_carapace` · `trait_xenomorph_blood` · `trait_xenomorph_psychic`. File carriers **50 -> 45**. All five keep their `species_potential_add` block, so they are now single-gated. `species_potential_add` carriers unchanged at **51**. No other trait touched, and no trait's modifiers, cost or icon changed. ## events/xenomorph_general_events.txt - The nine capital/colony-shelter removals wrapped in `if = { limit = { NOT = { has_carrier_flag = xd_lockout_sweep_done } } ... }`. Same nine removals, same order, now once-per-colony instead of every monthly pulse: `building_colony_shelter` · `building_capital` · `building_major_capital` · `building_system_capital` · `building_hive_capital` · `building_hive_major_capital` · `building_machine_capital` · `building_machine_major_capital` · `building_machine_system_capital`. The flag is set by the second strip block, not here, so both blocks remain one sweep with a single writer. ## events/xeno_captive_interaction_events.txt · events/xenomorph_queen_captive_events.txt - **Comment-only changes. Zero code lines differ** in either file. ## Added files - `events/xeno_captive_queen_v56_events.txt` — 41 events, ids 400-442 excluding 413 and 417 (both permanently retired). - `localisation/english/xeno_captive_v56_l_english.yml` — 108 keys. Duplicate-key check at cut: zero real duplicates. - `localisation/english/xeno_captive_v56_path1_l_english.yml` — private path 1, ids 450-484. Deliberately partial. ## Art - 162 files under `gfx/interface/icons/districts/grid_box/` — 81 districts, base and `_big`. **Pixel content only.** Dimensions and file sizes are byte-identical before and after (39x13 / 2,156 b base; 47x28 / 5,392 b `_big`), matching the base game's own `default.dds`. ## Not changed - `descriptor.mod` and the launcher file carry the version bump only. - No job, army, weapon, tech, tradition, civic, district or economic-category record changed in this release. No modifier value changed anywhere. --- # Still broken — known, not fixed # - **58 dead Lustful Void job-tag lookups** in the corporate branch-office buildings — `lv_sex` (41), `lv_dairy` (8), `lv_metallurgist` (6), `lv_other` (3). LV 0.8.0 removed the job tags these scale against, so whatever they were counting is not being counted. Diagnosed, not yet fixed. - **If you run XD Compat – Bug Branch**, that patch loads after the main mod and silently reverts the Devouring Swarm exclusion rules — 16 civic and 7 origin exclusions go missing, so civic combinations that should be blocked become selectable. Fix pending. - **Hatchling Swarm point defence** is reported firing with no cooldown and extreme damage. If you can reproduce this, **please say which version you are on** — that single detail decides the diagnosis and is the fastest way to get it fixed. - Offspring economy balance is still being re-modelled. # On testing # - All nine of the project's static validation checks pass with zero failures, and every change above was diffed record-by-record against the previously shipped build rather than described from memory. - Several of these fixes change values only a played game can confirm — the capital tier, the technology wiring, and the deposit reroll load clean and produce no errors, which is not the same as proven. The 41 new events have not been through a boot at all. An error.log plus a save is far more useful than a description. Changelog history: Spoiler Version 5.8 Spoiler (-- Mostly repairs, and some of them are large --) 5.8 is a repair build. Several of these had been quietly wrong for many versions, and two were making entire systems produce a fraction of what their own tooltips promised. Delete your old "Hive mods" folder and reinstall. Existing saves are fine and will heal themselves. # Your buildings stop disappearing # - The most-reported bug in the mod's history is closed. A monthly sweep was tearing down legally-built structures on hive worlds. The Sensorium was the worst case - deleted outright the month after it finished - but it was never only the Sensorium. Six separate mechanisms were doing it and all six are now shut: - The monthly sweep now runs once per colony instead of every single month. - The Sensorium is off the removal list entirely. It is the hive-exclusive unity building and should never have been on it. - Eleven host-economy buildings were set to demolish themselves once no non-xenomorph pops remained, which meant FINISHING your host processing destroyed the buildings that did it. They now sit idle and unstaffed the way vanilla slave-processing does, and resume when new hosts arrive. - The four infestation conversion decisions were wiping every government and urban building on the planet, because they validated the world before a city core existed. - The black-resin transformation was deleting specialised districts for want of a reverse mapping. Twelve district conversions added. - Colonies founded by non-xenomorph pop groups were having their engine-placed capital stripped. - Xenomorph zones were also being converted away rather than merely hidden, because their empire check sat in the block that decides whether a zone may exist at all instead of the one that decides whether you can build it. All five are corrected. # Your worlds now hold the population they were designed for # - Every one of the mod's 21 world types was running at ONE PERCENT of its intended carrying capacity. A value inside the planet file was quietly overriding the game's own global setting - 6 where the base game uses 600 - so every xenomorph world supported a hundredth of the pops it should have. This is the largest single numerical error ever found in the mod. # Royalty actually produces something now # - Royal jobs were being granted at 1 workforce on a scale where 100 is one full job. Every royal in the mod ran at one percent of design: the Queen Mother delivered 0.12 unity instead of 12. - All royal capitals now grant full output, and the queen ladder scales properly - one to five queens depending on which royal hive stands. - Expect your throne world to eat noticeably more food. That is the designed cost of royals that actually work, not a bug. # The Queen's economy had never applied at all # - Around thirty job records declared their effects twice, and the game keeps only the last declaration. In every one of those records the first block was dead - and that included the Queen's entire economic payload and the Paladin's defence armies. Both work now. - If your garrison numbers jump, this is why. The Paladin's armies were never being counted. # The corporate infestation route worked for the first time # - The Ovomorph Tithe Chapel seeding path announced in 5.7 had been broken since the day it was written - it checked for a building in a way the engine cannot resolve for branch-office holdings, so it never fired once. Corporate seeding now functions as described. # Xenomorph buildings replace vanilla ones properly # - Building availability now works the way the base game does it - the same mechanism that gives hive minds, regular empires, machines and the Wilderness origin their own distinct sets. - A vanilla building that has a xenomorph replacement is hidden. A vanilla building with NO replacement stays available to you. Replacements provide the same effects and resources as what they stand in for. If something you wanted was missing in an earlier version, check again. - Two vanilla food buildings had been made permanently unresearchable for hive empires by a tech restriction that no error message ever reported. Both are available again. # Xenomorph empires can turn up as your neighbours # - The xenomorph portrait was excluded from random generation and 103 of the mod's traits were flagged as never-randomisable. Both are opened up, so xenomorph species can now be generated and xenomorph civics and traits are available to randomly-generated empires. - A primary xenomorph species means a hive empire. A secondary xenomorph species can appear in any empire. - Wilderness-origin empires are deliberately excluded from xenomorph technology. The base game flags them as hives but they are not this kind of hive. # The AI stops opening with the same tradition tree every game # - The Lifecycle tree carried an effective weight of 3000 - a base value multiplied by a bonus that had no condition attached and so always applied. Every AI xenomorph empire picked it first, every single game. It is now weighted in line with the mod's other xenomorph trees. - That tree also had no hive check at all, so once xenomorph species could be rolled by non-hive empires, any of them could adopt the hive lifecycle tree. Now properly restricted. # Empires holding captive xenomorphs are classified correctly # - A xenomorph hive was counting ITSELF as its own captor empire, because the check only asked whether the empire owned any xenomorph pops. It now requires those pops to be a different species from your own. # Lustful Void 0.8.0 support # - LV's major update re-keyed a great deal, which broke 84 job grants along with their categories, modifiers and icons. All repaired. - Body-specific and gender-specific traits now use LV's own artwork for visual consistency. - As a side effect of LV's own fixes, LV species are now valid infestation targets and host content. # Balance # - Re-derived against the live 4.4.6 install, replacing older anchors taken from a 4.3-era game. - Job priorities rebalanced. 83 of 98 xenomorph jobs were outranking vanilla economy jobs by between 100x and 6000x WITHIN THE SAME STRATUM, starving the mod's own pop growth and sprawl control. All are now on the base game's own weighting scale. - Buildings that consume offspring or eggs to run sit about 10% above their vanilla counterparts. Everything else is at parity. Being weaker than the base game is treated as a defect here, not as a safe default. - The Queen Mother's throne remains the most powerful building in the mod. That is deliberate and it was not touched. - Deficit situations no longer cut the production of the very resource you are short of. That was a spiral with no exit - stage one drove itself to stage four no matter what you did. - Also: research job grants doubled at tier 2, harvesting upkeep added, five war goals moved out of the total-war weight band, an always-on triple multiplier removed from the Lifecycle tree, and amenity values corrected on eleven district modifiers that had never been converted to the current pop scale. # Smaller fixes # - Thirteen tradition icons were defined in two places at once, and the duplicate definitions were shadowing the custom artwork with vanilla borrows. The intended art now renders. - All 19 xenomorph weapons have real firing cooldowns instead of an undocumented engine default. Point defence and shield penetration on the hatchling swarm and rend mandible brought to vanilla parity. - Queen Chambers now appear on Queen Mother starts as intended. - Missing war-goal and static-modifier text filled in, and two absent war-goal icons added. # Still broken - known, not fixed # - The three prescripted xenomorph empires (Hive 314, Spitter Brood, Deacon Brood) are STILL hidden from the empire selector. 5.8 attempted a fix and it did not work - a boot log confirms they remain invalid. Use a custom empire for now. This is the top priority for the next build and the cause is now understood. - Offspring income still runs short of offspring spending across a full game, and the shortfall is larger than previously modelled once one-off construction costs are counted. Being worked on rather than patched over. - Fifty script values in the corporate branch-office buildings reference Lustful Void job tags that LV 0.8.0 removed, so whatever they scaled off is not scaling. Found after 5.8 was packaged; queued for the next build. # On testing # - This build passes all nine of the project's static validation checks with zero failures, and a boot log has been reviewed - xenomorph content accounts for 1.5% of it. - Most of what 5.8 repairs can only be proven in a real playthrough: job assignment, royal output, throne-world food consumption, carrying capacity, and whether your buildings now stay standing. If something looks wrong, an error.log is far more useful than a description. Reports on the building-deletion family especially welcome - it has been closed before and come back. Following this Version I've changed the way I'm working on the mod. Future updates might come out a tad slower, or faster! hopefully with less bugs and issues! Version 5.7 Spoiler (-- New stuff! --) # Two Thrones: Mother or Empress # - The mod now knows who rules your hive, and every text follows suit. - If the Queen Mother's throne is occupied - her unique job, held only on a Queen Mother origin capital - your Queens, Matriarchs and Empresses report to "Mother", and events are written as reports flowing up to her. - Without a Queen Mother, the Empress is the highest royal, the reports address her, and the narration speaks with her voice instead. - This is live, not fixed at game start: lose the throne world and the voice of the empire changes with it - and the war-fleets begin to degrade until a Mother reigns again. # The Voice of the Hive # - A full rewrite pass over the mod's text to a consistent consciousness model. - Xenomorphs are not one mind wearing many bodies. Individuals think; royals command; brood networks carry signals, scent and instinct between them. Text that treated "the hive" as a single thinking person has been rewritten to name the actual mechanism - pheromones, queen-signals, imprinted patterns, synaptic command. - Rulers speak in the first person: "My children require more hosts", not "The hive requires more hosts." - Queens address the Queen Mother as Mother; lower castes call their own Queen Mother; equal Queens speak to each other as rivals, not sisters. # A Story Layer: eleven new event chains # - The Crown Must Hatch. When the Queen Mother dies, the succession is no longer a quick dialog. Rival claimant lines rise, the brood divides, orders slow, warrens turn territorial - and how you manage it decides the ending: a new Mother crowned cleanly, a violent contest that leaves acid on your own walls, a decentralized brood, or the abolition of the Queen Mother entirely - after which the empire is permanently Empress-led and every text in the mod follows. Whoever wins, it is the favored line's champion Paladin who enters the royal chamber and is rewritten into a Mother. Defeated claimant lines can return, years later. - Too Many Voices in the Blood. Consume enough host genomes and the genome starts arguing with itself. Ends in purification, controlled strains, or embracing the thousand forms - each a permanently different empire. - Something Lives Below. For everyone else: the flagship colony-horror chain. Missing personnel, resin in the ventilation, sealed lower levels, and a nest that was already there. Not every ending is survivable, and the queen your teams find may not be the source. - Deck Seven Is Silent. A shipboard incident that can end cleanly - or appear to. The false ending comes due months later, when the ship docks somewhere populated. - The Lost Brood. A feral, independent nest discovered on an isolated world - one chain if you are the Hive that feels the strange weak daughter, a different one if you are the colony government that found it first. - The Black Resin Station. One per galaxy: an abandoned station coated in resin older than the station itself, with a sealed central chamber. What is inside varies. Sometimes the station was not the nest - it was the cage. - Plus four medium chains - a Queen who stops answering while her colony runs perfectly, a dead Queen whose brood keeps working her orders, a season of eggs that will not hatch, and a captive who predicts xenomorph movements too well - and a pool of ten small ambience events in the More-Events style, several of which reward nothing and explain nothing. That is intentional. # Vanilla events know what you are # - 29 base-game event texts now render differently for a xenomorph hive. Colonists stumbling on ruins become hunters tasting wrong ground; "our scientists theorize" becomes the analyst castes reading residue. Every other empire sees the stock vanilla text, byte-identical. - New xenomorph-only options in vanilla content: claim the newborn Voidspawn as kin instead of recoiling; harvest an asteroid's burrowing colony as a rival brood. - Titanic Life: the base game ships a hive-specific option in this event that hive empires could never reach - vanilla's own dispatcher excludes gestalts. Xenomorph hives now receive the event, and the option works. # The brood has names # - Full namelist overhaul from the naming guide. Fleets muster as the First, Second and Third Hunting Brood; new fleets follow as War Broods, Brood Guards, Hatchling Broods. Ships, colonies, and leaders draw from brood-signal name pools instead of consonant soup, and conquered worlds keep names the brood would actually give them. Eight species identities ship with fitting homeworld names - including Xeno-314, for broods that keep the number humans gave them. (-- Fixes/changes --) # War # - "Unable to go to war" - fixed. Eradication Mandate empires had an empty war-goal list: the base game grants total war through an explicit civic list the Mandate is not on, and every normal casus belli excludes total-war empires, so the Mandate qualified for nothing. It now has its own Extermination total-war pair - and the defender side existed nowhere either, so other empires also could not declare ON a Mandate hive. Both directions work now. # Queen Mother starts # - The -50% fleet debuff at game start is gone. "Insufficient Royal Oversight" was being applied permanently on day one of every Queen Mother start, with no way to remove it. It is now what its name says: a penalty for the throne standing empty, applied only while no Queen Mother reigns and lifted when she does. Existing saves heal on their next yearly tick. # Buildings and colonies # - The last of the vanishing buildings. 5.5 fixed the building slots; this build fixes the deeper cause - nothing ever placed a city core on most xenomorph world types, so alloy foundries and friends still had nowhere to live on some colonies. Every xenomorph colony now guarantees its core district, new colonies get one on settlement, and existing saves are repaired monthly. - Royal Jelly starts no longer open in an egg deficit. Egg upkeep on the pods now begins at year ten instead of day one, so the early economy is not paying for infrastructure the brood has not grown into. - The prebuilt royal package (jelly pods and chambers) now appears only on Queen Mother and Xenomorph Prime starts - other origins no longer receive royal infrastructure they should not have. - Queen's Chambers can now actually be built by Brood Covenant empires, and no longer self-demolish on their worlds. # Traditions # - Tradition trees now unlock in the order they are drawn. Several trees had a top-row pick locked behind the other starting pick, Brood Ascendancy drew a pick above the pick it required, and two trees had unlock lines crossing columns. All realigned. - Every tradition tree finisher now grants its ascension point and says so in its text. - Sovereign Court no longer refuses hive empires with a "not Gestalt Consciousness" error. - Leader traits all cost 1 point instead of 0, so ruler creation works like the base game. # Devouring Swarm # - The Eradication Mandate now also excludes the lithoid, nomadic and wilderness variants of Devouring Swarm, not just the base civic. # Captive scenes # - Several picture events spoke with the wrong side's voice - the victim of an abduction was offered the captor's options, and captured-leader scenes described your own leader lost when the Hive had just taken the enemy's. All corrected to the side actually playing them. - Out-of-universe editing leftovers (a decision list and an author's note) removed from two scenes, and assorted scene text repairs. (-- Under the hood --) - The story layer runs on self-gating yearly pools - quiet by design, roughly one story beat attempt per empire-decade, so it seasons a campaign instead of flooding it. - Vanilla text variants use the game's own scripted-localisation switch: non-xenomorph empires render verbatim vanilla copies, verified byte-identical, so nothing changes for anyone who is not a hive. - All overridden vanilla records are registered internally for re-sync on Paradox patches. Version 5.5 Spoiler (-- New stuff! --) # Infestation Toggle # - The xenomorph infestation system is now a in game toggle. - A settings panel presents itself at game start rather than waiting to be found. - Scope is broad: nothing anywhere seeds infestation while it is off, including the Blight, Dark Paragon, Shadow Brood and the ovomorph-cluster deposits. - 61 gates across the mod. Infestation is ON by default and every older save is unaffected. - Reopenable later from an edict, so turning it off is not a one-way door. - The biosecurity technologies, civics, traditions and perks stay available when it is off. They simply have nothing to act on - hiding a researched tech mid-game causes its own problems. # Ship Components # - Acid line (9): dissolves armour, does almost nothing to shields - the mirror image of conventional shield-piercing weapons, and the first thing the acid refineries have produced for the war effort. - Rending Mandibles (3): devastating at contact range and useless at any other, inverting the usual trade between reach and damage. - Ovomorph Pods (2): the warhead matters less than what it leaves in the breach - the wound stops closing properly. - Hatchling Swarms (3): point defence, spent the way a gunner spends ammunition. - Hive Scream (2): barely damages anything, simply stops the crews on the other side from hitting what they aim at. - Armour and utility (30): a chitin plating ladder as the baseline, living resin that is deliberately thinner than plate but closes its own wounds between engagements, a weeping carapace that makes the ship wearing it cut through enemy plate, a slough laminate that blunts swarms, plus regenerative lattices, a secondary heart, sensory spiracles, an adrenal reserve that buys evasion at the cost of speed, and a brood-resonance fleet aura. - If you fly the bio shipset, the basic versions are fitted by default - a xenomorph fleet now looks like one straight out of the shipyard without hand-editing every design. # Empire Personalities # - Xenomorph AI empires previously almost all shared one personality, so a hive built around breeding behaved exactly like one built around strip-mining. There are now 15. - Xeno Covenant and Xeno Combine join the roster. - A resin empire expands to reshape worlds; a shadow brood signs every treaty you offer and is pleasant company right up until it isn't; a queen matriarchy would rather have you paying tribute than dead. - The anti-xenomorph powers gained four of their own - a quarantine authority seals its borders and waits rather than crusading, while a research taskforce will happily trade with the very hive it is dissecting. # Planet Blockers # - Four new blockers that appear only on xenomorph hive worlds. - Chitin Midden, Ossified Brood Shell, Abandoned Nursery Warren, Sealed Containment Vault. - The clearing reward is identical for everyone. The risk is not: empires that are not xenomorph-safe can disturb something while clearing. # Art # - 333 new icons: 103 tradition, 82 trait, 81 district, 37 job, 21 army, 5 planet-type and 4 planet-modifier. (-- Fixes/changes --) # Buildings and Districts # - Buildings vanishing, and starting buildings flickering in and out every month. - On 19 of 21 xenomorph world types the game had nowhere to put a building at all, so anything you built - including ordinary alloy foundries - was removed again within days. - Tendril, Ocean, Ringworld and Arcology worlds were all affected, as were Brood, Fortress and Foundry worlds. Only the basic Hive World worked properly. - Two hive buildings were also being re-placed every month only to be culled again, which is what produced the visible flicker. Demolishing a building you do not want now sticks. - Two new city districts added for Ringworld and Arcology worlds, which had none. - "You can't build anything on your homeworld without Clustered Synapses." - On a fresh hive start the only district you could build was another Hive Core - no energy, no minerals, no food, no pop assembly. All four were locked behind a tier-2 technology. - The base game gates its own hive-world districts with no requirement at all. All 80 xenomorph districts now sit behind a starting technology every hive empire already has, so they are available from turn one. # Armies # - Praetorian and Paladin garrisons are spawned automatically, one per pop, and cannot be dismissed - but they were also charging food upkeep each. On a developed world that meant dozens of armies quietly eating the food supply. They are now free to maintain, matching every other automatic garrison in the game. Combat strength unchanged. # Black Resin # - Growing a world through the Black Resin chain by hand gave you the world but none of the caste jobs that come with it. The job slots were only ever created when a world converted on its own through ecological succession. Both routes now produce the same working world. - A "25% chance" roll was nested inside a "50% chance" roll, so it was really 12.5%. It is now actually 25%. # Under the hood # - 32 events were firing on colony-scoped hooks using a planet-scoped event type. On this version of the game that silently does nothing, which had left parts of the civic, pre-FTL, deviant and colonisation paths inert. All converted. - 19 civics could never be picked by the random empire generator, which meant most of the new personalities could not occur in a normal game no matter how long you played. They now generate at a normal uncommon rate. - The launcher files use a relative path again, so the mod installs correctly on machines other than the author's. # Compat: Bug Branch (1.3 -> 1.4) # - Bug Branch replaces the game's personality list with a shorter one, silently deleting five entries. One of them is used by the base game's own Biogenesis technologies, ship sizes and policies, which produced 49 load errors that had nothing to do with either mod. The patch restores all five. - Workaround for the crash when hovering a focus-change agenda. This is a Bug Branch issue rather than a Xenomorph Domain one - the mod ships no interface files and shares no agenda or ethic with it - and the fix is a best-supported candidate rather than a confirmed cause. If you can reproduce the crash with Bug Branch alone and no Xenomorph Domain loaded, please say so, as that would confirm it belongs upstream. - Fixed an invalid requirement on one patched civic that does not exist in either the base game or Bug Branch. Version 5.4 Spoiler Runaway defensive armies. Praetorian and Paladin garrisons are spawned automatically, one per pop, and cannot be dismissed — but they were also charging food upkeep each. On a developed world that meant dozens of armies quietly eating the entire food supply, with no way to switch them off. They are now free to maintain, matching every other automatic garrison in the game. Their combat strength is unchanged. - **Queen worlds now field their own defenders from the first day.** Queen Mother capitals were spawning ordinary Defence Armies at game start instead of Paladins, because the palace that identifies the world had not finished being built when the garrison was first raised. - **Captive-world buildings vanishing for the first month** on some hive starts, then reappearing. - **Empires whose brood traits come from a civic rather than the species** (Spitter Brood, Hive 314) could briefly fail the hive-world check that around sixty buildings rely on. Made timing-proof. - **Xeno Traffickers / Keepers starts** could fail to receive their starting queen chamber when combined with the Brood Covenant or Eradication Mandate civics, because the required technology is closed to those archetypes. The start no longer tries to grant something those empires cannot hold. - **Tooltip icons** rendering as "?" on several civics, origins and traditions — Xeno Husbandmasters, Apex Menagerists, Aliens of War, Xeno Keepers and the Decadent Court tradition. - **Empire presets under Ethics & Civics: Bug Branch** (Hive 314, Spitter Brood, Deacon Brood) were hidden in empire selection. They now appear with a Bug-Branch-shaped ethic and civic loadout. - **Text corruption** in the captive interaction and choice-map screens, where bracketed prose was being read as a formatting command and swallowing the surrounding line. Balance and content - **Captive-world construction is no longer wide open at game start.** The Xenomorph Dairy, Breeding Pens, Breeding Vats and Brood Matron's Bower now sit behind Queen Husbandry, and the Royal Jelly Refinery behind Xeno Exploitation. The Royal Egg Chamber stays available from the start so captor empires open the same way they always did. - **Rendering Vats removed.** - **Resin Shafts, Tunnel Lattices and Royal Jelly Pods are hive-only** and no longer clutter the build list for non-hive empires. - **Xeno Traffickers megacorp starts** now match a normal megacorp opening. The pleasure-queens court is no longer pre-built and is researched like any other building. - **Living Carapace Foundry** now actually delivers the fleet build-speed bonus its description promised. New - **Descriptions adapt to your brood.** Buildings, jobs and traits describing your Xenomorphs now read differently depending on whether the species is all-female, all-male, or neither. Requires the matching Lustful Void trait; empires without one see the neutral text, exactly as before. ## Under the hood - **Performance.** Several checks that ran on every colony in the galaxy every year — including one that did four redundant lookups before deciding it had nothing to do — are now gated or short-circuited. Heaviest of these fired for every empire in the game, not just Xenomorph ones. - **The download is about 7 MB smaller**, from removing image source files and editor backups that were being shipped but never read by the game. - Large internal tidy-up: 133 script and text files consolidated into 29, with no change to content. Version 5.3 Spoiler New Features The Hive Evolution Chamber. A new empire edict opens the Evolution Chamber — a dedicated menu crowned by a green-yellow hex-lattice of the brood's expanding genome. Every pop your Hive converts feeds a pool of Evolution Points; spend them in the Chamber to cultivate four exotic assault castes along a short branching path: the Widow (a cheap spawning swarm), the Pyrogen (living incendiaries), the Puppeteer (necrotic terror troops), and the Warlock (the psychic capstone). The more the Hive consumes, the stranger it becomes. Brood-Tribute Subjugation. Winning a Brood-Tribute war now binds the defeated empire to the Hive permanently as an oppressive tributary — a standing herd, kept and drawn from for as long as the Hive wills it. Restraint — the galaxy's immune response. Other empires gain a counter casus belli against any Hive that holds tributaries. Victory frees every subject the Hive holds, and the freed remember their liberator. Divergent Brood Ecologies. When planetary adaptation completes, each infested world (unless bound for the Black Resin) matures into one of five permanent brood-ecology roles — Spawning Grounds, Hunting Grounds, Synaptic Shoals, Acid Marshes, or Carrion Fields. New Content Three world-doctrine civics for hive empires: Synaptic Ganglion (the Hive's first empire-size lever), Metabolic Strip-Mining (the crust is food — plus an exclusive decision that chews worlds down to husks), and Digestive Assimilation (stronger armies; every won invasion triggers an empire-wide Digestion Surge). Two egg-economy civics: Fecund Brood (egg-laying castes produce more) and Hatchery Doctrine (faster hatching, better storage). Two research-locked assault castes: the Ravager Pack (melee elite) and the Boiler Battery (fragile long-range acid artillery). Balance Changes Streamlining sweep: removed dormant and never-finished content, merged redundant buildings into clean upgrade chains, reduced clutter. Nothing visible in a normal game was lost. Two tradition picks that granted nothing but a tooltip now carry real effects. The carapace forge building chain is buildable again. Brood-Tribute's immediate plunder was trimmed — the permanent tributary is the reward now. Fixes The monthly colony flicker is gone. A one-time colony-setup routine was wrongly re-running every month, briefly stamping hive districts onto worlds that can't hold them and re-adding buildings that a mismatched self-destruct check immediately tore down. It now runs exactly once per colony, the self-destruct checks were corrected, and colonies without any xenomorph population can no longer end up with no valid capital building. The unavoidable start-of-game collapse is gone. Every hive start was seeded with a research building that drains Xenomorph Offspring before any producer exists — guaranteeing a deficit spiral into a ten-year bankruptcy that demolition couldn't escape. Instead, every hive colony now starts with a Hatchling Nursery, the offspring producer the economy expected all along. The introduction primers no longer overflow the screen (oversized under UI Overhaul Dynamic). Both are now short cover pages with per-topic sections you browse like a menu; nothing was cut. The captor origins' Xenomorph stock is a true Xenomorph again. The Kept Xenomorphs secondary species (Xeno Keepers / Xeno Traffickers) now starts with the Xenomorph trait locked in — previously it couldn't be picked at creation, which also locked out every dependent xenomorph sub-trait. Royal Jelly Pods come pre-built on every Xenomorph empire start — the origins that didn't seed them (Acheron Survivor, Black Resin Spitter Cradle, Deacon Brood) now begin with them too. Fourteen buildings finally explain themselves — the royal capital chain, egg chambers, host-processing line, Submission Den, Hunt Arena and more had placeholder descriptions; each now describes what the structure is for and how its castes fulfill it. The three prescripted Xenomorph empires were being silently hidden from the empire-selection list; rebuilt and visible again. Hive-only civics no longer appear in other empires' civic menus, and anti-xenomorph civics no longer appear for gestalts. The Galactic Infestation civic was renamed Virulent Strain — the infestation itself is innate to every Xenomorph empire; the civic only amplifies it. The Black Resin origin's homeworld now seeds the correct hive-world districts. A deep verification pass revived a family of silently dead script: the hive-world conversion one-project-at-a-time interlock works (and locks against vanilla arcology again), the queen-capture decision actually resolves instead of eating its cost, several purge outcomes now fire, the egg-storage caretaker grants its full capacity bonus, hive-empire job variants receive the same category bonuses as everyone else, both custom bombardment stances show real names, and assorted parse errors and unreadable tooltips were cleared. Cleaned broken "?" icons out of the Xeno Traffickers, Xeno Keepers, and Aliens of War tooltips. Localisation repairs: missing job plural forms no longer leak raw text into tooltips, the Specimen Gallery renames were re-attached to their correct internal keys, and the Broodmare Pen family (technology, building, job) had its missing text restored. UI & Icons 31 new custom icons: 12 civic icons, 12 job icons, and 7 tradition pick icons — the five Brood Harvest picks finally each have their own icon. A custom green-yellow hex-lattice banner headlines the Hive Evolution Chamber. Redundant "available only to..." and "cannot be combined with..." tooltip lines were stripped — the menus already show what you can and cannot take. Bug Branch preset support: the three prescripted Xenomorph empires now appear in the empire list when playing with Ethics & Civics: Bug Branch — the compat patch gives them the extra gestalt ethics Bug Branch requires, each themed to its hive: the hunter, the resin-builder, and the disease. Forgotten Queens: the Parasitic Embryos civic is now unavailable to Xenomorph empires via the compat patch — implanting embryos in captured hosts is already what the Hive is. Bug Branch: the Terravore civic is excluded for Xenomorph empires via the compat patch — its identity is covered by the Hive's own doctrines. Both compat patches must be enabled and load after Bug Branch / Forgotten Queens. Installation portability fixed: descriptor files now use relative paths, so the mod registers correctly on any machine without editing Compatibility Spoiler Patches: Bug Branch preset support: the three prescripted Xenomorph empires now appear in the empire list when playing with Ethics & Civics: Bug Branch — the compat patch gives them the extra gestalt ethics Bug Branch requires, each themed to its hive: the hunter, the resin-builder, and the disease. Forgotten Queens: the Parasitic Embryos civic is now unavailable to Xenomorph empires via the compat patch — implanting embryos in captured hosts is already what the Hive is. Bug Branch: the Terravore civic is excluded for Xenomorph empires via the compat patch — its identity is covered by the Hive's own doctrines. Both compat patches must be enabled and load after Bug Branch / Forgotten Queens. NOT COMPATIBLE Spoiler Ariphaos Unofficial Patch — broadly overwrites vanilla; also built for 4.2 Stellaris [v4.3] General Fixes — same broad overwrite; built for 4.3 Expanded Mods Base — rewrites citizenship/slavery rules NGS – Ethics and Civics Variant — rewrites citizenship Citizen's Sex Rights [ALPHA] — rewrites citizenship + worker-job rules (LoversLab) Megacorp Expansion — rewrites hive capital + food buildings Plentiful Traditions 4.4.x — rewrites hive district buildings Varied Monster Girls — rewrites the Devouring Swarm civic Xenomorph Infection — redundant; XD already bundles its content, duplicates clash POSSIBLY COMPATIBLE Spoiler Gigastructural Engineering & More — top-bar icons + room backgrounds (cosmetic) Universal Resource Patch — top-bar resource icons Expanded Espionage and Diplomacy — shares the AI spy-op list Expanded Espionage and Diplomacy & CCO Patch — same Chris' Covert Operations — same V_TRAITS — shares the leader-upkeep script DarkSpace — shares total-war behaviour triggers GridKitty's Raiding Expanded — shares the raiding stance Become the Dragon — shares the raiding stance Military Enhancements 2.0 — shares fortress + offspring army Rogue Maid — shares maintenance depot + a vassal rule Dynamic Galaxy Overhaul — shares a purge rule ! Universal Game Rules Patch — shares one vassal rule Machines & Robot Expansion Continued — shares one vassal rule + top-bar Psionics Tri-Expanded+ — shares the progenitor ship limit Planetary Diversity – Unique Worlds — top-bar resource icons Stellaris: Vampire – The Masquerade — top-bar resource icons COMPATIBLE Spoiler Adult-mod family: Spoiler Lustful Void (required) Calcifire's Trait Pack Calcifire's Portrait Pack Lustful Void Fixes LV Extensions LV Gender Patch LV Tempting Tides LV Things That Overwrite Base Game Files Go Here LV and Bug Branch Patch Family Oriented Mango's Lewd Diplomacy MLD + Vassals Expanded Patch Raid and Conquer Lewd Galaxy Fixed Needs XD's own compat patch enabled: Spoiler Ethics & Civics: Bug Branch (needs XD Compat: Bug Branch) Ethics and Civics: Bug Branch Corporate Buildings Ethics and Civics: Bug Branch Compatch: Forgotten Queens Expanded Gestalts: Forgotten Queens (needs XD Compat: Forgotten Queens) UI: Mods Spoiler UI Overhaul Dynamic UI Overhaul Dynamic - Ascension Slots UI Overhaul Dynamic - Dark UI UI Overhaul Dynamic - Extended Topbar for DLCs UI Overhaul Dynamic - Larger Event Window UI Overhaul Dynamic - More Tradition Categories (12) UI Overhaul Dynamic - More Tradition Categories (80) UI Overhaul Dynamic - Planet View Performance Mode UI Overhaul Dynamic - Tiny Options UI Overhaul Dynamic - Tiny Outliner UI Overhaul Dynamic + Bug Branch UI Overhaul Dynamic + Expanded Colours UI Overhaul Dynamic + Gigastructural Engineering UI Overhaul Dynamic + Multi-Patcher (Giga/SpeedDial/PSE) UI Overhaul Dynamic + Planetary Diversity UIOD Scrollable Council Positions MECR's Compatibility Patch with UI Overhaul Dynamic Portraits / shipsets / cosmetic: Spoiler Animated Dragon Portrait Animated Portraits - Seelikor Portraits Dimorphism+ - Fox Portraits Enhanced Necron Portraits Continued VF Portraits (not on Steam) Endless Space 2: Umbral Choir Shipset Interstellar Space: Draguul Shipset Lord of Rigel: Arcturan Shipset RIG Unique Shipset (Core) (Standalone) Realistic Ships Expanded Colours Magic Flags Light Borders [4.0+] ! Immersive Galaxy and Skybox Color coded pop status icons Colored Ethics for Ethics and Civics and Stellaris Evolved Traits/leaders: Spoiler Hydra's More Species Traits Toxoid Traits Necroid & Spooky Traits Magic & Psionic Traits Psionic Traits Enhancement Psionic Leader Traits Trait Diversity 4.0 Trait Diversity 4.3/4.4 Traits: 10 Points + 40 Pick Merged Leader Levels Species / psionic / bio: Spoiler Psionic Species Expansion Psionic Species Expansion Fix Fixed Beyond The Shroud Xenology - Biological Module (Ever Universe) Ascension - Biological Module True Necromancy - 4.2 Origins: Spoiler Even More Origins Origins Expanded The Caretaker Origin [4.4] Dawn Of Ascension Dragon's Hoard Start Ascension perks/traditions: Spoiler ! Reworked Advanced Ascension ! Worthy Ascension Perks Patch Worthy Ascension Perks (4.4) Expanded Stellaris Ascension Perks More Traditions Plentiful Traditions Triggers Compatibility Patch Expanded Stellaris Traditions (Delta) Civics/government / politics: Spoiler Government Variety Pack Criminal Heritage Expanded Factional Politics Galactic Politics Whispering State | Espionage-focused Civic War of Wreaths — Authoritarian Expansion Donofett's Better Imperium - Galactic Imperium Overhaul Federation Overhaul Age of Federations Events / story / crisis: Spoiler More Events Mod Archaeology Story Pack 4.2 Archaeology Story Pack 4.4.6 Shadowgate Shrouded Regions Post-Baryonic Infusion - Modjam 2025 Echoes of Empire LuminaryExpanded Monopolist Crisis Path Contingency Core 1A6F The Lawless Space 2.0 (Pirate Expansion) The Grand Collection Space fauna / dragons: Spoiler Here, There Be Dragons Nicht-Dylan's More Spacedragons and Behemoths Mod SpaceFauna Expanded The Great Voidspawn WP's Dangerous Wildlife Expanded Behemoth Fury Tweaks Dragons Grow Up Redux Planets / worlds / features: Spoiler Planetary Diversity Planetary Diversity - Ascension Worlds Planetary Diversity - Exotic Worlds Planetary Diversity - Gaia Worlds Planetary Diversity - More Arcologies Planetary Diversity - Vanilla Replacements Planetary Bugversity (PD + BB Patch) Guilli's Planet Modifiers and Features Guilli's Planet Modifiers and Features - 3.14 Patch WP's New Worlds WP's Mysterious Worlds WP's Planetary Features Expanded WP's Planet View WP's Planet View - Dark UI (3.14) Special Colonies Overhaul Planetary Mega Engineering Galaxy generation / sensors: Spoiler Pinwheel Galaxy Quadrant Fixed Softer Hyperlanes Yet Another Galaxy Enhancement Mod Sensor Expansion Ships / military / components / armies / economy: Spoiler Extra Ship Components NEXT Advanced Juggernaut Customize WP's Army Attachments Revived Reanimated Armies RIG Items and Weapons (Requires Core Mod) Beast-Swarm Weapon Tag mod (兽群武器一定要有兽群Tag) Sartek Economy Master Real Space suite (verified zero-conflict): Spoiler Real Space 4.0 Real Space - System Scale Real Space - Ships in Scaling Real Space - New Frontiers Real Space - Planetary Stations AI/performance / fixes / frameworks / utility: Spoiler StarTech AI ! Better Performance & Utilities Minor Desync Fixes GPM Fixes V_TRAITS Performance Patch ! Core Framework of Kasako WP's Library Vanilla Framework 3.3.0 (non-replacer) !!Universal Modifier Patch (4.4.*) Universal Zone Patch The Blocker Mod Stellaris Ascended CN Xeno Tamer Ascension (进击兽群·驯兽师飞升) Player support! Spoiler As you can see, this is a large and expansive mod with many features and mechanics. Although I know how to use AI to script and program mechanics and features into the game, I am incredibly bad at generating the kind of images I want. So if you would like to support the mod by designing images and icons for certain traits, events, or buildings. Please don't be afraid to reach out to me. You will be mentioned in a support list for your contributions AI Development Disclosure: This mod has been heavily developed with AI. The scripting and coding — events, civics, jobs, buildings, traditions, and the systems that tie them together — were written and debugged with AI assistance (Claude), working against the game's real files under human direction and playtesting. The custom icon images are AI-generated (civic, job, and tradition icons, and the Evolution Chamber banner). Design decisions, content direction, and testing are human; if you object to AI-assisted content, this mod is not for you. Inspiration & Credits: Lithia<3 — Lustful Void, the foundation this mod stands on (and the inspiration for this page). Calcifire — Calcifire's Trait Pack for LV. NickVirgo — Xenomorph Species Rework and Xenomorph Infection, whose early versions seeded several of this mod's systems before they diverged into their current forms. The Alien / Alien vs Predator franchise — the perfect organism itself: ovomorphs, facehuggers, Queens, the Alien 3 runner, Covenant's Neomorphs. TGMC (/tg/station Marine Corps) — the xenomorph caste roster that inspired the war-caste system. Plague Inc — the inspiration for the Evolution Chamber's spend-to-evolve board. Permissions: Franchise concepts belong to their respective owners; borrowed inspiration is credited above. Submods are welcome, as well as custom patches, which may be uploaded to a patch list on the main page. Owners of any art or characters featured in this mod have the right to request its removal from the mod at any time, no reason needed. Submitter Xenodragon54 Submitted 08/09/26 Category Stellaris Requirements Utopia Lustful Void UI Overhaul Dynamic 3
demiraptor Posted August 9 Posted August 9 Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please?
Xenodragon54 Posted August 9 Author Posted August 9 1 hour ago, demiraptor said: Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please? Whoops! Thanks for the pointer!
Xenodragon54 Posted August 9 Author Posted August 9 2 hours ago, demiraptor said: Could you replace 'path="C:/Users/Hak/Documents/Paradox Interactive/Stellaris/mod/Hive mods' with 'C:/Users/gener/Documents/Paradox Interactive/Stellaris/mod/Hive mods', since that what i did to get it working on my end, please? It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues.
Akashi_1944 Posted August 9 Posted August 9 1 hour ago, Xenodragon54 said: It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues. The patches also need to be updated, they also have invalid mod paths.
Xenodragon54 Posted August 9 Author Posted August 9 34 minutes ago, Akashi_1944 said: The patches also need to be updated, they also have invalid mod paths. Heard. Updating them now
illegalFrog Posted August 9 Posted August 9 Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some
Xenodragon54 Posted August 9 Author Posted August 9 Just now, illegalFrog said: Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some Oof, that's a major bug. Thanks for reporting this It will be fixed within the day.
demiraptor Posted August 10 Posted August 10 8 hours ago, Xenodragon54 said: It looks like the path user "Hak" or "Gener" is based on the individual's path. I just looked at Lustful void's descriptor for reference and saw it didn't have a path in it so I deleted the one from this one. Let me know if there's anymore issues. Thanks mate. :3
Xenodragon54 Posted August 10 Author Posted August 10 4 hours ago, illegalFrog said: Having some sort of issue with colony management at the start of any game, any colony that isn't a type of "xeno homeworld" suffers from a weird bug that at start of a month it will very quickly flash showing ruined buildings or changing district specialization, it will then instantly revert back to whatever it was originally this bug repeats constantly and is really annoying. There is also the issue that none of the origins start the colony with a "xeno nursery" which means you will be negative in "xeno offspring" this will immediately cause a market crash giving the player a ten-year negative effect that you cannot avoid without cheating. Overall mod seems really interesting and hopefully this is fixed quickly, if you need some evidence for the bug I can send some This should be resolved now. Let me know if it continues to happen
Akashi_1944 Posted August 10 Posted August 10 When trying to load up the third Xenomorph Empire, Deacon Brood the game crashes.
Akashi_1944 Posted August 10 Posted August 10 1 hour ago, Xenodragon54 said: This should be resolved now. Let me know if it continues to happen I just did a game with the black Resin start and the bug occurred again.
Xenodragon54 Posted August 10 Author Posted August 10 4 hours ago, Akashi_1944 said: I just did a game with the black Resin start and the bug occurred again. I'm unable to mimic the outcome. If you can send me your crash logs I can see what's causing your game crashes
Tuturu1 Posted August 10 Posted August 10 Where can I download Calcifire's Trait Pack for LV? I've been searching the Stellaris mod catalog, but I can't find it.
Xenodragon54 Posted August 10 Author Posted August 10 1 hour ago, Tuturu1 said: Where can I download Calcifire's Trait Pack for LV? I've been searching the Stellaris mod catalog, but I can't find it. here you go mate. The mod itself is just named "Calcifire's Trait pack"
Akashi_1944 Posted August 10 Posted August 10 10 hours ago, Xenodragon54 said: I'm unable to mimic the outcome. If you can send me your crash logs I can see what's causing your game crashes Seems I had the wrong version installed, You may want to have only the updated version of the mod in the download to prevent confusion. That said, when I did a Spitter Brood start the buildings disappeared for the first month and then returned.
Doomsday8931 Posted August 11 Posted August 11 Can't select Clustered Synapses for research, can't click it.
RandomLich Posted August 11 Posted August 11 Really like the mod, my only complaint now is that my planet is making hundreds of defensive army's automatically and I can't stop it And I need to constantly delete them before they eat all of my food
Schmee Posted August 11 Posted August 11 When installing this, the file structure is doubled. Inside the main zip file is Hive Mods folder and the requisite .mod file. There is also a Xenomorph_Domain_5_3 folder containing its own Hive Mods folder and .mod file. Which of the two Hive Mods folders has the up-to-date mod? Which one should I install?
Xenodragon54 Posted August 11 Author Posted August 11 1 hour ago, Schmee said: When installing this, the file structure is doubled. Inside the main zip file is Hive Mods folder and the requisite .mod file. There is also a Xenomorph_Domain_5_3 folder containing its own Hive Mods folder and .mod file. Which of the two Hive Mods folders has the up-to-date mod? Which one should I install? Thought I fixed that. Ill be pushing out a huge update fix for the mod and the organization of the folders. For now you can delete the second version of the mod within the folder.
Xenodragon54 Posted August 11 Author Posted August 11 8 hours ago, Doomsday8931 said: Can't select Clustered Synapses for research, can't click it. Thanks for the report, It'll be fixed in the upcoming Patch update. Aiming to update the mods today 1
LSVince Posted August 11 Posted August 11 Great mod, impressive amount of content. Here are a couple items I got playing yesterday’s version which may be fixed. Starting as a vanilla UNOE I found a Tendril world and created a colony but when building the resources were deducted and at the end of countdown no building appeared. This was vanilla and mod buildings. Later I made a migration treaty with an empire with Brood Covenant and exchanged populations normally, but when I tried to colonize with the xeno the colony never matured, it just kept adding pops and moving the end date out. The idea of colonizing with the xeno is counter the horror theme but deserves a look. I look forward to trying the update.
Davidto96 Posted August 11 Posted August 11 First time i ever comment, but this mod is just... so good, only thing i wanna say is, can the infestation have an off button? or be calmed down? not a huge fan of 30 years after i meet a non xenomorph AI they're all dead and get replaced by a xenomorph empire, without me doing ANYTHING, besides just building infrastructure
Xenodragon54 Posted August 12 Author Posted August 12 5 hours ago, Davidto96 said: First time i ever comment, but this mod is just... so good, only thing i wanna say is, can the infestation have an off button? or be calmed down? not a huge fan of 30 years after i meet a non xenomorph AI they're all dead and get replaced by a xenomorph empire, without me doing ANYTHING, besides just building infrastructure There isn't an off button but that's a valid reason. Ill make sure to make the infestation an optional thing in the next update
Doomsday8931 Posted August 12 Posted August 12 (edited) Colonised a tendril world and the starting buildings flicker in and out of existence every month. Happens with any building you build a s well. If you build normal alloy foundries on a planet they disappear 1-2 days later. Forgot to mention I play the spitter brood and oh boy it's a hard start as you can't build anything on your homeworld without the Clustered Synapses tech. Edited August 12 by Doomsday8931 2
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