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Posted (edited)
21 hours ago, Xenodragon54 said:

What UI mods are you using?

 

And i agree about the defense. The defense is supposed to be a bit stronger in early game but its currently too strong so I'll be scaling it down and changing how queens spawn defenses 

 

Currently, using UI Overhaul patches for:

  1. Gigastructures
  2. Planetary Diversity
  3. More Tradition Categories
  4. Improved Leaders View
  5. Planet View Performance Mode
  6. E&C: Bug Branch + UI Overhaul Compat
  7. UI Overhaul - Extended Topbar

Along with the !!!universal resource patch and the prereqs for those UIO patches.  I am not aware of any intersection with the resources topbar otherwise.

 

Edit:

Also, on Infested Ocean Worlds; Gene Brine Reefs do not have any jobs.  I presume they are supposed to generate energy credits?

Edited by herrzog
Posted

When capturing a planet belonging to another empire, a "Queen's Nest" is not generated. Is this intended behavior, or is it a bug? Additionally, even after abducting an enemy leader and opening the pit, there is nothing inside. version:5_8

스크린샷 2026-08-22 030049.png

Posted
6 hours ago, dawn.J said:

When capturing a planet belonging to another empire, a "Queen's Nest" is not generated. Is this intended behavior, or is it a bug? Additionally, even after abducting an enemy leader and opening the pit, there is nothing inside. version:5_8

스크린샷 2026-08-22 030049.png

Oof. I can't exactly understand what I'm looking at due to the language barrier here. But if you're a xenomorph hive, the planets buildings should be replaced. This is something I haven't pointed out before when working on the mod so Ill make sure this is resolved in the next update. 

Posted
55 minutes ago, Xenodragon54 said:

으음. 언어 장벽 때문에 정확히 무슨 말인지 이해하기 어렵네요. 하지만 제노모프 하이브라면 행성의 건물들이 교체되어야 합니다. 모드 제작 과정에서 이전에 언급하지 않았던 부분인데, 다음 업데이트에서 수정하도록 하겠습니다. 

That is exactly it.

Posted

hey, so i've noticed two strange things, might be my load order but figured i'd mention them. first, when using the adaptive civic the situation never finishes. it'll get to the end but just stay there, and secondly the Point defense at the start of the game seems to be bugged, as putting just one on the starting corvettes makes it a 7K+ fleet. 

Posted
Just now, frontenlaufer said:

Is there any plans for Xenocult support in the future? 
A good insperation could be "Xenomorph Infection" mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3752261003

Hello. the Xenomorph Infection mod is actually already incooperated into the mod and is being further refined to work properly. I do aim to allow other empires to act as spreaders of the infection if they're focused on the use of xenomorph worship and usage. I'm also tracking the imbalance of weapon cooldown and it will be balanced out come next update

Posted

The ship parts imbalance will be corrected sometime this week. As well as any other bugs or issues, thank you all for reporting these to me so I can fix them!

Posted
29 minutes ago, Azaazad122 said:

the mod doesnt work for me for some reason. Is it because of the lustfull voids huge update?

 

Shouldn't be. I believe I released an updated version of the mod to work properly with lustful void after its large update. Regardless I'm about to send out a update for this mod shortly.

Posted

Something I noted is that it's basically impossible to get a second zone built on your homeworld when using the Queen-Mother origin. It always wants a Planetary Capital upgrade but from what I gathered that's impossible to get due to the Queen-Mothers Nest being unique?

Posted
# 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.
Posted
11 minutes ago, Akashi_1944 said:

Out of curiosity: Are there plans for more preset Xenomorph empires? Like one with the Queen Mother, Derelict, or Xeno Prime start? 

Indeed, there's plans for more personalities in general. But for now the main focus is mostly fixes and balances with maybe a few minor additions. Once there's no bugs or balancing problems Ill go into another creative spree with incooperating more things 

Posted
10 minutes ago, Xenodragon54 said:

Indeed, there's plans for more personalities in general. But for now the main focus is mostly fixes and balances with maybe a few minor additions. Once there's no bugs or balancing problems Ill go into another creative spree with incooperating more things 

Don't disagree, it was more a far future question.

 

Hopefully that building deletion bug is finally fixed. Having all the buildings deleted right at the start creates massive hurdles. 

Posted
10 hours ago, Xenodragon54 said:

Shouldn't be. I believe I released an updated version of the mod to work properly with lustful void after its large update. Regardless I'm about to send out a update for this mod shortly.

i have installed the update and started the game again and it still not working. Can you help me and tell me what i am doing wrong here?image.png.c3db2f94d4a28c3b18d2bdd3f6cb0a4f.png

Posted
2 hours ago, Azaazad122 said:

i have installed the update and started the game again and it still not working. Can you help me and tell me what i am doing wrong here?image.png.c3db2f94d4a28c3b18d2bdd3f6cb0a4f.png

How odds the mod is there too.  Send a screenshot of the portaits menu in game when selecting a species

Posted

Hello everyone!
I'd like to share the Russian translation for version 5.10. It was created using DeepSeek, so the quality may not be perfect, although I haven't noticed any issues yet.russian.7z

Posted (edited)
5 minutes ago, Jojojo22 said:

Всем привет!
Хочу поделиться русским переводом для версии 5.10. Он был создан с помощью DeepSeek, поэтому качество может быть не исправлено, хотя никаких проблем я пока не заметил.russian.7z

Oh, I almost forgot — thank you to the mod developer for the work done. Good luck in the future.

Edited by Jojojo22
Posted
On 8/22/2026 at 8:55 PM, dizzy12315 said:

The xenomorph option is greyed out when choosing an empire due to missing portraits why is that  

Can someone help as I can't play the mod 

Posted
2 hours ago, dizzy12315 said:

Can someone help as I can't play the mod 

Hmm. Open the decipher of the mod and check where its path leads to. It should be blank

image.png.f9483ce8bd234f032e2851449db9639a.pngBut since I ran it with the game a path will generate

Posted
7 hours ago, Jojojo22 said:

Oh, I almost forgot — thank you to the mod developer for the work done. Good luck in the future.

Thank you for your contribution! I will also incorporate it into the mod after the next update. I'm planning on pushing out another quick patch update by tomorrow. 

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