// Management · RimWorld Mod

Hive Mind 虫巢意志

Hive Mind 虫巢意志 mod preview for RimWorld

``` HiveMind · Player-Side Insectoid Enhancement Mod 「The swarm envelops all, wills linked as one」 Introduction Are you tired of the stupidity and incompetence of player-side insects?

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HiveMind · Player-Side Insectoid Enhancement Mod




「The swarm envelops all, wills linked as one」



Introduction


Are you tired of the stupidity and incompetence of player-side insects? Why can't tamed megascarabs be as intelligent, productive, and awe‑inspiring as their wild counterparts? HiveMind enhances only the insects under your command, never touching enemy bugs. Your insects will think, specialise, evolve, and defend your colony. Compatible with all vanilla DLCs, IWE, and CE; supports Simplified Chinese, Traditional Chinese, and English.



Part 1: Hive Mind – Guardian Mode without IWE


When your tamed swarm reaches 10 individuals, the mind awakens and grants the following abilities.
Auto Hauling: Idle insects will spontaneously pick up scattered items and carry them to stockpiles, keeping your base tidy.

Dormant Hibernation: Unused insects curl up and stop pathfinding, saving performance; they wake instantly when work, combat, or hunger calls.

Swarm Evolution: Accumulate evolution progress to earn points for upgrading 16 stats: melee damage, ranged accuracy, movement speed, damage reduction, melee dodge, pain threshold, immunity gain speed, comfortable temperature range, toxic resistance, psychic resistance, work speed, mining yield, plant yield, slaughter yield, and carry capacity. Bonuses are shown in the health panel.

Synchronisation: The more insects in the swarm, the higher their synchronisation, boosting melee damage, work efficiency, and movement speed – numbers are strength.

Willful Choices: The mind observes the swarm's condition and automatically selects focus directions – recent damage boosts melee/damage reduction, burns boost temperature tolerance, infections boost immunity, toxins boost resistance, labour boosts output efficiency. Hover over nodes to see their current focus.

Auto Engage: When a colonist is hit by a melee attack, nearby insects will rush at the attacker; in closed defensive lines, they only engage when enemies break through for melee, never disrupting your formation.

Protect the Weak: Drafted children, wounded colonists, and pregnant pawns will have insects assigned to guard them closely.

Sacrificial Shield: When a colonist is in critical danger, nearby insects will fling themselves at the attacker to buy time.

Danger Pheromones: If insects or colonists are ambushed by wild beasts, nearby bugs will rush to rescue – never ignoring the cries of their comrades.

Symbiotic Mood: A well‑fed and healthy swarm gives a small mood bonus to colonists; starving bugs will lower mood instead.

Passive Research: Research progresses passively based on insect count – more bugs mean faster progress, no research bench required.

Insect Jelly Production: The mind node secretes insect jelly based on swarm size – edible and sellable; output can be adjusted.

Node Election & Manual Selection: When the node dies, the swarm falls into brief disarray; after 2 hours, a new node is elected by weighted body size, inheriting all skill evolution. Right‑click any player‑owned insect to designate it as the node.



Part 2: Synergy with IWE


With IWE installed, the swarm upgrades into Workers + Specialists.

IWE link: https://steamcommunity.com/sharedfiles/filedetails/?id=3783805940

Unified Skills: All insects share a single skill list – when one learns a skill, the whole swarm learns it.

Skill Synchronisation Modes: Pure Random (each insect keeps its own random skills), Mixed (shared baseline + random offset ±N levels), Pure Unified (all insects share the exact same skill list).

Task Assignment by Skill & Specialisation: Priority is given to insects with both high skill and matching specialisation, then high skill alone, then specialisation alone; respects work priorities by default, but you can enable override.

Work Specialisations: Repeatedly performing the same job leads to specialisation in Plants / Mining / Construction / Medicine / Cooking / Crafting / Hauling / Research – the specialised bug gets strong bonuses and raises that job to the highest priority.

Combat / Shooting Specialisation: After 100 melee hits or 100 shots, the insect specialises as a Combat bug (‑30% damage taken, +40% melee) or Shooting bug (+25% accuracy); specialisation slowly fades when not fighting.

Removing Specialisation: Simply uncheck the specialised work in the insect's work tab.



Quick Q&A


Does it affect normal gameplay? No. The hidden mind awakens only when the threshold is reached, and every ability can be toggled independently.

How to remove specialisation? Uncheck that insect's priority for the corresponding job.

Performance? Scanning throttling, container reuse, and hibernation pathfinding stopping make overhead negligible.

CE compatible? Yes. It only changes behaviour logic, never touching damage calculations.

Does it affect enemy insects? Not at all.

Is IWE required? No. Without IWE you play in Guardian mode; with IWE you unlock work specialisations.

Evolution points? Progress accumulates every 200 ticks; when full, you gain a point.

Node death? 2 hours of chaos, then a new node is elected inheriting all progress.

Manually designate node? Right‑click any player‑owned insect.

Population cap? No hard cap, but synchronisation has an adjustable maximum.

Ignore work settings? Respects them by default; you can enable ignore.



Epilogue


The swarm whispers, the will echoes. Every beetle is a tendril of the mind; every evolution is a murmur to the world.
It remembers every fallen bug, protects every soul that trusts it – the swarm is the mind, and the mind is the swarm. Welcome to the Hive. It is watching you.
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