RimWorld Mods

Flesh Hive Mod

Flesh Hive Mod - Workshop cover artwork
Authors of the Flesh Hive Mod: 骸鸾, 昏闇

Flesh Hive Mod lets you cultivate fleshbeasts, grow living structures and evolve a flesh hive through research, fusion and parasitism.

Flesh Hive Mod Features

Start from an initial flesh hive and cultivate small fleshbeasts, then combine them into larger creatures and four boss-level mother-beast variants. Fleshbeasts can hunt, guard or live inside colonists as parasites that grant abilities. The new Flesh Catastrophe scenario lets you begin with the hive content immediately. Creature details and parasitism effects are explained in the source discussion threads.

Establishing a hive

Use a dreammeld seed and shard to establish a hive, then provide protein through flesh vesicles. Flesh floor determines hive scale and how many fleshbeasts can be controlled. Basic structures grow from the floor using hive nutrition rather than ordinary building materials. The hive is alive: it needs nourishment and suppression, and neglected creatures can turn against you.

Nutrition and command groups

Flesh trees convert corpses into nutrition, flesh vesicles absorb meat-based food, and flesh sacks digest incapacitated non-mechanoid creatures. Meatfruit bushes produce edible fruit; flesh lamps provide a small amount of nutrition and heat while increasing hive activity. Larger hives consume more nutrition. Without reserves, hive tasks stop.

Command beacons control groups in Work, Attack, Hunt, Dormant, Guard and Follow modes. A beacon can point to a creature or tile, depending on the mode, and can be switched to a miniature version from the bottom-right button.

Research and parasitism

Dark Investigation research unlocks furniture, defenses, neural control structures, replicas, chitin upgrades, fusion and meld-beast control. Larger hives generate more research. Parasite pods implant fleshbeasts into hosts, giving them abilities and combat tentacles at the cost of capacity, hunger, mood and charisma. Adaptation options can counter some penalties. When a host dies, its parasites can emerge and keep fighting; enemy cultists and fleshbeasts can also carry parasites.

Upgrades, fusion and Hela Bates

Hive upgrades spend nutrition and nerve flesh to improve strength, obedience or growth. Advanced evolution requires a primary nest. Fusion experiments discover recipes for new medium and large fleshbeasts, which can then be mass-produced. Custom recipes can preserve chosen traits or parasitism.

Hela Bates may request to join during early development, bringing a dreammeld seed. Her affinity for parasites strengthens her with additional active capacity; implanted shards increase capacity but leave her unconscious for 24 hours.

The reworked Distress Signal – Flesh Meld quest replaces the stranded faction’s protector with a mother-beast boss and personal guard. The quest is significantly harder. Defeating a boss rewards its neural seed, and a ritual can summon a quest for a chosen boss.

Suppressing hive activity

High hive activity can return controlled creatures to the dark archotech intelligence. Suppression depends on Intellectual and Social skills. Nerve bundles provide work positions, nerve centers improve efficiency, flesh carapace statues add suppression bonuses, and electric or shard inhibitors reduce activity growth. Two hive upgrades can also reduce growth. Avoid overbuilding activity-generating structures such as flesh lamps.

Frequently asked questions

Can it be added mid-save?
It should be possible, but starting a new save is still recommended.

How compatible is it with other fleshbeast-related mods?
They should not affect each other, and there are no special interactions, but fleshbeasts from other mods should also be able to split into our fleshbeasts.

I don’t want cultists attacking while parasitized by fleshbeasts too; they’re already annoying enough.
You can adjust the enemy parasitism chance in the mod settings.

CE?
YES!!!

Opening hive buildings is such a hassle.
The side mouse button can quickly open the hive group / hive group building page.

What are your future update plans?
Fixing bugs, of course—they’re bound to exist. If the mod does well, we’ll continue making related expansions, at least including more of Hela’s story.

Are you considering increasing the mod’s power level to match high-power mods like Glitterworld Destroyer?
Right now, the mod’s power level is similar to vanilla. Some can help in high-power mods, but we probably won’t deliberately try to match them.

Now this mod can be used to optimize the UI experience.

Gallery

Flesh Hive Mod - Workshop gallery image 1

Flesh Hive Mod - Workshop gallery image 2

Flesh Hive Mod - Workshop gallery image 3

Flesh Hive Mod - Workshop gallery image 4

Flesh Hive Mod - Workshop gallery image 5

Compatibility notes

Requires Anomaly, Harmony and Hive Creature Framework. The source lists compatibility with Fleshbeast Colony, Alpha Biomes and Combat Extended. Adding it mid-save should be possible, but a new save is recommended. Its power level is intended to remain close to vanilla. Enemy parasitism chance can be changed in settings.

Available languages: Simplified Chinese and English, with a partial Russian translation by ephra1m9. For bugs, use the Workshop discussions; the two-person team may not have encountered every issue. Further development is planned but not guaranteed.

Welcome to join my discord

Additional credits: ephra1m9 for the partial Russian translation.

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