RimWorld

RimWorld

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Big and Small - Races
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Mod, 1.4, 1.5
File Size
Posted
Updated
17.518 MB
Nov 27, 2022 @ 1:02pm
Mar 31 @ 10:53am
115 Change Notes ( view )
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Big and Small - Races

In 1 collection by RedMattis
Red's Workshop Mods
37 items
Description
This mod adds a number of somewhat Norse-themed races. The mod could be considered the main mod of the Big and Small Genes mod. The mod adds various giants and small-folks.


Read the description in the above mod if you run into issues.


Main Features



• New Xenohumans
• Optional Factions
• Access to a large number of genes which are otherwise rare or do not spawn in the Big and Small Genes main mod.


Factions


(Note that apparel, etc. in images are mostly from other mods.)

A strange group of (mostly) small people outlanders.

Ogre chief cook with all ingredient! More than manling do... Chef said manling youth not even able to cook Suprême de Volaille aux Morilles et son Émulsion de Vin Jaune.

But me think chief may exaggerate. For big speak effect.


The Frost Jotun tribes have been a menace for as long as anyone can remember. Almost any time they are mentioned it is because they have been plundering, kidnapping, and sometimes seemingly just wrecking havok on settlements for the sake of it

The Empire claim that the fire giants of Muspelheim aside of rare skirmishes would keep to themselves up in their mountains. Reports from captured Jotun indicate that their nobility have decided to try to claim this Rimworld for themselves.

Most Dvergr are grumpy loners who can't even stand their own families. This "union" seems like quite an anomaly.


Xenohumans




The mod contains a total of 14 xenotypes (as of writing), not all of which are listed or shown here. Some can be found randomly, others can be very rare and sent only by their respective factions.

Pictured above, from the upper-left clockwise: Fire Jotun, Jotun, Frost Jotun, Ogre, Dvergr, Nisse, and Svartalf. Center: Redcap.

Ogres
They are lumbering large bone-headed creatures creatures primarily motivated by fighting and food. Rumor has it some of them are amazing cooks; shame they prefer cooking other humanoids. A some ogres are particularly large and bad temperered.

While troublesome Ogres can be a powerful asset to a colony, their size makes them competent haulers and miners. They are also surprisingly good cooks. Just don't ask where they found all that pork.

Ogres now have custom heads. Aren't they beautiful?


And again! Thanks Sir Van! Made them Facial Animation Compatible in the worst possible way as well. If I have to suffer for FA compatibility then you shall suffer for using it! :'D


Jotun

They are fairly elusive giants known to hide up in the mountains. Some have an extreme temperature tolerance, and are believed by many outlanders to have been created as a workforce on extreme worlds.

Jotun are often found hiding away in some mountain, sometimes with a number of slaves from smaller races. While they think themselves smarter than the smaller races they are in fact rather slow on the intellectual uptake.

Fire Jotun and Frost Jotun are virtually immune to their respective elements. Half Jotun are much smaller than proper Jotun, but much smarter than their larger ancestors.

Trolls (New!)
Trolls are creatures of the wild old forests, said to heal which such incredible speed that tribal stories often call them immortal. As they age, they grow even larger, some claiming their size rivals mountains. With the passage of time their flesh hardens like wood, losing some of their vigor and healing speed but gaining in strength. Most ancient of trolls are strong but slow, their power is tempered by the weight of time.

Young troll sometimes look just slike human children...

As they grow older they tend to get more and more unusual features.

Ancient Trolls are rare but very dangerous. Some even possess power from the Anima Trees.

Dvergr
They are small elusive bearded people often seeked out for their craftsmanship which is said to be on par with that of the best glittertech factories. Some imperials speak about them likely being created to act as mechanics on spaceships where their small size would be advantageous.

Dvergr are asocial, rarely living with more than maybe a sibling or parent. Most would prefer to simply hide away in a hole with some mead crafting away. Unfortunately they are rather poor farmers, so they often find themselves forced to deal with other races to get said alcohol. Farming aside they are diligent students and will pick up the skills they lack passion in notably faster than baseliners.

Dvergr are neither good at taking hits or dishing them out. The main reason the easily angered Dvergrs should be taken seriously is because they tend to have armor and weapons of absolutely outstanding quality. Their cousins the Svartalfs however...

Nisse
They are sometimes claimed to have been created for similar purposes to the Dverger, but their unremarkable affinity for machines and impressive rapport with animals indicate otherwise.

They don't particularly like company besides animals, but they rather struggle both weathering the elements and building homes of their own, which often leads them to retreat to the settlements of other races.

Nisse possess an unbelievable intuitive understanding for both how to handle plants and animals, and have been known to call wild animals to their defense. If displeased for any reason, and they are rather easy to displease, they have been known to be very very vengeful.

Other?
There is a very large number of uncommon or and some truly rare xenotypes, a few which only show up if you have specific other mods. Most have reduced probability of showing up as factionless characters, and some can only show up in raids from the mod's factions.



Issues
None known.




Recommended & Compatible mods

Vanilla Genes Rebalanced
Touches some of the genes used by the xenotypes.

Others
If you are using Vanilla Expanded's Pirates or Heavy Weapons mods then these weapons can be equipped by very large pawns without needing a Warcasket, Exoskeleton suit, etc.

Mod Discord
[discord.gg][ko-fi.com]
Popular Discussions View All (3)
28
May 17 @ 4:56pm
Bug Reports, Troubleshooting, etc.
RedMattis
2
Mar 30 @ 3:57pm
Heads not showing up?
whackedthreads
10
Oct 11, 2024 @ 9:22am
Feedback Thread
RedMattis
417 Comments
RedMattis  [author] Jun 5 @ 10:01am 
@Brother Azkaellon
Iirc. that is on the way actually, just not from my end. :)

@TamTroll
It is a bit overdesign (I did it as a test). Basically chances of it appearing change with age. Men always get it eventually (because troll bears look weird otherwise), while women get it sometimes.

@CrocFighter
Pawns can't grab more than one meal from a nutrient paste dispenser at a time. Cooked means don't have this issue.

I might look into some workaround for it later.

Vanilla Expanded Nutrient paste mod permits a module that ejects a stack of nutrient meals. That is a pretty decent workaround as well.
Brother Azkaellon May 8 @ 8:38pm 
Incredible mod! Would you please consider adding support for show your hands? as the inbuild resizer for that mod seems to actually shrink hands on jotun.
TamTroll May 1 @ 2:35pm 
I have both this and the standalone Genes mod, and i'm noticing the Troll Nose gene seems to be a bit wonky.

When spawning in a pawn with the gene, or using dev mode to change a pawn's xenotype to have that gene, there's a chance it won't appear at all. I had a custom xenotype with the Troll nose that worked fine, but i updated it recently and when i changed my pawns from the old one to the new one, half of them lost the visible nose on their face.

Is there any logic to this? I also noticed that when trying to start a new game with this xenotype, there was about a 50-50 chance of a pawn having it or not, loading in multiple copies of the same pawn yielding different results, some with the nose and some without.

When i started my game a few months back with just the Big and small genes mod, every pawn i made with the gene had the nose visible on their head. So i'm not sure what's changed here or why.
CrocFighter Apr 28 @ 3:15am 
Is there a way to make my giant pawns eat until their hunger bar is full? I have one heir of surtr who keeps eating a single nutrient paste meal, walking across the map to mine a single tile and then being hungry again, which makes him walk all the way back.
RedMattis  [author] Apr 15 @ 11:37am 
@kahvipensas
If the metamorph and its trigger are both inherited then they will indeed activate. If both genes don't get inherited then it is business as usual. :)
kahvipensas Apr 15 @ 6:30am 
Is there a way to override the Troll metamorph in a pawn, and does the metamorph always override evrything? One of my other colonists had a child with a troll, and immediately after birth the young troll genotype completely overrode the genes the child had gotten from the other parent. If I now insert xenogenes into the kid, will they disappear when it morphs with age?

That troll dad is getting sterilized btw. Ruined my perfectly good crossbreeding project!
Manties Apr 2 @ 2:18pm 
@redmattis
Okay, I will try figure it out, thank you <3
RedMattis  [author] Apr 2 @ 12:32am 
@Manties
That sounds like another mod might be messing with things. The cold resistance is a very vanilla rimworld feature.
Manties Apr 1 @ 1:58pm 
My Frost Jotun who is immune to cold keeps dying of hypothermia :(
RedMattis  [author] Mar 30 @ 3:37am 
@Warachia
Fairly harmless, but fixed now.

It apparently doesn't like MayRequire Defs with parents. I think it tries to load the parent before checking the MayRequire or something.

I blame Ludeon. :p

@Ωats
Those are different. The one in Genes & More is solely used for the Woman in Blue easter egg event. It is basically a less mean Jotun so that it doesn't screw over players too much due to how she shows up.

@BigGovernment
I don't mind doing more western folk-lore, but I feel like the Goblins/Dwarves/Gnomes, etc. are something other modders have made a number of versions of already.

E.g. DetVisor has dwarves, er, I mean "Stoneborn".

@Lunar Nepneus
Thanks! I'm glad you're enjoying them. ^_^