RimWorld
551 avaliações
Big and Small - Genes & More
4
2
2
   
Premiar
+ favoritos
Nos favoritos
- favoritos
Mod, 1.4, 1.5
Tamanho
Publicado em
Atualizado em
38.467 MB
20/jan./2023 às 2:00
30 de mai. às 11:13
204 notas de atualização ( ver )
Você precisa de certos conteúdos adicionais para usar este item.

Inscreva-se para baixar
Big and Small - Genes & More

Em 2 coleções de RedMattis
Red's Workshop Mods
26 itens
Big and Small - Integrated Mods
32 itens
Descrição
This core mod includes a number of Biotech genes, traits, and the C# framework to make things in other mods work.

In total the mod contains 68 genes (as of writing), 11 of which are related to size. All are balanced for vanilla. If you feel anything is "OP", please send your feedback and I'll look into it.

This was originally part of the Big and Small Races, but was split into its own mod so that you don't have to deal with Jotun if you just wanted small goblins, big space marines, or whatever suits your fancy,

If you want the mod I made which makes use of the genes included here see the Big and Small Races mod.

READ THIS FIRST!
If you are using [VL] Facial Animations with HAR you may need to turn off the 'Experimental Beard Misalignment Fix' if you get misaligned beards.

Big and Small Races

Big and Small Races could be considered the main mod this was built to work with. If you want races which make use of the genes in the mod, then I would suggest subscribing to that mod. While many genes in this mod can spawn in traders, there are a number which do not.




Genes (150+)
This is just a sample of genes from the mod. As of writing the mod has 150+ genes. Many of the genes do not spawn in genepacks and are found only on specific xenohumans. This is often the case with purely cosmetic genes in order to avoid bloating genepacks.



(Note: The graphic below is _old_. Most genes have new art, and a variety of new interesting genes have been added since.)



Beyond game-play affecting genes like the above there is also a number of cosmetic genes such as horns, a skin & hair colours, etc. Most of these are either rare or simply will not spawn in genepacks to avoid bloating your chances of finding things you actually want.

Body Size details:
Size Offset
The offset genes will increase or decrease the size of a pawn by a certain value. For obvious reasons there is a limit to how small a pawn can get. This could be considered the primary way in which a pawn's size is changed.

Size Multiplier
These genes will multiply the pawn by a certain value. This stacks with the Offset genes, and means that you can have a Jotun-frame pawn with dwarfism, or a Dwarf-frame pawn with gigantism. This will also work as you'd expect with pawns which have a base size smaller or larger than the 1.0 of humans.

Traits
There are traits working identically with the Size Multiplier Genes mentioned above. If a size-multiplier gene is present on a pawn with such a trait it will override the trait.

Size Matters
  • Dramatic effect on max nutrition.
  • Very large effect on nutrition use.
  • Alters Body Size attribute and associated traits
  • Dramatically modifies health.
  • Alters damage, a bit less than the linear increase.
  • Large effect on Melee Dodge chance benefitting small characters.
  • Very large effect on Self-"Production" from Alpha Genes and Biotech Expansion genes.

Minimizing and Giantizing Animals
Animals can now also be shrunken down or enlarged.

Shrunken animals retain a decent amount of their previous sturdiness, become faster and more evasive, but are less capable of dishing out pain. They also eat less.

Enlarged animals are bigger, sturdier, better and dishing out pain, but and slower and hungrier. Giantizing small animals has the most dramatic effect.


Gene Tools

All 5 gene tools are craftable at the Drug Lab.

Weapons
Adds a few giant weapons that can only be wielded by Giant pawns, Herculean pawn (Roo's Minotaurs), or Warcaskets.


Giant hammer, giant club,, giant warhammer, jotun longsword, Skrýmir's Mallet, Sword of Surtr,


Throwing boulders, jotun javelin, warmech anti-material rifle, and warmech minigun and rocket launcher.


Click here for video demo with more ranged weapons[i.imgur.com]

Meals
When using this mod your pawns will also grab multiple meals if it would be required to fill their hunger bar.


The mod added Large variants of most vanilla meals to make feeding large pawns easier before they could grab multiple meals. They are a bit redundant now that pawns can grab several meals but it is left in as legacy to avoid breaking people's saves.

Mod Interactions
Vanilla Weapons Expanded - Heavy Weapons
Giant pawns (Jotun/Ogre frame and up) can use Heavy weapons without Tough or Exoskeletons.

Roo's Minotaur Xenotype
Giant pawns can use the big minotaur weapons, they are also patched to behave as if "Herculean" for the purpose of the mod's, uh, "crushed pelvis" mechanic. Ow.

Vanilla Factions Expanded: Pirates
Giant pawns can use Warcasket weapons.

Vanilla Races Expanded - Android
Adds a number of genes to your Android crafting menu, including the most notable size-genes.

MH: Android Tiers Core
Adds several frames so you can make big and small androids or biometric units.

Universum/RimNauts & Save our Ship 2
Adds genes which lets pawns handle the vacuum of space.

Zombieland
Depending on genes some pawns will not be infected or rise as zombies. Ghouls & Returned have a gene which makes zombies ignore them.

CE
Fully compatible with the Character Editor.

...

...

...

And Combat Extended. Patched by them not by me. :)

Recommended Mods & DLC
Vanilla Genes Rebalanced
The Xenotypes in my other mods are built assuming that you have this.

Better Gene Inheritance
Makes children of xenohumans not be 7-gene 225% disappointments.

Anomaly


Known Issues
None known.

Contrary to claims, Outland Genetics is not incompatible with this mod. You can safely use them together. Let me know if this changes. (2023-04-08)

To other modders
You are free to make use of anything in this mod for your own mods.

Credits:
.Phaneron
Made the gorgeous art for the giant-sized minigun, tribal hammer, and the ultra-tech sword and hammer!

Hyou
Creator of the awesome giant rocket launcher!

Oskar Potocki
The amazing new workshop title image.

Mod Discord
[discord.gg][ko-fi.com]
Discussões populares Ver todos (7)
14
18 de mai. às 10:51
i get red errors on startup with just this mod, HAR and the framework
drache444444
5
29 de mai. às 14:00
Been getting a red error having to do with "Goji's Fantasy Race: Merren"
Kalter Stahl
15
9/mai./2023 às 2:11
Error log for 4 May update
Aranador
806 comentário(s)
King há 9 horas 
@RedMattis

I see, thanks for the responses!
RedMattis  [autor(a)] há 9 horas 
@King
I use the hiding functionality from Vanilla Expanded Framework. I haven't implemented any code to hide them myself. It seemed like a bit too much work for something fairly minor.
King há 10 horas 
@RedMattis

so is the bug that they show up normally without Vanilla Expanded Framework?
RedMattis  [autor(a)] há 10 horas 
@King
Yeah, those genes are set to hidden. I didn't anticipate that there could be issues with modifying xenotypes via the editor though.

I'm currently looking into redoing the Succubus xenotype and create a more generic true-form that is based on a hediff instead of toggling genes, so True-form type genes make more sense when extracted.
King há 13 horas 
hey, so there seems to be a bug where the genes "disguised" and "true form" are invisible in the xenotype editor if you have Vanilla Expanded Framework, they do still exist, so if you remove every gene form the succubus xenotype you still get an error saying true form requires Hemogenic, despite the editor being empty.

tested with all vanilla dlc and only mods being Harmony, Vanilla Expanded Framework, Big and Small - Framework, and Big and Small - Genes & More.
RedMattis  [autor(a)] 1 de jun. às 12:03 
@Tormound
The regular immortal one? Yeah they return eventually. How long it takes varies, but I think it can at most take 5 days, and the minimum is something like half a day.
Tormound 1 de jun. às 8:43 
How does immortal return gene work? Does it need the deathless gene? Cause when they die they just disappear off the map. Do they come back?
RedMattis  [autor(a)] 31 de mai. às 3:03 
@commander attli
I'll have a look if you post a log with whatever errors occur. :)
commander attli 31 de mai. às 2:22 
@RedMattis so apparently there is some kind of bug or incompatibly with Outer Rim - Droid Depot
when using the starting DUM Squad scenario which prevents the droid pawns from spawning.
doesn't seem to stop the droids from being made when using the factory and they do spawn properly then but then i didn't really do a whole of testing on that part.
RedMattis  [autor(a)] 28 de mai. às 0:15 
@NinjaStealh
You're using the 'booby-trapped' Fertile gene from a Grigori. The description does kind of hint at it.

Granted I should probably make sure that gene cannot be extracted into genepacks. I'll put that on my to-do.

@Heroyne
"bodyScaleFactor" is a scaling property from Vanilla Expanded. It has been outdated for a few months.

As for the other thing with EBSG. If you're sure that it the issue then, I guess? I've not seen EBSG before, and I've got no idea why it would break the glide effect. It sounds a bit strange, but then again maybe they patch something.