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Big and Small - Genes & More
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20 jan, 2023 @ 2:00
12 apr @ 0:58
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Big and Small - Genes & More

I 2 samlingar av RedMattis
Red's Workshop Mods
37 artiklar
Big and Small - Integrated Mods
26 artiklar
Beskrivning
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 are seriously 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.

Other Stuff
Give the mod a try and find out. There is a lot of stuff in there. Of course all designed to be reasonably balanced and so on. :)

Example:


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! Also several gene icons.

DetVisor
Our favorite vertically challenged modder and creator of the giant rocket launcher!

Oskar Potocki
Several gene icons, images, and xenotype icons!

Mod Discord
[discord.gg][ko-fi.com]
[github.com]
Populära diskussioner Visa alla (22)
9
31 mar @ 18:05
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
4
29 mar @ 9:15
[BUG] Ogres cannot send traders Caravans to my colony even with dev mode due to "Megasloth who is not a carrier but is in a carriers list"
Sindobaddo
2
25 mar @ 11:06
[Maybe Anomaly Required?] Failed to find Verse.GeneDef named 'BS_GhoulHead'.
Mr.Pump_Kin
1 279 kommentarer
radm.botalov07 10 timmar sedan 
oh, sorry. I thought all this time that you never added the time setting for the soul-related genes. But it turns out they do exist, I just mixed up the mod names. Sorry again for misleading you, thank you very much. (but if you had said right away that you added it, I wouldn't have gotten so confused>-<)
RedMattis  [skapare] 15 timmar sedan 
@Thranos
Probably some other modder patched those weapons into the pawnkinds. Or something broke. But usually it is because of patch-mods.

@Amko [He/Him]
Metamorph morphs the race under certain circumstances. Retromorph is the same thing, but only triggers on genes with a description like "morphs down". It is basically for creating 'young' stages of xenotypes.

@radm.botalov07
It is in: "1.5\Main\Source\BetterPrerequisites\Genes\Unliving\ReturningSoul.cs" Line 216.
Amko [He/Him] 20 apr @ 7:58 
What is the difference between Metamorph and Retromorph?
Thranos 19 apr @ 12:30 
I'm having raiders occasionally show up with giant-scale weapons.
Raiders who aren't giants, warcaskets, or anything of that nature.
Raiders who can use these weapons regardless.

Unsure what's causing this, are there any known compat issues with Simple Sidearms, maybe?
Firelemms22 16 apr @ 3:39 
is there a mod/setting to see arms for genes like the four arms
Vrk_L 15 apr @ 22:51 
Is there a way to make gene-eater or gene integration selectable? Or maybe another category for eaten genes, like they have around 8 hrs to digest and become a xenogene, and in these 8 hours you could get rid of the ones you don't want or puke them all
RedMattis  [skapare] 12 apr @ 0:34 
@Cringe Shaymin
Yes. The gigantism gene refers to medical gigantism, e.g. real-life Andre the giant.

A human with gigantism is certainly big, but the giant weapons are more "combat-mech" sized weaponry, or swinging literal trees at foes. :)

@Grazal Thruka
I don't really see HAR or B&S in that log, or any indication it would be at fault, but if you're certain the issue is HAR I'd suggest checking on the main rimworld discord where Erdelf, etc. are frequently active. :)
Cringe Shaymin 11 apr @ 17:57 
Is it intended that the Gigantism gene isn't considered "giant" enough to equip the giant weapons?
Grazal Thruka 10 apr @ 21:06 
@redmattis
Seems it was a conflict with Humanoid Alien Races, Logs saved here
https://jpst.it/4fWhG
RedMattis  [skapare] 10 apr @ 7:01 
@Grazal Thruka
Make sure you've got latest files etc. (Verify files) I had a look before, but could not replicate the issue on my machine.

If it still doesn't work I'd suggest trying it without mods. If that works, try adding mods back until it breaks.

If you can figure out some combo of mods breaks it, please post the full logs (e.g. via Hug's Log Publisher), and I'll see if it is something I can fix on my end.

@CombineElite19
Might be worth talking to the author of the mod in that case. They might be looking for legs that don't exist, in which case it is probably fairly easy for them to skip adding pant-legs to legless creatures. :)