RimWorld

RimWorld

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Big and Small - Genes & More
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.327 MB
Jan 20, 2023 @ 2:00am
Jul 30 @ 1:38pm
275 Change Notes ( view )
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Big and Small - Genes & More

In 2 collections by RedMattis
Red's Workshop Mods
44 items
Big and Small - Integrated Mods
26 items
Description
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+)
https://github.com/RedMattis/BigSmall_Genes/wiki/Gene-List
Proper list of most genes in link above.

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 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.


Extras


The below will be automatically loaded if you add any of the faction sub-mods. They were excluded because s

Alternatively, the Big and Small Optional mod will also enable all optional content, included some obsoleted content such as the large meals.


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 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.

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. Maybe. It gets 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]
Popular Discussions View All (27)
1
Jul 29 @ 7:19pm
Revenant soul
Democratic Officer
1
Jul 23 @ 11:44am
Incompatibility with VFE - Empire 1.6
H8C | SO3
9
Mar 31 @ 6:05pm
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
1,378 Comments
Cal 3 hours ago 
What is Red Health?
TheForbiddenCornBread Jul 30 @ 10:23pm 
Why do I have the frost giant xenotype in my list of xenotypes in my game? Isn't the point of the other mod is to introduce the xenotypes from this gene mod?
TheSquirrelofHuscurl Jul 29 @ 1:00pm 
If it's possible, you could tie the movespeed of the pawn while flying to their normal movespeed, so that larger pawns fly significantly slower than smaller pawns. Also have them suffer from movement penalties when not flying (wings are big & bulky after all)
RedMattis  [author] Jul 29 @ 12:26pm 
@Tathar
Worth a try.

@TheSquirrelofHuscurl
I did mess with it a bit, but it is kinda stupidly broken-OP. Maybe if I can figure out some good way to limit it. ^_^;;
TheSquirrelofHuscurl Jul 29 @ 12:22pm 
It would be cool if you added the ability for people with wing genes to fly when drafted. As in, actually fly, just like in the Milira mod. Would be epic and also terrifying watching a gigantic, 10 foot tall titan literally flying towards you.
Hazardous Jul 29 @ 4:11am 
Its just that I had to leave the game and look at this page to figure out what the item actually did. Plus the stream of consciousness style writing on the item actively clashes with the writing of every other item.

Again, not trying to come off as rude, just a fair criticism.
Tathar Jul 29 @ 12:27am 
Would it be okay if I also include Character Editor so I can more easily run the tests you want? Otherwise I probably wouldn't be able to do it.
RedMattis  [author] Jul 28 @ 11:40pm 
@lambert
Does this happen with only my kod and that mod?

Also please provide the full log file.

@Hazardous
I’ll have you know people contact me about how funny they found it.:D

Can’t fit everyone’s taste. Also, I do all this modding for fun (I earn next to nothing from donations), I have to sometimes abuse the informal rules. :p
Lambert Jul 28 @ 8:07pm 
Creating the sacrileg hunter faction failed due to some incompatibility. Error above.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
CaravanAdventures.CaravanStory.StoryUtility:EnsureSacrilegHunters (System.Nullable`1<RimWorld.FactionRelationKind>,bool,bool)
CaravanAdventures.CaravanStory.StoryWC:WorldComponentTick ()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Hazardous Jul 28 @ 4:14pm 
I don't mean to be rude, but could you update the xenodiscombobulator's ingame text to be more informative and less rambly?