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
27.209 MB
Jan 20, 2023 @ 2:00am
Jul 4 @ 3:19am
269 Change Notes ( view )
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Big and Small - Genes & More

In 2 collections by RedMattis
Red's Workshop Mods
38 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.

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]
Popular Discussions View All (23)
9
Mar 31 @ 6:05pm
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
1
Jun 21 @ 12:44pm
[BUG] red error that pauses the game after the last update
Godsuya
4
Mar 29 @ 9:15am
[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"
MonsterCock69
1,322 Comments
t34beb Jul 5 @ 12:42am 
@RedMattis
And people breaking their game experience with abuse of mods is your problem because? I already touched all the numbers. expecialy those at endless growth are really not impressive in reallity pawn having this gene in best case scenario is similar in size to a jotum. great work by the way with the mod
RedMattis  [author] Jul 4 @ 10:06am 
@t34beb
It is hard-capped to 600%.

Mostly because apparently there are mods that let you "reverse" hediffs, which would be instantly game-breaking otherwise by giving thousands of stats.
t34beb Jul 4 @ 8:35am 
@RedMattis
Both are 1.5.

the Cap can worked around but my concern was that changing max severity of soul stockpile in settings lets u set it with cheats on above 600% but any time pawn gains any new soul power it gets dropped to 600% and that doesnt seem to look intensional unless its hard capped somewhere else and it is indeed intensional
RedMattis  [author] Jul 3 @ 1:43pm 
@Homer
1.5 or 1.6?

If 1.6 I'd suggest to verify files using steam. I think error is from something trying to use a class from the 1.6 version
Homer Jul 1 @ 3:22pm 
this is the log i get when drafting a pawn with a ranged weapon, doesnt seem to happen with pawns that have melee weapons
Exception drawing Ripley: System.TypeLoadException: Could not resolve type with token 01000016 from typeref (expected class 'BigAndSmall.BSCache' in assembly 'BetterPrerequisites, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
[Ref 5A4879AF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Tathar Jul 1 @ 1:48am 
It's 1.5. I specifically checked with the secondskin pilotable gene, if that matters.
moo Jun 30 @ 11:35am 
Thanks. I think it's [DDTraits] , but I'm too stupid at the moment to put into the words for them explaining how they can fix/update
RedMattis  [author] Jun 30 @ 12:58am 
@moo
My patch checks if <nullifyingTraits> exists before adding a new entry for it, I'm guessing whatever mod adds IronBack doesn't which results in an extra copy.
moo Jun 29 @ 3:21pm 
1.6 double nullifyingTrait - log note below complimented with XML Extensions debug:

XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.

Field contents: IronBackMasochist.

Whole XML:

<ThoughtDef><defName>SleptOnGround</defName><durationDays>1</durationDays><stackLimit>1</stackLimit><nullifyingPrecepts><li MayRequire="Ludeon.RimWorld.Ideology">RoughLiving_Welcomed</li></nullifyingPrecepts><stages><li><label>slept on ground</label><description>I had to sleep on the ground like an animal.</description><baseMoodEffect>-4</baseMoodEffect></li></stages>

<nullifyingTraits>
<li>BS_Unpretentious</li>
<li>Masochist</li>
</nullifyingTraits>
<nullifyingTraits>
<li>IronBack</li>
<li>Masochist</li>
</nullifyingTraits></ThoughtDef>
RedMattis  [author] Jun 29 @ 2:42pm 
@Dr. Pete
In 1.6 the large meals are disabled by default. There isn't really much of a reason for them anymore since I've modified the vanilla meals so that pawns can grab a whole stack if needed to fill the hunger bar.

If they are only grabbing one meal anyway it might be either a bug, or it is a meal from a mod which does not inherit from the vanilla ones and need patches to work correctly.

Nutrient paste meals are max 1 though. Maybe I'll figure out some solution for that in the future.