RimWorld

RimWorld

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Big and Small - Framework
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Mod, 1.4, 1.5, 1.6
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10.582 MB
Jan 29, 2023 @ 7:10am
Jul 30 @ 1:37pm
365 Change Notes ( view )

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Big and Small - Framework

In 2 collections by RedMattis
Red's Workshop Mods
44 items
Big and Small - Integrated Mods
26 items
Description
This is a framework for adding custom races and greatly extending the ability to do things with Genes and Hediffs.

The mod is frequently performance-tested and aims to bring bliss even to the Performance Junkies over at Dubs Discord. If you think you've encountered any performance issues during regular play related to this mod please feel free to inform me.

The mod used to be dependent on the Biotech DLC, but this is no longer the case.

It can to a be used as a more limited but less performance intensive alternative to Humanoid Alien Races (HAR). It is also fully compatible with HAR itself.


Custom Races (with or without Biotech)



The framework supports making and switching between custom races either via genes or by defining a custom race similar to HAR.

The framework handles most of what you'd expect. Custom inhuman bodies/body parts, disabling thoughts, forcing bodies, filtering/forcing traits, food diets, apparel, genes, custom graphics, and so on.

Here is a guide on how to make your own custom races with or without Biotech:


https://steamcommunity.com/sharedfiles/filedetails/?id=3360668794
The guide goes through the process of how to create the very sane race shown above.

You're encouraged to download the sample mod and go through the files and read the comments as you go through the guide. Feel free to ask questions on the guide or my discord if anything is unclear or you want help with some step. I (probably) don't bite.


Old Description


(What follows is the old mod description. It will be updated once the current planned improvements are done.)

Framework for gene/race features such as genes of different sizes, and well as a variety of gene and graphics behavior, such as transformations, genes varying by body-type, and so on.

Most of the images in the reel above are very out of date.


Body-swapping


You can swap the bodies of pawns using genes, this lets you e.g. create a terrifying pawn with 8 arms each with an eyeball in the palm.

The catch is that you need to swap to a specific body, you can't mix half of one and half of another.

The Lamia/Naga mod has an example of performing a swap like this.


Facial Animation Gene Compatibility

Adds the ability to disable/enable Features from NL's Facial animation mod via genes. Currently limited to disabling the facial animations on particular pawns due to NL's rework breaking my old method.
https://imgur.com/IF8OUX6
https://imgur.com/Ij6Bb5h


Transformation back and forth



The Framework supports turning into different forms with different bodytypes, furskin, etc., and then back again to the previous state.


Pawn Size and Orientation


This part of the framework adds methods for changing the size of creatures via StatDefs that can be applied from genes, hediffs, races (such as custom races). Changing the non-cosmetic changes applies a large number of effects to large/small creatures such as altered rendering size, health, damage, metabolism, self-production, etc.

The size changes are balanced to be in line with Vanilla Rimworld. The cosmetic size-scaling of sprites are non-linear, f.ex. a human baseliner scaled to body size 10.0 would not render 10x larger.

Here are a few of the commonly used sized-related StatDefs:

Body Size Offset & Cosmetic Body Size Offset
Offsets the pawns body size in an additive way. The latter version is cosmetic only and won't affect game-mechanics.

E.g. a body size 0.5 HAR race with a 0.6 offset would end up body size 1.1and render roughly twice as large.

Body Size Multiplier
Just as above, but a multiplier instead.

E.g a x0.75 multiplier applied to a standard body size 4.0 Elephant would reduce its body size to 3.0

Head Size Multiplier
Increases or decreases the size of the character's head.

This can be preferable to just drawing the head texture larger for some gene-based heads since it will scale the headgear.

Other
There are stats for offsetting the pawn's world position, head position, and so on. For more info take a look in the StatDef .xml file in the mod.

Other Big and Small/Better Prerequisites Features
For instructions on how to f.ex. make infectious gene-based werewolves that change shape under the moon check out the Discord linked at the bottom of this page.


Better Prerequisites


Ages ago this was merged B&S Framework.

Better Prerequisite lets you create genes and hediffs that disable genes. Hediffs can even disable genes that disable genes. You cannot have genes that disable genes that disable genes because of how it was written to avoid recursion..




For any Gene mod authors can specify any number of condition sets that must all be fulfilled for the gene to activate.

This being a framework it does nothing on its own.

Unlike the vanilla prerequisite system genes with prerequisites from this mod can still spawn in genepacks or via random gene-generation.

Valid XML tags are: AnyOf, AllOf, NoneOf. More could easily be added if someone wants XOR and stuff such as that.





Other Random Stuff




Gameplay Improvements and Etc.


AI
  • AI normally won't use combat-self-buff abilities. With this mod they will.
  • AI normally won't use hostile abilities in melee range. With this mod they will.

Damage
  • Lets you apply damage that won't randomly penetrate into people's internal organs. (DamageWorker_Outer...)
  • Lets you have damage multipliers to more specific damage types (e.g. bullets, concussive, ...)

Misc
  • Lets you make genes affect the size of raids as an alternative/addition to metabolism costs.
  • A whole bunch of other stuff. Feel free to use XML stuff from my other mods as inspiration. :)


Facial Animation Disabled for Nal's Faces via a special gene.

There are also options that just disable specific facial features, but most of those are for other modders require you to supply a gene-graphic as a head.

Compatibility



Compatible with most mods. Safe to add to existing saves.

Feel free to make requests for features if there is something you'd like to see added to the framework.



Big and Small Genes

The above is the Big and Small Genes which used to be bundled with this framework.



Mod Discord
[discord.gg][ko-fi.com]
[github.com]
Popular Discussions View All (17)
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Jul 13 @ 9:33pm
Right click error with Achtung
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Jul 11 @ 11:33pm
1.6 devmode issue
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(1.6 unstable) Man in Black error spam
Wolves
849 Comments
Hello There Jul 31 @ 1:02pm 
Interesting, why does this add health states, giving old colonists even more problems to deal with, they have enough to worry about, they don't need their organs to start failing all of a sudden. :spycon:
kahvipensas Jul 30 @ 10:59pm 
Thanks for the bug fix! My Jotun was indeed wearing a shield belt!
Steel Raptor Jul 30 @ 7:00pm 
Ran some tests, seems to be fixed. Thank you for the swift corrective action and for looking into the issue so quickly.
nong Jul 30 @ 2:14pm 
Hello! I'm leaving a comment because I've encountered a bug.

When I enable only this mod, certain traits related to psychic sensitivity appear in English, even though those traits exist in the core game and have Korean translations. The same issue happens with other languages too.

I tested with only Harmony and this mod enabled, no other mods, and the traits still showed up in English.

I don’t remember the exact date, but I think it started after the update around the 13th–18th. At first there were no messages in the debug log, but since the 1.6.4535 update, a new log message started appearing.

I really love this mod and use it all the time. Thank you for creating it!

I also tried adding HugsLib, but the issue happens even without it.
Attaching the error log, a screenshot, and the TranslationReport:

https://gist.github.com/HugsLibRecordKeeper/3a3afda4cf3e2cb775f413ac6443d615
https://imgur.com/a/rVv0CyQ
https://pastebin.com/y2EmVbyf
Star Caster Jul 30 @ 1:59pm 
hi my lycanthrope no longer changes just gets bigger and can no longer change other into lycanthropes
RedMattis  [author] Jul 30 @ 1:37pm 
@Steel Raptor
Managed to track it down.

Turns out waists can be permanently injured despite being "Conceptual".

If the (experimental) Sapient Mechanoid option was turned on and they got a waist added (for shield belts) the generator would try to give them scars there.

Fixed.

@Orain
The Android Fuel is added because sapient mechanoids and simply robots both need it along with potentially other mods.

The Metamorph genes are certainly misplaced there. Probably moved from the xenobug mod into the framework instead of genes by accident.

Fixed now. :)
Steel Raptor Jul 29 @ 5:10pm 
@RedMattis

Not sure if this is the correct log but this is the log file for you. This time it had a couple extra mods (loading bars and hugslib) but the error and issue is still the same. I'll paste the log link below for you.

https://gist.github.com/HugsLibRecordKeeper/d58bd55ff1b3adacaf64b8de1954d20a
Orain Jul 29 @ 2:20pm 
This framework seems to add "Android Fuel" cooking recipes and error-generating metamorph genes with no symbol texture to my game even with no mods enabled that would utilize these features. (My only B&S mod is animal sapience)

These features should probably be disabled unless a mod that uses them is present.
fug Jul 29 @ 1:41pm 
Adding onto the issue with mechs, I disabled mechanoid sapience and the problems stopped so likely something to do with that. Unfortunately my save is permanently broken because the bug also breaks mechhive generation and that happens as soon as you get the quest :steamsad:
RedMattis  [author] Jul 29 @ 1:40pm 
@Pitlos Tails
Those issues back then were mod conflicts. Mod conflicts that (afaik.) have all been solved. If there is a new issue of this type I'll need information to track it down.

@Steel Raptor, kahvipensas
I'll see if I can reproduce the issue.

The play log file would certainly help, if it is indeed from my mods then it is probably just a missing null-check somewhere or the like.

I don't touch those events directly, but it could be some weird edge case somewhere. Probably the raid-group stuff.