RimWorld

RimWorld

Big and Small - Genes & More
1,288 Comments
Rat Catcher 4 hours ago 
but it adds normally in-game
Rat Catcher 5 hours ago 
Mystic Warrior's Headiffs seem to target the arms instead of the whole body and Overpowering Glamour and In-Betweener have trouble showing up even when their PS level is met
sam1373 May 17 @ 5:48am 
does archite regeneration not restore hands if the arm isn't missing?
Ryanisunique107 May 13 @ 11:55am 
anychance you could add a giant nutrient paste dispenser
Tathar May 10 @ 12:48pm 
Dark vision gene, the UV sensitivity genes, Blindsight meme's blindness, Darklight preferred precept, Undergrounder trait, and Night owl trait all do different things in vanilla, even though they all have modifiers related to light/darkness. Unlike Night owl, Dark vision also negates the global work speed and move speed penalties from darkness. Night owl is the only one that's mainly time-based instead of light-based.
Firelemms22 May 5 @ 4:16am 
this is just a suggestion but night owl seems a tad op. Darkvision is -1 but night owl does what darkvision is meant to do anyway? Just thought it was weird
Mask of Humble May 4 @ 7:36am 
Question, how long does it take for a pawn with immortal return take to actually come back?
vanilla kitten cuddles May 3 @ 5:42pm 
I added Incorporate to a pawn's genes and every time it gains another gene it grows. I've checked the current genes and he doesn't have anything that would influence the size and it happens in real time as soon as I use the ability.
Capefear56 May 3 @ 3:25pm 
"Soulless husk" hediff doesn't actually cause slave suppression rate to never fall, or offset it to +200%.
radm.botalov07 May 1 @ 3:28pm 
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  [author] May 1 @ 10:25am 
@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 The Terrible Apr 20 @ 7:58am 
What is the difference between Metamorph and Retromorph?
Thranos Apr 19 @ 12:30pm 
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 Apr 16 @ 3:39am 
is there a mod/setting to see arms for genes like the four arms
Vrk_L Apr 15 @ 10:51pm 
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  [author] Apr 12 @ 12:34am 
@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 Apr 11 @ 5:57pm 
Is it intended that the Gigantism gene isn't considered "giant" enough to equip the giant weapons?
Grazal Thruka Apr 10 @ 9:06pm 
@redmattis
Seems it was a conflict with Humanoid Alien Races, Logs saved here
https://jpst.it/4fWhG
RedMattis  [author] Apr 10 @ 7:01am 
@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. :)
Vulkandrache Apr 9 @ 1:12pm 
I mean. Snakepeople with a slithering bottom and pants made for legs dont go well together.
CombineElite19 Apr 9 @ 12:40pm 
Im using visible pants, thanks for the solution
Vulkandrache Apr 9 @ 12:21pm 
Not sure what that has to do with each other.
You are trying to solve the symptom, not the problem.

If the pink square disappeared after undressing then what kind of clothing was it?
Which mod was it from and are you using any other body mods?

Are you using a mod that gives pawns legs?
Are you using visible pants?
There is many reasons for why this might be a thing.

How many mods do you have active?
It took me 4 afternoons to get a 320 mods list to work properly.
CombineElite19 Apr 9 @ 12:11pm 
I tried fixing it by forcing the pawn to run naked, it didint really work and caused a mental break
Vulkandrache Apr 9 @ 12:08pm 
Then the vanilla style is what needs changing.
The vanilla icons suffer from extreme same-face issues.
Some coloring would also go a long way.

I changed them in my folder and the icon for the Lycan gene
makes for a fantastic icon for the Xenotype.
RedMattis  [author] Apr 9 @ 11:35am 
The snake people shouldn't get missing textures. Perhaps you put on a HAR outfit, or an adult somehow got child clothing or vice versa?

@Vulkandrache
I preferred that too, but a lot of people think sticking to the vanilla style is what is most important.

@NihilRetnar
Not having a mood is a vanilla feature in Anomaly nowadays, so if they don't support pawns without a mood they presumably get errors with some Anomaly content as well.

@Tathar
It was in briefly, but it was a bit overkill to have a gene just to override the skeletal gene.

@Commander Cookie
I don't handle CE compatibility, I'd suggest checking if someone from the CE team feels like fixing it.

@Bays
Rimworld is a bit prone to random pawn generation issues itself sometimes. I'm not aware of any specific issues related to this mod at the moment. There isn't particularly much I do related to that in general.
Vulkandrache Apr 9 @ 9:03am 
This happens if the game tries to put graphics on a pawn that dont fit.
Its basicaly the game go-to if something isnt right with the graphics.
You will also see this in for example genes that dont have an icon.

Are they wearing clothes that they shouldnt (be able to)?
Ive seen this with backpacks a few times, the CE one's especialy.
CombineElite19 Apr 9 @ 8:50am 
The snake peaple look like a big purple square with a head (idk why)
Grazal Thruka Apr 8 @ 3:12pm 
The new xenogerm cloners don't seem to work. It throws a System.InvalidCastExcepttion when I try to use it, with my GUI vanishing when I'm hovering over a pawn with the xenogerm cloner selected
Vulkandrache Apr 7 @ 2:04pm 
I would recomment changing the icons for several Xenotypes back to the 1.4 version.
Not only did they look better they were also much clearer in what they were supposed to be.

The main canidates are the Dracul, White Rose and Lycan.
The Half-Vampire needs to be changed.
These robed faces are terrible.
NihilRetnar Apr 7 @ 1:37pm 
Would it be possible for an option to have souless husks have moods etc, for mods that expect that, and just idk, nullify it another way?
Tathar Apr 6 @ 7:47pm 
Was the FreshBody gene removed in the past few months? I'm getting a bunch of errors about it missing.
Commander Cookie Apr 6 @ 7:47am 
Is there a way to disable the giant bow and so on from enemy raids? Since it's not patched for CE it just makes the TPS tank to 1-4 and spawns like a million projectiles in the bottom left of the map,
girlthing Apr 5 @ 3:35am 
Re the "countsAsClothingForNudity" tag, behind what DLC? I'm only missing anomaly lol
Ryanisunique107 Apr 4 @ 7:12pm 
A good bug
Ryanisunique107 Apr 4 @ 7:12pm 
it turns out that the litter gene still works for ovums in growth vat
Bays Apr 2 @ 9:56am 
anyone else run into pawn generation issues after the last update?

i run a fair amount of mods so i'm sure its a conflict just wondering if anyone else has it and/or fixed it.
Jisto Apr 2 @ 5:27am 
How do I remove acid build-up in-game? It keeps stacking and dealing too much damage. Is there a way to clean it off, like putting out fire? I really like the mod, thanks for your time :)
RedMattis  [author] Mar 29 @ 9:09am 
@girlthing
They should all be using Ludeon's method which checks the "countsAsClothingForNudity" tag on the clothing

For god knows what reason they apparently DLC-locked that check though.
RedMattis  [author] Mar 29 @ 9:06am 
@radm.botalov07
I've not gotten around to it yet.

@eanstaco
I'd suggest verifying your files. Likely something with your modlist is broken.

@lostinwm2004
No idea why that patch would fail, but I guess it just means the max output size will remain 5. Either way all I touch in one line of XML for max stack and it seems strange that would break something.

If you can provide a log file I can have a look.

@Vulkandrache
I believe I set it so genes _not_ part of the current xenotype have saved.

The system for triggers could probably be expanded on if there is enough interest.

@Rat Catcher
I'll make a note about it for 1.6.

@girlthing
Noted, I'll have a look. :)
radm.botalov07 Mar 29 @ 7:45am 
Is my idea about the revenant's soul settings still valid? :steamsad:
eanstaco Mar 27 @ 8:57pm 
Started playing a save, next day none of my Big and small pawns will spawn. and when i try to sapwn them in with dev tool they only spawn as baseliners unless i force change there race? Does anyone have any idea on what it causing this
lostinwm2004 Mar 27 @ 3:16pm 
Re-enabled all my mods and used auto sort. Got the following error. (which I never got before or after). Cut and pasted it but its just to big for here.

So just including what I believe is important.

XML error: Duplicate XML node name designatorDropdown in this XML block: <ThingDef ParentName="FurnitureBase"><defName>VNPE_NutrientPasteFeeder<

A lot between these lines and more after.

<pipeNet>VNPE_NutrientPasteNet</pipeNet><maxOutputStackSize>50<

No error code when I strip down mods to those below but same error i detailed below. The stack size is what jumps out at me.
Vulkandrache Mar 27 @ 10:34am 
For the morph genes:
Do they save a list of genes the pawn had so they are still there after transforming back
or do they simply switch between 2 Xenotypes?
Is it possible to keep track of two seperate gene lists so you can have a
Jeckil and Hyde style pawn with only one side having say Incorporate?

And is there a chance we can get this kind of gene with transformation after lovin?
Rat Catcher Mar 27 @ 8:21am 
hello yes, I am here to thank you for going out of your way to make extra limb genes actually give extra limbs so I can actually make Centaurs for my Fae colony. But I have one request: can you get rid of the furry body that is added with Werewolf body (or alternatively give us just the Wolf head) so we can make Cynocephalians, who only have a dog head and are otherwise furless. Could include maybe a bite attack for both it and the dragon head gene. Love your mod
Snippy Mar 27 @ 6:54am 
@RedMattis yeah, seems to be working great now. Thank you!
lostinwm2004 Mar 27 @ 6:45am 
Great Mod BTW.
lostinwm2004 Mar 27 @ 6:44am 
Tested with minimum mods below. In exact order
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Big and Small - Framework
Vanilla Expanded Framework
Vanilla Nutrient Paste Expanded

Started a new Mechinator play through with Transhumanist Ideology.

Built the grinder a vat and pipes. Built the feeder and set it to 0 before connecting it. It was built with a default max of 10. Once connected it generated 10 paste meals (set at 0).

Built second feeder.. this one came in with a default setting of 50, (All feeders after the first had default of 50). I set it to 0 and connected it to pipeline. It generated 10 paste meals.

Built another feeder directly connected to pipeline came in with a default setting of 50. it generated 10.

I would note that I was able to lower it down below 10, but not raise it back up over 10.

I can work around the feeder issue. Was just my favorite way to keep my animals fed. I didn't catch the issue until my pack animals started starving.
girlthing Mar 27 @ 5:39am 
Hey so I made some Harpies using your genes! Specifically I really like the naked speed stuff! However, I noticed that things that nudists normally can wear like sashes and gloves (from mods) remove the speed. Is that intended? I can understand if boots are supposed to remove it tho
RedMattis  [author] Mar 26 @ 12:36pm 
@Snippy
The issue should be fixed now. Get latest of the framework. :)
RedMattis  [author] Mar 26 @ 11:33am 
@Snippy
Thanks. I've managed to reproduce the issue. I'll look into a fix. :)