RimWorld

RimWorld

Big and Small - Genes & More
1,480 Comments
Astrolabe Sep 28 @ 10:27pm 
is it normal that the carnivore gene doesn't actually do anything? my carnivore pawns can still eat plant-based foods or baked, flour-only ones
Cyberwolf Sep 28 @ 12:55am 
Having issues with infinite health problems occuring like so far every faction has kept its og leader due to said bug.
Deylendor Sep 27 @ 6:11pm 
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Meteorific Sep 27 @ 3:58pm 
Thank you for uploading this awesome mod! However, i noticed something, when pawns with centaur or spider bodies are holding weapons the weapon graphic renders behind the body.
RedMattis  [author] Sep 27 @ 6:19am 
@Haranador
Verify files. You have old version of the framework from weeks back.
Haranador Sep 26 @ 4:25pm 
There is something odd happening with the glamour gene. It removes any passions from the pawn at generation and every 150-300ish ticks afterwards. Appying a custom race post gen seems to sometimes fix it, but I cant get any consitency with it. Nothing in the log.
Tested with just this mod, dependencies + all DLC.
arget03 Sep 23 @ 6:28pm 
Where is the toggle? I'm looking, but I must be missing it.
RedMattis  [author] Sep 23 @ 2:40pm 
@arget03
You've got good timing. I noticed that it was on by default yesterday evening. I think the latest version has the graphic disabled by default.

@Woodsaber
I'm heading on a vacation tomorrow, but I might look into it later if I can reproduce it.

@Vespi
They don't care about pawn appearance (just like Kind), royal title requirements, and a variety of ascetic and comfort-style stuff

Basically tolerant in an extremely general sense without actually being nice or having ascetic ideological ideas.
arget03 Sep 22 @ 6:24pm 
Is there a way to toggle off the tail in the tailed humanoid gene? I liked the headdiff, it made it easier to have a custom tailed xenotype with the filter for them to butcher humans but not each other. The tail doesn't fit the xenotype, and if you use it with AFU's tails, it gives them both.
Woodsaber Sep 22 @ 4:41pm 
Weirdly, nothing out of the ordinary is getting logged. I can upload it though, where would be the best place?

I downloaded a fresh copy of the B&S Genes + Framework mods and am still getting the weird behaviour with the snake tails and wings.
Vespi Sep 21 @ 8:19pm 
What does "Unpretentious" mean exactly? Like what mood debuffs does it override? The description feels vague. Like would a pawn care less about sleeping in the ground? Or not eating with a table?
RedMattis  [author] Sep 21 @ 11:38am 
@hanjiro10
Ask the artist who drew the adbots like that. :D

@gunningminer69
Yeah, they work fine together.

@Woodsaber
The Mile mod? That seems a bit odd, those are powered by pawn render nodes, so I don't see why that mod would interact with it.

Are you getting errors in the log? If so please upload and link the log. :)
hanjiro10 Sep 21 @ 1:48am 
random note why is Omega Kerfur from Voices Of The Void on the mod image
gunningminer69 Sep 20 @ 6:45pm 
Say, is this compatible with alpha genes?
Woodsaber Sep 18 @ 12:53pm 
I don't know if it's just me but Varied Body Sizes seems to have become incompatible recently.
Having VBS active causes any wings and tails to not colour correctly, instead being bright red & green.
Tested with just this mod, Varied body sizes and dependencies and the issue still occurs.
Nothing seems to appear in the dev-mode log about it either.
RedMattis  [author] Sep 17 @ 7:34am 
@Morcalvin
archotech shards can be crafted into a consumable item that increases soul power.

@Dust
Titans exist, but they are extremely rare, usually only showing up in late-game raids from a few factions. Much because the Titan Frame is meant to be more of a late-game capstone or victory lap.

@Eclipse
There are random size traits that emulate natural deviations (dwarfism, small, large, gigantism). The genes themselves only spawn on xenotypes that make use of them otherwise.

Unless you're using one of the mods that give characters random genes.

@filipfrantz
I have no idea if SOS2 will require the DLC, and making the gene a MayRequire would mess with xenotype metabolism.

@Flesh Forge
If you get any errors related to it then a log would be very helpful.

@PureTacoz
I planned bionic wings/snake-tails/spiderparts/..., but I haven't managed to draw anything "good enough" yet.
PureTacoz Sep 16 @ 8:28pm 
Is there a way for a winged humanoid to get their wing removed back? I know it doesn't affect anything gameplay wise but I'd still like to know if there iss a way to replace or regrow their wings
Flesh Forge Sep 16 @ 2:51am 
seems prone to happen when editing and applying a xenotype, but if it happens and I quit all the way back to the main menu and redo the whole map gen etc up to selecting colonists, it stops happening and the previously saved xenotype works OK. No errors or warnings happen during this at all. I don't think it's your mod's problem, I think it's some new problem with the base game, but fyi.
Flesh Forge Sep 16 @ 1:00am 
Something has recently started to make your gender-forcing genes to act weirdly and I have not managed to diagnose what. I thought it was another particular mod (Same Sex IVF) but it isn't that, now I have no idea what's causing this. Heads up :(
filipfrantz Sep 15 @ 4:46am 
One of my favorite gene mods in rimworld, however im curious why the eva gene in this mod is still in here, rimworld odyssey both has a archite gene and a normal gene for vacuum resistance now, and i feel making your pawn immune to the vacuum for cheap is a bit unbalanced
Eclipse Sep 13 @ 7:40pm 
and how does it work with varied body size?
Eclipse Sep 12 @ 7:12pm 
Do size genes naturally apply to all pawns in the world?
Dust Sep 11 @ 7:03pm 
Anyone know if some of the crazier xenotypes spawn naturally/events, or are these purely starter scehnario things? Like Titans, I see them in the starting list, but have never encountered them in a game.
Morcalvin Sep 11 @ 2:47am 
How do I get pawns with soul power to increase their soul power with dark archotech shards? Is that the shards from anomaly monsters?
MorphingE Sep 10 @ 1:07am 
@Vulkandrache I was mostly asking for confirmation, because it wasn't behaving in a way the name and description implies. I also didn't know if it required the Demon Bloodfeeder gene in conjunction with it. It'd tell me if my list had a conflict or not.
Vulkandrache Sep 10 @ 12:15am 
Its kind of in the name that they would do that.
MorphingE Sep 9 @ 5:40pm 
Sorry to post twice within a week's time. Is the VU_VampireLover (Love Feedin') trait supposed to result in the vampire pawn feeding during intimacy with another pawn?
RedMattis  [author] Sep 9 @ 2:49am 
@Dragon2ism
It triggers at certain specific levels. You need a fair amount to hit level 2 or 3.

@MorphingE
Might, depends on what my supporters vote for.
Dragon2ism Sep 8 @ 3:42pm 
I think the staging factor on the mystic warrior gene might not be working as intended I get a cap of 10% Blunt and Sharp Damage and that is it. If that's the maximum intended then apologies.
MorphingE Sep 6 @ 3:33pm 
Just saw the parasite skill. Will you make a symbiotic version as well, sort of like the Goa'uld?
Nyavertell :3 Sep 6 @ 12:24pm 
@Quilava Passive buffs through other genes as far as I can tell. The only active abilities I can find that use it are the "True Form" ones, but it also just passively strengthens those while they are active.
Quilava Sep 6 @ 1:13am 
Anyone know what soul power use for? So far i know it give passive buff, but stacking more soul with soul siphon melee doesnt increase the buff for me, maybe because im using HAR race, my pawn have like 500 soul rn thank to all the killing but cant use it for anything :steamsad:
B flat Sep 2 @ 8:05am 
Regarding the "pilotable" genes. I really like the idea, but how do I actually use them? I mean, I need some way of creating these pawns so I can pilot them or something, right?
RedMattis  [author] Sep 1 @ 12:15pm 
@TheBrandonGame
Because it updates very often?

The last update (3 days ago) was literally just a change to an icon.

@Strangely unnormal
Indecipherable how?

@jagdpenguin
Might be there is some issue on 1.5

On 1.6 they seem to work fine.

@Sauron
Broke how?

@Cap'n MacHaddish
I originally planned something like that, but didn't come up with a good way to implement it.

@Sprouty-Lunch
Check the optional extras mod.

@Shuttle
It is still in the lamia/snake mod. Might port it over into this one if there is interest though.
TheBrandonGame Sep 1 @ 10:54am 
For fuck sake, why is it whenever my game breaks, it always right after this mod gets updated.
Strangely unnormal Aug 31 @ 5:55pm 
i installed this mod and now the genelist is indecipherable
i'm not even mad i'm just surprised
jagdpenguin Aug 31 @ 4:11pm 
I am doing 1,5, I am trying to have a werewolf like gene where the pawns will change xenomorph at night but it doesnt work unless I load a safe, only then will the pawn switch. sorta annoying
Sauron Aug 28 @ 12:42pm 
its me or spiders broke? If no one else got this problem so that is probably my modpack
Ghevd Aug 27 @ 5:49pm 
Is there an ingame way to cure soulless husk? I'm guessing no but I figured it wouldn't hurt to ask. I need 500cc liquid soul IV stat!
Breadmond Aug 25 @ 4:30pm 
so you know those pilotable genes? what if something similar, but to allow a pawn to go into another pawn, maybe take control, maybe just sit there depending on the variant of the gene. it would be great for making a pawn that is a metalhorror
Cap'n MacHaddish Aug 23 @ 6:10pm 
Oddly-specific feature suggestion: Would it be possible to add an ability to the snake-tailed body type genes to grapple and constrict a hostile pawn of similar-or-smaller size, similar to the unique functionality of the Constrictor mechanoid from Mechanoid Invaders ?
Sprouty-Lunch Aug 23 @ 5:14pm 
Can anyone confirm that the shrink rays and stuff are still in?
Because as far as I can tell, the "Mad Science Field Testing" research doesn't do anything anymore.
I'm not seeing any way to make them or spawn them (with dev console)
Shuttle Aug 23 @ 9:22am 
i can't find the Snake Head. it gone
B flat Aug 23 @ 7:48am 
Alright, the solution is easier than I thought. Just enable Genes and More and disable the rest, lol. I can make custom xenos for myself and add them to some vanilla factions.
B flat Aug 23 @ 7:23am 
I like the xenotypes, don't get me wrong, but I'd also like a way of having them in the game without completely wiping out vanilla balance because now everyone is ageless / deathless / perfectly immune / etc. If I turn off the faction they wouldn't spawn. The only solution is Xenotype control mod, adding just a few here and there, and turning off your factions, but that's a giant chore.
B flat Aug 23 @ 6:56am 
Not sure where I should comment this, but having played a while, most of the xenotypes seem to be a bit... overtuned. So many are deathless / have a lot of archite genes that are inheritable. Vanilla has this balance of "there are no aliens here" and limits archites to be non-inheritable. Lots of factions do raids full of unkillable pawns. Maybe the problem here is the factions, because each race submod adds them, and if you install them all every second raid will be full of deathless pawns. I think baseliners should be added to counteract this, or maybe consolidate factions so that Vanilla factions balance them out?
Tathar Aug 20 @ 11:35pm 
If you ignore the slime-theming of it, there's also value to the slime genes' mechanic of having a flexible body size. Especially when interacting with content that relies heavily on hitting body size thresholds. The growth and shrink rays can also accomplish this, but they suffer from opinion losses because using them counts as being attacked.
Cap'n MacHaddish Aug 20 @ 8:03pm 
@RedMattis

Heh, that's entirely fair - It was just perplexing me that there were a few seemingly-arbitrary outliers like the "Snake Ambush" gene and its variants from the Lamias and Snakepeople Xenotypes that aren't present in Genes and More itself, despite the snake tail and Marilith body genes themselves being present.
fort_maximus Aug 20 @ 12:47pm 
Where can i find the gene tools in this mod? I'm not seeing them in the research tree or in devmode??
thear Aug 20 @ 10:26am 
Hello, pawns with big genes a do not take enough nutrient paste from the dispenser to fill up the need bar. They take multiple pre-made meals (simple, survival etc.), but when using the dispenser, they'd only ever take 1.