RimWorld

RimWorld

Big and Small - Genes & More
1,279 Comments
radm.botalov07 May 1 @ 10:28pm 
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 @ 5:25pm 
@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 [He/Him] Apr 20 @ 2:58pm 
What is the difference between Metamorph and Retromorph?
Thranos Apr 19 @ 7:30pm 
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 @ 10:39am 
is there a mod/setting to see arms for genes like the four arms
Vrk_L Apr 16 @ 5:51am 
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 @ 7:34am 
@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 12 @ 12:57am 
Is it intended that the Gigantism gene isn't considered "giant" enough to equip the giant weapons?
Grazal Thruka Apr 11 @ 4:06am 
@redmattis
Seems it was a conflict with Humanoid Alien Races, Logs saved here
https://jpst.it/4fWhG
RedMattis  [author] Apr 10 @ 2:01pm 
@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 @ 8:12pm 
I mean. Snakepeople with a slithering bottom and pants made for legs dont go well together.
CombineElite19 Apr 9 @ 7:40pm 
Im using visible pants, thanks for the solution
Vulkandrache Apr 9 @ 7:21pm 
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 @ 7:11pm 
I tried fixing it by forcing the pawn to run naked, it didint really work and caused a mental break
Vulkandrache Apr 9 @ 7:08pm 
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 @ 6:35pm 
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 @ 4:03pm 
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 @ 3:50pm 
The snake peaple look like a big purple square with a head (idk why)
Grazal Thruka Apr 8 @ 10:12pm 
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 @ 9:04pm 
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 @ 8:37pm 
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 7 @ 2:47am 
Was the FreshBody gene removed in the past few months? I'm getting a bunch of errors about it missing.
Commander Cookie Apr 6 @ 2:47pm 
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 @ 10:35am 
Re the "countsAsClothingForNudity" tag, behind what DLC? I'm only missing anomaly lol
Ryanisunique107 Apr 5 @ 2:12am 
A good bug
Ryanisunique107 Apr 5 @ 2:12am 
it turns out that the litter gene still works for ovums in growth vat
Bays Apr 2 @ 4:56pm 
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 @ 12:27pm 
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 @ 3:09pm 
@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 @ 3:06pm 
@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 @ 1:45pm 
Is my idea about the revenant's soul settings still valid? :steamsad:
eanstaco Mar 28 @ 2:57am 
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 @ 9:16pm 
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 @ 4:34pm 
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 @ 2:21pm 
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 @ 12:54pm 
@RedMattis yeah, seems to be working great now. Thank you!
lostinwm2004 Mar 27 @ 12:45pm 
Great Mod BTW.
lostinwm2004 Mar 27 @ 12:44pm 
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 @ 11:39am 
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 @ 6:36pm 
@Snippy
The issue should be fixed now. Get latest of the framework. :)
RedMattis  [author] Mar 26 @ 5:33pm 
@Snippy
Thanks. I've managed to reproduce the issue. I'll look into a fix. :)
Snippy Mar 26 @ 12:55am 
@RedMattis I'll try.

The mod list I used is:
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
Big and Small - Framework
Big and Small - Genes & More

With this mod, I created a xenotype with following genes:
Large Frame
Spider-like body
Four arms
Cell-stability pandemonium (Just to increase efficiency so it would let me make it).

I started the game and hit one of my colonist. After a few second it started spamming "X is fully healed."

I hit enough times to knock him out, rescued him and still cannot tend to him with my doctor.
Jim Mar 25 @ 4:48pm 
Hi, would it be possible to have an option to use the vanilla gene frame icons? I just find that the red octagons and squares with rounded corners don't match with the rest. Love the rest of the mod though :steamthumbsup:
RedMattis  [author] Mar 25 @ 3:58pm 
@lostinwm2004
It only changes the max to 10, and it is to enable giant pawns to grab more than one meal at a time.

@Snippy
I've not managed to reproduce it, can you supply the exact reproduction steps with as few other mods as possible?
lostinwm2004 Mar 25 @ 1:34pm 
Found a compatibility bug when using this mod with Vanilla Nutrient Paste Expanded. It multiplies the outputs of the feeder by a factor of 10.
Snippy Mar 25 @ 2:06am 
I seem to have the same problem as @Thaeldrim, except with Spider-like body and Four Arms genes when used together. Independent of each other, they work normal. But together it causes constant "X colonist is fully healed" message, with colonists no longer being able to be treated.

I tested with and without HAR, it seems to be working the same either way.

Its no big deal, just thought I will provide additional info in case it might help you find the issue. Thanks for the mod!
Sean Wagemans Mar 24 @ 5:01pm 
I have over 1000 hours in Rimworld, as I go back and binge it once a year or so.

This is the best mod for the game, hands down. I cannot believe how much more engaging this has made the game. Base game, genes were a tedious way to mildly min-max pawns, and that always came second to gear.

With this the entire game becomes about customizing and bending your pawns form to suit their role, and genes can replace gear entirely.

I cannot describe how much this sucked sucked me back into the game. Insanely good mod.
Toran Mar 24 @ 6:29am 
I'm currently not seeing the genes Mystic Warrior or Glamour grant any additional benefits from scaling psychic sensitivity like the genes say they're supposed to. Regardless of sensitivity it's just providing the base level bonuses. Removed all mods aside from required items for Big and Small and still running in to this issue.

Also noticed in testing that if a pawn starts below 90% sensitivity the genes will forever not work even after changing the pawn's sensitivity through traits, genes, and gear.
radm.botalov07 Mar 23 @ 3:18pm 
I will be very grateful if you really add this setting ~^~ watch out world of rimworld, my revenant soul will be the most immortal on this planet :Roland:
RedMattis  [author] Mar 23 @ 2:37pm 
@Vulkandrache
I just found it funny. ^_^