RimWorld

RimWorld

Big and Small - Framework
917 Comments
Tathar 15 hours ago 
English translation report gives 1 error for B&S mods:
Duplicate keyed translation key: BS_GameMechanics in language English
ShyGuySpirit 19 hours ago 
Good Afternoon,

Do you by chance have a change log for the last update? I'm trying to work through some errors that are popping from the last update in regards to textures, but I don't want to report it just yet.
Evenstaar Aug 29 @ 6:23am 
thanks for fixing the acid trip glitch :3
QeoJin Aug 28 @ 11:29pm 
Getting this error, the edge of my map turns red and has ghosting effect, as well as Error Spam Logs. Removing this mod fixes the issue for me.

Here's my logs:
https://pastebin.com/6hK06S5U
elĐeve Aug 28 @ 11:17pm 
this is my favorite genes mod ever
Evenstaar Aug 28 @ 5:23pm 
I'm just commenting so we can get away from the date of a horrible event. This is the 912 comment. RIP to anyone who lost family members that day o7
⚡ÆLP⚡ Aug 27 @ 11:20pm 
ty i try
RedMattis  [author] Aug 27 @ 11:19pm 
@ÆLP
Yoy need to provide the full log. That is just a message saying the error is spelled out elsewhere in your log.

Also update the frameork if you haven’t already. :)
Honk J. Wimbleton Aug 27 @ 3:36pm 
sooooooo it turns out i was still on the game when the patch released... no issues !!
RedMattis  [author] Aug 27 @ 3:36pm 
@honk
You need to update the framework, it is the error mention just before. :)
Honk J. Wimbleton Aug 27 @ 3:21pm 
Getting this error when trying to trade with a pawn at the moment:

[Ref A3ED31AA]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result) [0x000e2] in <0dd413c0b7da4e228ac6dd9c4b8efccb>:0
at RimWorld.FloatMenuMakerMap.GetOptions (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context) [0x00150] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix(List`1 selectedPawns, Vector3 clickPos, FloatMenuContext& context, List`1& __result)
at RimWorld.Selector.HandleMapClicks () [0x000ce] in <cb53cd4422904947932d33f561ad8d15>:0
UntouchedWagons Aug 27 @ 2:20pm 
Thanks!
RedMattis  [author] Aug 27 @ 2:07pm 
@UntouchedWagons
Sorry about that. The issue has been fixed.

Was a missing null-check that slipped in when I refactored some old code.
UntouchedWagons Aug 27 @ 1:43pm 
I'm unable to right click any pawns while another pawn is selected. This error shows in the log:

Error trying to make float menu: System.NullReferenceException: Object reference not set to an instance of an object
[Ref A388C3E2]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result)
skizordrone Aug 26 @ 11:34am 
food carry issue is fixxed :praisesun:
TcT Goth98 Aug 26 @ 10:53am 
The update yesterday fixed the carrying food problem for me.
RedMattis  [author] Aug 26 @ 1:01am 
I believe the food carry issue should be sorted as of sometime yesterday. If you're still seeing it try unsubbing and resubbing.

I believe that while there was an issue in the framework code it was caused by a combination of mods and probably didn't affect everyone.

RE: ShowStandardBody
I'll have a look after work. :)
AdRoIt VoRTeX 2 Aug 25 @ 9:42pm 
same food carry issue
Lots of Tentacles Aug 25 @ 8:55pm 
i seem to be having the "carry all the food" bug as well, pawns fill their inventory with everything they can grab.
TcT Goth98 Aug 25 @ 9:48am 
Yea, this mod messed up carrying food. They now try and carry all the meals they can. 40+ meals in their inventory.
skizordrone Aug 25 @ 9:38am 
Hi, im here to report a possible issue with the food carry code, and i think this mod may be at fault. if you could look into it, that would be appreciated
Verdeth Aug 25 @ 3:11am 
did you mess up the carry food code somewhere ? aksing for a friend
JustAPerson Aug 24 @ 3:25am 
Hi! could you make a standalone version just including the facial animation disablers, and if not, what are some mods you'd suggest that do the same to singular pawns
Traderathand Aug 23 @ 6:46pm 
Hi Sorry!

I was progressing through my run when I encountered an issue/error, which caused all pawns (Both Colonists and Hostiles), guns and bullets to disappear.

This happened during a raid.

Originally, i had thought the issue was "True Visual Misses", However, after removing that mod, the issue persisted

I took another look at the log and saw that the error started when "Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 74C47A59]
at BigAndSmall.BodyGraphics.ShowStandardBody (Verse.Pawn pawn, Verse.Graphic __result) [0x000d6] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Rendering & Graphics\Patches\PawnRenderNode_Body_Patches.cs:59

Apologies, had to truncate the error log.


Here is my log as well: https://gist.github.com/HugsLibRecordKeeper/c623ea96270a137c71b5e6940afac657
Zinnel Aug 22 @ 1:37pm 
Hello, fun set of mods btw but I have a slight issue. I don't know if this question belongs in this or the Genes & More page. But I recruited a pawn with the Gigantism trait and when I changed their name they resized back down as if the trait nolonger applies. Is their a way I can reapply the trait? I tried using dev mode to remove and reapply it but it didn't change their size. Any suggestions?
RedMattis  [author] Aug 22 @ 2:20am 
@Corvid
They are in the Big & Small Optional mod. They were moved there because of complaints that this mod added non-gene stuff.

@JustAPerson
That is intentional (if highly ironic) behaviour for non-sourced bodytypes.

I needed to add it because otherwise there was a long list of mods that would just constantly override body-types set by genes, etc. Nal's being specially notable for messing with the heads/head-genders constantly.

This mod does handle settings from other frameworks such as HAR, as well any body set via background (which is how most mods do it), among other edge cases.

If there is a particular mod this doesn't handle then let me know and I'll look into it.
Corvid Aug 21 @ 2:57am 
are the large meals gone or is there a problem on my end? They were really useful as someone who enjoys the heir xenotypes
JustAPerson Aug 20 @ 1:46pm 
I've replicated the issue. I used only the framework. (This mod) and the dlcs excluding anomaly. I start a new game with dev quick test. I use the dev tool "Set body type" and set a males body to the female type. When I change their clothes, or if they take damage, it reverts to the specified (Their gender) body type. I tried with character editor first, then used the in game dev tool. Same issue. Thank you for your response, I didn't mean to sound impatient! Apologies for the bother
RedMattis  [author] Aug 20 @ 10:16am 
It is generally faster to bring it to the discord if you're in a hurry. I only check steam sporadically since I have quite a few mods to look through at this point. :)

@JustAPerson
I can't reproduce the issue. Stuff like the female-body gene seems to work for me.

Can you reproduce this with just my mods? If so, what are the steps to do so?

If not, which other mod does this occur with?
'atrick Aug 20 @ 12:17am 
I'm getting the same bug, my pawns body types getting reverted.
JustAPerson Aug 19 @ 3:21pm 
@RedMattis
PixieCatSupreme Aug 19 @ 4:35am 
I seem to have the same issue with the Lucario race mod. Every time my pawn changes clothes, he reverts to a male body that doesn't exist
JustAPerson Aug 18 @ 6:09pm 
recent update seems to have broken / stopped pawns from having mixed body types. AKA: Male pawns with female body get reverted back to male body.
Dust Aug 15 @ 10:55pm 
Cheers!
And @Eclipse the Big and Small Misc mod has spider xenotypes.
Eclipse Aug 15 @ 4:51pm 
What are the spiders on the first pic in the description?
RedMattis  [author] Aug 15 @ 12:31pm 
@Goldengear1111
The interactions with HAR is mostly compatibility stuff. No new features are enabled, but they should be able to work fine together.

Snakes, robots, etc. with custom bodies from mods by me are handled by this framework using its own methods rather than relying on HAR's.
Goldengear1111 Aug 15 @ 12:24pm 
does this gain anything when used in conjunction with har
RedMattis  [author] Aug 15 @ 11:58am 
Updated.
Auto-combat now defaults to cover-seeking being off.

I think it worked well in most environments, but if there is no good cover around it would be a bit too happy to run around while being shot to reach cover.
RedMattis  [author] Aug 15 @ 11:39am 
@Dust
Yes, it is available as a standalone mod by the same name.


As for fixing the pawns stuck with it enabled. You can fix that by enabling it in the mod option and then toggling the auto-combat for the pawns off. It is in the "Extras" section.

I'll try putting in something to cancel the toggle on game load if the auto-combat feature is off.

@tarantio
Assuming you had the feature on intentionally, you can disable the cover-seeking behavior on the second button. I'll make it be off by default in the next update.
Dust Aug 15 @ 11:30am 
Clearing cache did not help or bring the buttons back, however it does seem to only be affecting pawns I had when the buttons existed, all pawns who joined post-update don't have the cover issue.
tarantio Aug 15 @ 8:32am 
@Dust It did add Always look for cover, and its and sill joke and suididal option. i almost start new game ,as i was thinking this is a bug. You can clear cache in mod options ,ane when button on your pawn show up you can disable. (for me button disappear after one day so i was unable to switch this horrible option off)
Ender Free Aug 14 @ 4:25pm 
Every update I see the new addition to this mod, and to those that complained my mods have too many prerequisites, while I work on it, big and small will remain. Worse, I need to rework my mod to integrate even more of it.
Dust Aug 13 @ 7:50pm 
If its not from this one, anyone familiar with where it is from? Its getting real close to killing my pawns because they are running off to find "better cover" even if thats into enemy melee units.
Dust Aug 13 @ 7:43pm 
Did this mod also add the "Auto-cover" button? Because the button is gone now, but my pawns are still seeking cover against my orders.
Dust Aug 13 @ 3:04pm 
Will auto-combat be available through other means? I do like the option, just didn't know where it came from.
Flurbel Aug 12 @ 8:26am 
I reinstalled Genes & More and that fixed it.
Flurbel Aug 12 @ 8:19am 
For some reason, RimSort is telling the Big & Small mods are missing "bigsmall.core" even though I already have the framework mod.
RedMattis  [author] Aug 12 @ 7:56am 
@Smort Man
Should be fixed on latest now.

Though I am a bit curious about Auto-Combat how it breaks another auto-combat-type mod?

Which mod is that? From what I've heard Search & Destroy works great with it, and I've not heard others mentions with regards to the mod.
Smort Man Aug 11 @ 11:04pm 
Great mod but yeah that auto combat update breaks my other auto combat mod rip.
Looks sleak tho
RedMattis  [author] Aug 11 @ 10:39pm 
Auto-combat being on here was an accident. I’ll fix it as soon as I’m back from work. Sorry for the inconvenience.

It was developed in the framework originally as an optional setting and possible use with genes/traits.

Copying over from the standalone changes I no doubt overwrote the “Should this be Enabled?” Code