RimWorld

RimWorld

Big and Small - Framework
746 Comments
AlexiTrinune May 2 @ 7:00pm 
HAR race mods should make make compat for this framework. It makes genes more viable and honestly easier to work with gameplay wise. Idk how complex it would be to code the old mods and make it work due to biotech lol
RedMattis  [author] May 1 @ 10:21am 
@PIGFISHER THE GREAT
If the multiplayer guys are willing to help out a bit from their end as well, then I can look into it. :)

@Ranger Dimitri
Nal's mod should let you disable FA mods for HAR races already if the mod in question is using a non-gene-based race.

The Spacer Unisuit rendering larger sounds weird. If a regular-sized pawn is wearing it then my render-scaling stuff shouldn't be doing anything.

@Aitor
It is harmless, but if you edit any setting in the mod options it will go away. It is just a typo from an old version of the mod.

@Orcwave
Some of the short-lived genes apply that. It is a health-system of sorts to make sure they actually die of old age eventually.
Orcwave May 1 @ 9:17am 
What's this health tracking thing that shows up for certain pawns?
Aitor Apr 30 @ 1:26pm 
idk what else to do, the error seems to appear even with only this and harmony
Aitor Apr 30 @ 11:29am 
Found these when trying this and Genes & More with EBSG framework: Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><dmgExponent>1</dmgExponent><scaleBt>True</scaleBt></ModSettings>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ScribeExtractor:SaveableFromNode<BigAndSmall.BSSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<BigAndSmall.BSSettings> (BigAndSmall.BSSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<BigAndSmall.BSSettings> (BigAndSmall.BSSettings&,string,object[])
Verse.LoadedModManager:ReadModSettings<BigAndSmall.BSSettings> (string,string)
Verse.Mod:GetSettings<BigAndSmall.BSSettings> ()
Ranger Dimitri Apr 21 @ 7:29am 
Also, bit of a bug report but your bodysize rendering fuction of your mod for giant sized pawns and the like seems to have an issue with Rimsenal's Spacer Faction Pack, namely that the Spacer Unisuit the mod provides render's as if it is a giant pawn wearing it, even if it's just a normal sized pawn in question. Just feel like pointing that out as something to fix whenever you got the time to do so.
Ranger Dimitri Apr 21 @ 7:27am 
So, can you make a version of your facial animation disable gene that works for Androids? It'd be nice to have the option to have my human like androids be able to express themselves while my uncaring war-bots are purely mechanical both in design and in game appearance.
PIGFISHER THE GREAT Apr 14 @ 12:02am 
Would also love to see some multiplayer compat, my gf and i really want to do an Old Republic Star Wars play through and it requires this. Regardless thank you for your mod, love the things made from it!
foehn123456 Apr 13 @ 8:52am 
thanks so much :steamhappy:
kahvipensas Apr 12 @ 1:10pm 
Thanks, I had no idea that was an actual feature. The timing just happened to coincide with your mod updates, so I thought it had to be a bug! The rarity seems all right, as it has never happened before (which means it's really rare, I tend to extract a lot of genes).
RedMattis  [author] Apr 12 @ 7:56am 
@kahvipensas
That is in gene extractor tiers. And yes. You can set the chance of the megapacks to 0% if you don’t want that. I think their range is 4-16 genes.
kahvipensas Apr 12 @ 6:59am 
Something I've never before seen happened today, so I think it might have been caused by the latest update to either this or Genes & More. I have some prisoners in gene extraction vats, and one of them just produced a genepack with FIFTEEN different genes. I've seen packs of two or three before, but never this much. The pack wasn't auto-split and contains both metabolic and non-metabolic genes.

Was that just something incredibly unlikely, or some sort of bug in the newest update? It's not gamebreaking or anything, but it's a bit silly that a pawn can get almost their whole genome extracted in one pack.
RedMattis  [author] Apr 12 @ 4:27am 
@thecrazy13
I did look into fixing them at one point before, but iirc. the nugget the multiplayer discord guys suggested I should use wasn't compatible with my project version (my project was too new) and iirc. I didn't get much follow up when asking how to proceed from there, so I just dropped it

I think the desyncs are mostly minor stuff with UI (e.g incorporate popup window). If the devs behind the MP mod are willing to help out a bit from their end I can help out from mine.
藤原妹红 Apr 12 @ 2:57am 
@RedMattis
Very thanks :steamthumbsup:
thecrazy13 Apr 10 @ 2:24pm 
Are there any plans to improve sync issues with multiplayer compatibility?
RedMattis  [author] Apr 10 @ 10:48am 
@藤原妹红
Should be fixed now. :)
RedMattis  [author] Apr 9 @ 11:29am 
@藤原妹红
I'm working on a bit of a restructuring of the framework, but I'll note it down and have a look once that is done. :)

@Reidlos
Thanks. I'll fix it in the next update.

@Black Dog
Maybe. It will probably require some patching, but I'll put it on my to-do for later. :)
藤原妹红 Apr 9 @ 9:34am 
Hello and Excuse me, I recently find this mod has some issue with a new race mod "SMELTED LOONG",it will cause the race mod lost its own body texture and become vanilla body type,that race mod is not a HAR race and has its own body type(it's very beautiful) and use it's own gene to control the body type,so I wonder if you have any idea to fix this.
Anyway very thanks making such a wonderful mod.
the mentioned mod link:https://steamcommunity.com/sharedfiles/filedetails/?id=3425888442
Reidlos Apr 6 @ 8:22am 
Duplicate keyed translation key: BS_PathRacesFromOtherMods in language English

This is clearly causing flames to explode out of everyones computer /s
but figured id let you know. was cleaning up mod startup of everything i could and notify everyone of all the things, big or small, and well, BIG AND SMALL has a SMALL fix :)
Black Dog Mar 31 @ 6:14am 
@RedMattis
Awesome mod and all others that build on it. Would it be possible to modify it, so bigger races can grab more than one meal from the nutrient paste dispenser? Im having issues with them getting hungry again and again just after walking away from the mealroom because the would not fill their belly
RedMattis  [author] Mar 30 @ 9:47am 
@Halicade
Thanks. ^_^

@PIaceholder
That probably depends on the pawnkinds. I doubt I stop compressed raid from doing whatever it wants to.

@Flesh Forge
Thanks, nice to hear that it is appreciated. :)
Halicade Mar 30 @ 9:06am 
Cool preview image
PIaceholder Mar 28 @ 4:36am 
Not very compatible with compressed raid. The raiders do have the hediffs but cannot gain extra bionics and drugs.
Flesh Forge Mar 26 @ 2:22pm 
every time I interact with the other big gene expansion mod (you know which one) it makes me appreciate all the extra work it takes to keep your infrastructure mod completely separate from specific themed content and to offer those as separate mods. Thanks so much for that extra effort.
RedMattis  [author] Mar 25 @ 10:59am 
@Schuz
It is harmless, but you can go into the settings menu edit literally anything and save and the warning will ago away. It was just an old typo that was fixed quite awhile ago.

@Vulkandrache
It is a prototype aging system which is off by default, excepting some aging genes which turn it on for that particular pawn.

Think of it as "Time Kill", except a bit more advanced and without being a literal death-clock (pawns still die to preventable causes and you can make someone immortal via bionics).

@oinko sploinko
I'm not sure what the use-case for that would be. Are you sure you don't want a shape-shifting gene or something instead?

@Zhugelaocunfu
I did fix some gene toggling behaviour that might have fixed the Imphille issue, but I don't patch for RJW itself. Best check with their mod team if they can help.
Schuz Mar 25 @ 10:43am 
Need help trying to get the mod to work but keep getting the same error message any fix to this? on MacOS if that has something to do with it, If anyone knows a fix that be awesome!
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><scaleBt>True</scaleBt></ModSettings>
Rainbowturtle8000 Mar 23 @ 5:43pm 
picture 5 has jaba the hut
Vulkandrache Mar 23 @ 2:40pm 
I am trying to set up a new modpack and somehow i have a
"Red health" thing in my options.
It has your icon on it. What is that supposed to be or do?
I cannot find any documentation for it.
Flesh Forge Mar 22 @ 3:42pm 
Interesting behavior re: Parasitic Bond/Psychic Bonding: it is possible for a pawn to be bonded to two different other pawns:
A - Has Psychic Bonding gene
B - has Parasitic Bond gene
C - has neither of these

A can bond to C, and then B can also bond to C. Did it always work like this or is this a recent change? C's Consciousness stat comes out to 92%, the modifiers just get math'd out normally, so I'm sure this is intended behavior, I just never had this situation appear before. Neat!
oinko sploinko Mar 10 @ 12:49pm 
Could we get a variant of the pilotable gene that doesn't require any size difference and still gives the usual bonus rather than just replacing all the skills with the pilot as the current skin one does?
pyrobladeich Mar 9 @ 3:53am 
Having the same issue as Zhugelaocunfu
Flesh Forge Mar 9 @ 1:34am 
oh yeah, still hoping for a one-to-many version of parasitic bond for the whole Master Vampire gimmick
Flesh Forge Mar 9 @ 1:33am 
I think I understand what you're trying to accomplish but you may want to disconnect the emotional or cultural behavior from the physical (lovin'), e.g. if pawns have Psychic Bonding (or Parasitic Bond for that matter) but don't do Lovin' for whatever other reason.

I liked the earlier behavior because if your pawn had Parasitic bond and Never Flirts, the pawn chose who to pair with deliberately, to go along with deliberately breaking the bond.
Zhugelaocunfu Mar 8 @ 10:57pm 
Well, I have found this mod seems to be having an issue with SA0 submod of the forbidden mod, when I load this mod along with the imphilee mod (which is dependent to this mod), the texture of some body parts in certain xenotypes will blink and disappear frequently.

As last update of the Imphilee mod is in last year and the problem arise few days ago, I think maybe the update changed something here.

I would like to include a hugslib log, but not sure if I can post links here.
RedMattis  [author] Mar 8 @ 1:36pm 
@benjlr
Without an error log neither Sarg nor I would be able to tell what the issue is. I'd suggest posting a log using the mod called "HugsLog Publisher" to both my mod and Sarg's.

@Flesh Forge
I guess I might add some NeverRomances stat. It is currently doing double duty where if it is 0% then Lovin is disabled to prevent Lovin with races that wouldn't be doing that. :)

@zerocola
You're welcome. Glad you're enjoying it. :)

@Kamisato Ayato
Is this with just my mods or others as well? If not check if some other mod (e.g. CE) might be the issue.

If it does indeed happen with this alone provide reproduction steps and I'll try to fix it. :)
benjlr Mar 8 @ 12:49pm 
Hey, this mod doesn't seem to work with Alpha Memes and some of the other Alpha Mods from Sarg's workshop, has anyone had this issue or is it just a me problem? For reference the problem I have is that the game will just not load, it will say initializing for a long time (but that's probably due to the amount of mods I'm using) then crash.

Anyways, amazing mod. Just a shame that it doesn't seem to work anymore for me.
Flesh Forge Mar 7 @ 11:49am 
At some point the behavior of Never Flirts changed, the earlier behavior was pretty literal and narrow (which I liked) - the current behavior seems really broad, way outside of just "flirting". It may be a combination of other mods (e.g. Way Better Romance) but for me, pawns with this gene do not do the Lovin' any more. If they also have Psychic Bonding you can still manually make them bond to another pawn via the Social tab but they never have sex.
zerocola Mar 6 @ 8:05pm 
Your mod is very fit for my gameplay. Thanks for your good mod.
Kamisato Ayato Feb 19 @ 5:53am 
shrink ray doesnt seem to work for me. log didnt get any errors but pawn stayed the same size. They did get burn damage from it though,
RedMattis  [author] Feb 18 @ 11:50pm 
@SergGrey
Ah, nice catch. That one the wrong class. I'll fix that in the next update.
Dust Feb 18 @ 10:23pm 
Oh, so HAR is why I occasionally get a weird thing about tattoos. Noted!
SergGrey Feb 18 @ 4:12pm 
Hello, there is a typo or error in the “\1.5\SimplyRaces\Defs\Races\TailedHuman\RaceTracker_TailedHuman.xml” file on line 9.
XML error: <traitIcon>BS_Traits/tail</traitIcon> doesn't correspond to any field in type MovementExtension. Context: <li MayRequire="pathfinding.framework" Class="PathfindingFramework.MovementExtension"><traitIcon>BS_Traits/tail</traitIcon></li>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
RedMattis  [author] Feb 18 @ 7:38am 
@Falkner
Using the experimental Fantasy renamer mod-option?

I guess that slipped by. Archite -> Magic. Architect end up getting picked up by accident. I'll see about fixing that. Thanks for notifying me. :)
Falkner Feb 17 @ 9:03pm 
Great mod! It's one of my 'must have's.
I do have a bug report, this renames the construction tab to "Magicct" (with only this and harmony enabled, so it's not a conflict)
RedMattis  [author] Feb 17 @ 11:42am 
@nomalas
You can disable the generated races, but Erdelf (HAR) developer stated that he had fixed that, but I'm not sure if it is rolled out.

You can try the test version of HAR (it is on the workshop). If there are still issues I'd suggest checking with HAR first since Erdelf confirmed his fix as working before. :)
nomalas Feb 17 @ 6:39am 
Yeah didn't work, did a fresh install of all the big and small mods I use and it still ctds after about 20 minutes of loading with this being the last thing listed in the log:

[Big and Small]: Found 74 AlienRace.ThingDef_AlienRace ThingDefs.
These are either from HAR races or B&S races automatically converted for compatibility.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Which mod is that from so i can pull it out in the meantime so I at least have something to do while HAR updates.

Last thing completely unrelated to my current issues, Where can I find an invite to the unofficial discord, every invite I come across is expired.
nomalas Feb 17 @ 6:01am 
Trying it now, be a bit before I know for sure, hella long modlist so loading takes time.
RedMattis  [author] Feb 17 @ 5:33am 
@nomalas
Try verifying files. There was an issue with HAR a few days ago.

There is still some issue with generated races but Erdelf is rolling out an update for that, which should go live today last I heard.
nomalas Feb 17 @ 4:14am 
Is there anyway to get an older version of some of your mods. I've managed to narrow it down this not playing nice with Har or one of the mods that requires it.
RedMattis  [author] Feb 16 @ 2:05am 
The ghoul issue should be fixed now.

I'll look into the transmog issue if that is still an issue once Erdelf roll out his pending update to Humanoid Alien Race. ETA. Monday last I heard.

@Justin Biebe
Verify your rimworld files, you've got an outdated version of the mod. :)