RimWorld

RimWorld

Big and Small - Yokai
101 Comments
AlexiTrinune May 2 @ 6:54pm 
Man imagine having the other Race mods implement some kind of compat to the frameworks into their race. Its getting tedious for i.e. Kurin HAR getting different race genes and finally fix the old mechanics they had before and Rabbies get Yttakin race genes. Biotech really changed the game mechanics.
N.C.V. Apr 26 @ 3:51pm 
CE?
Forest1395101 Apr 1 @ 3:57pm 
How many beers to each of the Oni Races need to have scheduled to never have withdrawl? They never drink on their own, but scheduling drinking daily seems a waste.
RedMattis  [author] Dec 19, 2024 @ 9:06am 
@ishootnoobs01
I'm not seeing any issue like that. I'd suggest verifying files. Some texture might be locally missing.
ishootnoobs01 Dec 15, 2024 @ 2:51pm 
my neko' icons are headless and only show a pink box behind them now
MiSe Nov 27, 2024 @ 3:49pm 
@The_Viper_TM89
Right
The_Viper_TM89 Nov 27, 2024 @ 4:25am 
@RedMattis
I think MiSe is talking about the oni having no face (can't be fixed with Character editor) as I've also encountered this problem as well as pawns on the bigger side having slave collars appear on top of the face. tbh dont know if this mod is the culprit or something related to facial animations.
MiSe Nov 23, 2024 @ 10:56am 
@RedMattis
No face
RedMattis  [author] Nov 21, 2024 @ 2:33pm 
@MiSe
I think your message might have gotten cropped off there.

What is the problem you're having?
MiSe Nov 19, 2024 @ 8:12am 
i have a problem, oni walk without
RedMattis  [author] Nov 17, 2024 @ 1:31am 
@Stray
A bit ironic since the kitsune Kurama in Naruto is male.
Stray Nov 16, 2024 @ 7:29pm 
@ultroloth

Anime, not that hard to assume because of the naruto pfp.
look behind u Nov 5, 2024 @ 11:57am 
@ultroloth

Who says they should always be female?
Ultroloth[BR] Oct 29, 2024 @ 7:26pm 
I really like this mod and I only have one problem. The Kitsune and Nekomata should always be female, but luckily it's very easy to change.
Theodore Masters Peterson Oct 9, 2024 @ 7:46pm 
blue oni... ao... oni...
UncleRippu Aug 11, 2024 @ 12:49pm 
if you ever update this or something, you should add a tsuchinoko xenotype as a neat crossover between this one and your lamia addon.
o b s i d Aug 2, 2024 @ 5:44am 
The handsome squidward-esque Incorporate gene amuses me greatly
RedMattis  [author] Jul 17, 2024 @ 12:02am 
@Kirboh
I used those names mostly for easy discover-ability, so if someone is looking for "nekomata" they'd likely find the mod.

I fully support people making theme-packs that rename the xenotypes or whatever you wish really.

The "Too many mods" mod does some of that. My Nephilim get renamed "Gigantes", iirc. :)

@拳鸡高手泰深
I'll put it on my to-do list. Though it might take awhile before I get to it.
Kirboh Jul 16, 2024 @ 11:43pm 
Great mod.

This is a nitpick, but one I feel strongly about. I feel like it would be more in like with the lore of RimWorld if the names of the Xenotypes WEREN'T explicitly referencing the yokai they're modeled after. The fire-breathers are called "Impids" instead of "Imps" or "Devils", and the blood-drinkers are called "Sanguophages" instead of "Vampires". This is something most modders do, like Helixian calling their succubus-inspired Xenotype "Charmweavers".

Going with that theme, I feel like Red Oni should be called "Shuten", Blue Oni, "Ibaraki", and Kitsune, "Tamamo". Again, just a nitpick.
拳鸡高手泰深 Jun 18, 2024 @ 10:02am 
Compatibility issue that the alcoholic drinks in Substance Abuse mod can never fulfill the oni's desire for alcohol, even the strongest drinks. It would be great if a patch could be made.
Tidurian Jun 17, 2024 @ 2:35am 
Thanks for the quick reply to this silly lil graphic bug. can confirm looks way better now : https://i.imgur.com/muoyl7k.png
RedMattis  [author] Jun 17, 2024 @ 2:13am 
@Tidurian
Looks like they didn't migrate over right when going from 1.4 to 1.5. Anyway, It has been fixed.

Glad you like the mod. :)
Tidurian Jun 17, 2024 @ 1:19am 
Love the mod but i ran into a graphical issue with the Kitsune Tail. seems babies have floating ones. https://i.imgur.com/uW4V76q.png
Amber May 20, 2024 @ 1:40am 
@FiauraTheTankGirl If you would like to change the tech level of a faction, you can by going to where the mod is installed and editing the faction xml file. For this mod it will be 3073163708>1.5>Defs>Factions_Yokai. There will be a line there that will look something like <techLevel>Industrial</techLevel>. Change it to medieval and the base should not spawn with advanced tech and the faction should not be blocked by mods that limit tech to medieval.
FiauraTheTankGirl May 14, 2024 @ 12:24pm 
A medieval version would be appreciated.
RedMattis  [author] May 11, 2024 @ 8:21am 
@FiauraTheTankGirl
Industrial for now. I might get around to making a Medieval version once "Vanilla Factions Expanded - Medieval 2" comes around.

@gunns22
Glad it worked out. :)

@LiogerZero
Yes. All of my mods should be safe to add to existing saves.
FiauraTheTankGirl May 9, 2024 @ 11:46am 
What's the Faction's Tech Level?
gunns22 May 8, 2024 @ 3:35pm 
So, get this: On a hunch, I decide to completely delete all of my mods and reinstall fresh copies. I check back in the Xenotype Editor menu every few installs, and so far, after installing Alpha Genes AND every Big and Small mod I had (Framework, Genes, Weapons, and every race mod), still no sign of anything locking up.

@RedMattis I REALLY don't want to jinx it, but I think that, if I was the only one who encountered that glitch, it may have just been some data that got corrupted in a mishandled auto-update by Steam.
LiogerZero May 8, 2024 @ 3:00am 
is this safe to add to saves?
gunns22 May 7, 2024 @ 4:37pm 
@RedMattis It happened again. I could mouse over most of the genes in the Dverger raider just fine, but as soon as I tried to look at either Undergrounder or Slow Aging, my game locked up. I'm not certain how to use Pastebin; do you need an account for it?
gunns22 May 7, 2024 @ 9:44am 
@RedMattis Okay. So, I took this issue to Reddit, and a Redditor suggested that maybe the issue was that I left every gene on in Genetic Drift. They suggested that I tinker with GD's settings to make sure conflicting genes don't intersect, but I ultimately decided to uninstall that mod altogether since it really wasn't as useful as I had hoped. Will keep you updated when I get the chance to check another Big and Small xeno's genes, but the bug didn't happen with my custom Superhero Genes xenotype, so that's a good sign.
RedMattis  [author] May 6, 2024 @ 11:11pm 
@gunns22
Pastebin is one option a lot of people use.

The logs are directly in that folder. They are called "Player.log".
gunns22 May 6, 2024 @ 12:08pm 
It happened to a RedCap from Big and Small Races, too. I already tried deleting and reinstalling Big and Small - Genes and More and that didn't help.

Which folder or file in that "RimWorld by Ludeon Studios" is my logs, and how do I share them with you?
RedMattis  [author] May 6, 2024 @ 10:21am 
@gunns22
Logs are in "C:\Users\<username>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios".

Crashing on the gene window is unlikely to be the fault of this mod. The only thing on that window that it touched outside of XML is a few mouseover tooltips.
gunns22 May 6, 2024 @ 10:04am 
Hey. Randy Random, in my most recent run, spawned a Lesser Oni wild child on the outskirts of my map. And for some ungodly reason, whenever I try to look at his genes, the game stops responding and forces me to close the program. I'd provide a log, but I don't know where to find the logs for post-game crashes. I can tell you that I also installed a mod that causes extra genes to randomly generate in random pawns.
Mata Apr 20, 2024 @ 3:31pm 
yep, seems fine now. thank you for the fix
RedMattis  [author] Apr 20, 2024 @ 1:07am 
@Mata
I think I found the issue. I had specified the Trolls as being a xenotype from the "More Xenotypes" mod, but they are actually in Big & Small Races.

I've deployed a quick, fix that should sort it out.
Mata Apr 20, 2024 @ 12:56am 
yep, tested with just this mod and dependencies. heaven and hell works fine but not this one
RedMattis  [author] Apr 20, 2024 @ 12:39am 
Can you confirm that this happens only with this mod (and its dependencies?) I'm away on vacation right now, but I've not had issues generating worlds full of my factions before.
Exi Apr 19, 2024 @ 4:55pm 
Yeah, something is off with the base generation since last update and just blocks the base generation for other factions.
Mata Apr 17, 2024 @ 5:15am 
this mod appears to prevent other factions from creating more than one base when generating a new world
RedMattis  [author] Apr 16, 2024 @ 12:54pm 
@PMC_Zero
It is entirely up to the storyteller the way that faction is set up. Generally it doesn’t like expensive pawns like them until midgame or so.

@Tulxe
Noted, thanks. :)
PMC_Zero Apr 16, 2024 @ 2:24am 
So is it possible to find big onis in raid? if so about what size of wealth point raid?
Tulxe Apr 14, 2024 @ 3:13pm 
Hello,
If you do not specify the location by adding <layer> to "renderNodeProperties/li/drawData/dataNorth" after the graphics output has changed since 1.5 patches, the tail image will be output to the '-2 layer (defaultData/layer)' (back of body).

<dataNorth>
<offset>(0.0, 0, -0.4)</offset>
<layer>90</layer>
</dataNorth>
is recommended.

(This has been translated into an Internet translator. I'm sorry for my poor English.)
Fungus Kreeman .$ Mar 6, 2024 @ 9:43am 
@RedMattis

Gotcha.
RedMattis  [author] Mar 6, 2024 @ 8:43am 
@Fungus Kreeman .$
They have vanilla faces normally, I simply took the images with an anime facial animation mod active. It felt apt since they are all from eastern myth. :)
Fungus Kreeman .$ Mar 6, 2024 @ 8:36am 
Ooh. I like this mod, but are there any compatibility patches that give them vanilla faces?
TheSordishMan54 Jan 5, 2024 @ 11:09am 
The description got me running with laughs with a one-liner: "If you're not a monster you'd better be bringing alcohol. Lots of alcohol. Preferably sake."

Preferably in my own words: "If you're not a monster but you're keeping alcohol for your people and yourself instead, go ahead and give 'em hell by invading and giving them a can of whoopin' with your augmented colonists to kidnap one of them... or pick a desired xenotype from the colonist creation at the start from the game."

Honestly, this mod ain't bad but surprisingly... excellent for yokai fans or those who are into mythologies from other cultures in my personal opinion. :steamthumbsup:
Ninja Puppy Dec 30, 2023 @ 7:26pm 
After some testing, I found that at a base of 144% psycasting, it caused lag up until I reached 300%+ sensitivity. I tried with both leveling to 300% and leveling to 280% then picking up a staff which boosted me over 300%. It's like the game is constantly checking until you reach passed 300%. Dropping the staff (putting me under 300%) causes the lag to return.
Ninja Puppy Dec 30, 2023 @ 6:12pm 
Howdy! Been having a blast with this mod. I absolutely love it!

I think there's a weird bug interacting somehow but it's related to Mystic Warrior endogene. When I have it removed my game runs at 85-100+ fps on 3x speed. When I have it on, the game seems to stutter every other second and drops my fps to 14-24 fps. This is on a custom xenotype.

Is there some testing you would like me to do?