RimWorld

RimWorld

Big and Small - Heaven and Hell
150 Comments
粉红战车 May 16 @ 7:01am 
I found the cause of the problem: the three factions added by the mod don't have their own faction icons. During rituals, if a prisoner from one of these factions is present, the UI breaks because it can't load their faction icon. I fixed this by creating icons for all three factions and placing them in the \Textures\Icons\ folder. Please update the mod to include these missing icons.
粉红战车 May 16 @ 6:14am 
Hi, I found a bug: when angel or demon pawns are kept as prisoners, the ritual UI breaks — no success chance or participants are shown. The log shows:

"Could not load UnityEngine.Texture2D at Icons/BS_Brimstone"
and
"NullReferenceException at RimWorld.Dialog_BeginRitual"

Manually adding a placeholder image didn’t fix it. But after releasing the prisoners and letting them leave the map, the ritual UI worked again. Colonist angels don’t cause the problem — only prisoners do. Hope this helps!
President Mr.Big Apr 10 @ 5:13am 
thanks for the answer, I'll raise the issue with them then
RedMattis  [author] Apr 9 @ 11:10pm 
@President Mr.Big
I think only Altered Carbon can handle that since it is likely from their code the extra pawn is created.
President Mr.Big Apr 9 @ 3:27pm 
there seems to be a bug in conjunction with the altered carbon 2 mod. When I implant a xenogerm with one of the wing genes in it into a pawn with a neural stack installed, it duplicates that pawn after reloading that saving and reloading.
RedMattis  [author] Mar 31 @ 10:16pm 
@Reidlos
It is a thematic feature, and deliberate built-in flaw for those who like gene engineering.

But trust me, an Authority, even unarmored, still takes hits that would kill a baseliner. Their size still gives them a significant health pool.

+3 metabolism is pretty good too.

@ ополоченец
Maybe. I did have some sinner/saint designs that went unused.

@deadmanreaper13
In theory with custom code, but I’ve not added anything like that.
Reidlos Mar 31 @ 3:55pm 
why does pawns like "Authority" have delicate forced trait? why do so many combat looking xenotypes have delicate in your gene mods? if its like balance and all that makes sense but this delicate gene seems to directly counter some others?
ополоченец Jan 26 @ 4:02am 
can you make sinner and rebellious (outcast) sinner xenotypes?
(sorry for bumping)
deadmanreaper13 Nov 23, 2024 @ 6:14pm 
Random question, but can a pawns name effect how they are generated? cause I recruited a Malakim named Chastity who generated sterilized, and my brain is confused.
Were they given the name Chastity, and the game sterilized them?
were they generated that way, and so named Chastity?
or is it just a massive cosmic joke that an angel named Chasity can never have children?
Pumpking Nov 19, 2024 @ 3:38pm 
Let's rock!
tanyfilina Nov 11, 2024 @ 12:32pm 
Understandable :) And unfortunately AI are not yet good enough to perform such delicate tasks.
RedMattis  [author] Nov 11, 2024 @ 5:45am 
@H3LLW4LK3R
If you have bioferrite shaping you can craft them using one of the regular anomaly shards.

@tanyfilina
Looks cool.

But the biggest problem is more that I don't want to draw several new graphics for each of the wings. If I did then the next mod you'd see from me would be in summer 2025 because I'm horribly slow at drawing art. :'D
H3LLW4LK3R Nov 10, 2024 @ 4:42pm 
How do I use the shards on pawns with the "Anomalous power" gene?
Does it involve the ghoul surgery in anomaly? still haven't unlocked that.
tanyfilina Nov 8, 2024 @ 9:54am 
There is a mod for bodypart animation, https://steamcommunity.com/sharedfiles/filedetails/?id=3254037800
Maybe you could make wings and tails animated? That would be absolutely lovely.
RedMattis  [author] Nov 5, 2024 @ 11:08pm 
@Keeweiner
Thematic identity. Fighting with two spears through your chest is more of a demon thing.

Delicate is honestly not that bad of a gene, and Satans and Aurhority xenos still have enough hp take some serious punishment thanks to their somewhat larger size.
Keeweiner Nov 5, 2024 @ 4:56pm 
the races are really cool but why do half of them have delicate?
Hayden the first watcher Nov 1, 2024 @ 12:23pm 
so what genes would I use to create a communicant out of trench crusade?
RedMattis  [author] Sep 27, 2024 @ 4:45am 
@Dynam1cSmurf
Should be fixed now.
Dynam1cSmurf Sep 27, 2024 @ 4:25am 
Is anyone having issues with doesn't eat. it is not going pass 90%
RedMattis  [author] Sep 11, 2024 @ 5:42am 
@salt_babe
It is up to you how you wish to interpret them for your runs. I deliberately avoid being too explicit about stuff like that.

Thematically heaven is an extremely dogmatic take on the really old Old Testament. E.g. despite (cryptic) warnings your father butchered a megascarab after midnight, now we shall purge your tribe to the last.

The angels _would_ have varied a lot if not for the Grigori being kicked out.

Hell is a brutal supremacist might-makes-right warrior faction. Individual members aren't necessarily cartoonishly evil themselves though. In practice their behaviour as a group is a lot like what Arandor said.

There isn't really a demon/devil divide, how lawful or not they would vary greatly depending on group and individual.
Aranador Sep 11, 2024 @ 3:29am 
Not really, it is heaven wants to purge the wicked mortals, Hell wants to bring chaos and destruction, and a small group of renegades from both sides just want to live free.
salt_babe Aug 14, 2024 @ 11:36pm 
Lore wise are the hellspawn classifiy into Demon and Devil like DnD which Demon is chaotic evil and Devil is lawful evil, and they hate each other?
chrisque1 Aug 7, 2024 @ 9:37pm 
Hi Redmantis! I just wanted to say that I love your mods. 😊 I was thinking that an all-in-one version of all your race mods, with an in-game option to toggle them on or off, would be amazing. I know it might be a challenge to pull off, but I thought I'd share the idea with you anyway. Thanks for all your hard work!
小心漂亮妹妹 Aug 7, 2024 @ 7:51pm 
Fine,maybe my mod s have conflict.
RedMattis  [author] Aug 7, 2024 @ 2:52am 
@小心漂亮妹妹
The Outcasts traders are identical to the Rimworld Vanilla "Outlander" traders aside from having different xenotypes and equipment on their guards. I don't think this mod would be the issue.
小心漂亮妹妹 Aug 5, 2024 @ 3:22am 
When Outcast traders came into my map,I receive issue "Exception while ticking lord with job RimWorld.LordJob_TradeWithColony:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref E85DDCB8] at RimWorld.LordJob_TradeWithColony+<>c__DisplayClass7_0.<CreateGraph>b__0 (Verse.AI.Group.TriggerSignal s) [0x00009] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0 "
I use CE kill the trader leader,then the issue disappear.
Could you tell me if this issue caused by this mod or my mod list have some conflict?:winter2019sadyul:
RedMattis  [author] Jul 31, 2024 @ 11:56pm 
@salt_babThe succubi should be fixed now.

@DOCTOR CROW
Cherub/Cherubim were guardian angels in some versions of the Abrahamtic faiths.

I don't have them planned at the moment because their appearance is quite weird. They'd certainly require a HAR race since for starters they have four heads, only one of which is human-looking.
salt_babe Jul 30, 2024 @ 12:29pm 
The succubus Ideology problem happened to me too. Maybe there is something making the succubus xenotype encounter this issue more frequently? Just want to let you know this. The Heaven and Hell series is my favorite of your mods by the way. Looking forward for the update! ! Maybe even more xenotype?
DOCTOR CROW Jul 24, 2024 @ 5:56pm 
@RedMattis what’s a Cherub?
is that an upcoming angel too the mod? already love the mod a lot and hope too se more demon and angel types x)
RedMattis  [author] Jul 24, 2024 @ 7:28am 
@DOCTOR CROW
Probably more Gabriel. Lucifer probably has more in common with the Grigori, or maybe Malakim, though probably he should be of some angel type that I haven't implemented yet. I think in his OG lore he was a Cherub.
DOCTOR CROW Jul 23, 2024 @ 9:22pm 
im terrible at modding xD but u gave me a great idea of a demon lord xenotype i could create! x)

btw i was wondering is Authority Gabriel or lucifer? 🤔
RedMattis  [author] Jul 21, 2024 @ 1:35pm 
@Nephibis
Via XML it is possible to create your own version if you don't mind modding. You could just copy the angel form gene/ability/hediff and swap the color.

No way to do it in-game sadly. That is a disadvantage of the "packaged" true form genes; they are a bit lacking in flexibility.

@DOCTOR CROW
I'll look into it. Updating to Anomalous Power might have been a bit of a nerf for them.

With Anomaly DLC you can craft shards that boost their Anomalous Power stockpile though, that should give them a decent boost since they have genes scaling with it.

@mrclumps8973
I've been planning to do that once Vanilla Expanded Medieval 2 comes around. :)

@Delmain
Scarless doesn't fix missing limbs, it only fixes scars and prevents new ones from occurring.

I have no idea why a bionic would vanish though. I even try to retain stuff like that when you switch the whole body layout (e.g. via the Marlith Gene + Humanoid Alien Races)
Nephibis Jul 21, 2024 @ 11:33am 
Is there a way to have black angel wings when transforming, so my pawn's normal form doesn't have any wings, but when they turn into an angel their wings are black?
DOCTOR CROW Jul 20, 2024 @ 11:25pm 
could the Satan angel get a little mix boost of abilities from both the heaven and hell? i feel he is a little too weak to be the Satan
mrclumps8973 Jul 14, 2024 @ 10:17pm 
Would it be possible to include this mod into your medieval faction patcher? I'd love to be able to use it without having to go through and mess with the heaven and outcasts faction's weapons to purge things like the charge lances
Delmain Jul 14, 2024 @ 9:12pm 
I recruited a Malakim after a battle left them missing an arm and a leg. I left them alone thinking that Scarless would eventually regrow the limb, but it never did. As soon as I installed some bionics though, the bionic limb just... disappeared? And the pawn was left with a normal arm and leg?

Is that... expected? or is something in this mod list messed up? I'm using EPOE-Forked but I only tried with base game items.

If that's what's expected to happen for some reason, that's fine. If it isn't, I'll try to recreate with dev-mode on a smaller modlist and see if I can track down which set of mods is causing it.
RedMattis  [author] Jul 12, 2024 @ 12:24am 
@l_m_warrior
I don't think it is related to the pawn being a Succubus. I've seen that issue with baseliners and usually it is because the AI has done a whoopsie.

In the case I saw your what you describe it was a random pirate that for some reason thought she was still part of a long-since-ended siege on my colony, and would cancel any ritual, presumably because it conflicted with sieging me.

In my case it was fixed my hand-editing the save file, but an easier way would be to clone them using the Character Editor. That should remove any leftover AI from other mods.
l_m_warrior Jul 11, 2024 @ 3:41pm 
I've run into a rather strange issue that isn't tossing any errors and is making things rather difficult to track down the cause.

I have a succubus in my colony that I've tried assigning to the role of my Ideology's Moral Guide, but whenever I start the ritual it will auto-fail with the message "ritual cancelled."
Same thing happens for any ritual requiring an organizer and the succubus is assigned to it; they all fail.
But as soon as I select a different pawn to be the organizer or role receiver, the ritual works just fine.
For whatever reason, succubi aren't being allowed to hold any important position. There's no restrictions for xenotype. They are the right ideology. The temperature in the area is just fine. They aren't restricted to an area that doesn't include the ritual room, etc.

Has anyone else experienced this?
RedMattis  [author] Jun 29, 2024 @ 1:20pm 
@eanstaco
I don't see the issue on my test list, so I'm going to need a full log to guess what could be going wrong.
eanstaco Jun 29, 2024 @ 12:44pm 
Ive both reinstalled the mod and verified my files my im still getting the same errors. I've gotten raided by the factions before but if i attempt to recruit or keep any on the map they disappear when i reload the save, while giving me the same error codes as saltmummy
Valachnon Jun 12, 2024 @ 1:51pm 
If verifying the files doesn't work, reinstalling might. A few days ago, I ecnountered an issue where all the halos turned into red Xs. Verifying the files didn't work, but reinstalling the mod did
RedMattis  [author] Jun 10, 2024 @ 10:08pm 
@saltmummy

99% the issue in your case is steam not updating all the mods properly (big & small framework likely). Verifying cache should fix it.
saltmummy626 Jun 10, 2024 @ 9:00pm 
Could be a fluke, but I narrowed world generation failure in my own game down to this specific one through trial and error after seeing that world generation was turning up a null error in something called BS_soulcollector. I assumed "BS" referred to "Big and Small" and started deactivating and reactivating all the bits of Big and Small I have. No problems with any of the other Big and Small related mods.The error I got that led me in this direction was

Error in WorldGenStep: System.ArgumentNullException: Value cannot be null.
Parameter name: Activator.CreateInstance(type) called with a null type, possible context=BS_SoulCollector

The details inside this error are basically the same was what Reddeyefish posted.
Reddeyfish Jun 10, 2024 @ 4:31pm 
I'm also getting the same error as Circus and MasterH where world generation fails with any of the three added factions.

Error while generating pawn. Rethrowing. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic)
at System.Activator.CreateInstance (System.Type type)
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord)
at Verse.Pawn_HealthTracker.AddHediff
at Verse.HealthUtility.AddStartingHediffs
at Verse.PawnGenerator.GenerateInitialHediffs
at Verse.PawnGenerator.TryGenerateNewPawnInternal
at Verse.PawnGenerator.GenerateNewPawnInternal
at Verse.PawnGenerator.GenerateOrRedressPawnInternal
at Verse.PawnGenerator.GeneratePawn
<...>
RimWorld.Faction:TryGenerateNewLeader
RimWorld.FactionGenerator:NewGeneratedFaction
RimWorld.FactionGenerator:CreateFactionAndAddToManager
RedMattis  [author] Jun 4, 2024 @ 10:45am 
@大吉岭の紅茶战车道
My wings rely on either Vanilla Expanded Framework, or the Pathfinding Framework for their actual code depending on what you've got in your modlist.

From my end they are just XML. Probably something breaks code from one of those mods when trying to pathfind to the research bench.
大吉岭の紅茶战车道 Jun 4, 2024 @ 2:36am 
Don‘t know why.Not even an error report.But when I remove this gene by using character editor ,then it worked well.
Machinist will bring the chip to the research table and the next second,he cancel this instruct and go away.
RedMattis  [author] Jun 4, 2024 @ 12:07am 
@Circus_O
What error did you get?

@大吉岭の紅茶战车道
The angel wings don't do anything related to the mechanitor chips. In fact i don't have anything that I can imagine would in any way touch the ability to analyze them.

What happens exactly?
大吉岭の紅茶战车道 Jun 3, 2024 @ 11:22pm 
The angel‘s wing gene will make it impossible for the ''machinist'' colonists to analyze the chip.
Circus_O May 26, 2024 @ 11:55am 
For what it's worth I'm seeing the same problem but I'm running 340 mods. If I remove the extraplanar outcasts faction then world generation is fine, with that faction included it errors out generating a pawn and then faction generation on the world map just stops and there's only a handful. I can only presume it's a wierd mod interaction.
MasterH May 25, 2024 @ 8:39am 
@RedMattis
Yeah that's weird, initially i unloaded all mods one by one until i reached this one as the cause but after restarting my computer suddenly it all went back to normal.
For reference i was using All DLC + the big and small mod and rocketman