RimWorld

RimWorld

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Big and Small - Framework
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6.942 MB
29 jan, 2023 @ 7:10
27 apr @ 10:49
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Big and Small - Framework

I 2 samlingar av RedMattis
Red's Workshop Mods
37 artiklar
Big and Small - Integrated Mods
26 artiklar
Beskrivning
This is a framework for adding custom races and greatly extending the ability to do things with Genes and Hediffs.

The mod is frequently performance-tested and aims to bring bliss even to the Performance Junkies over at Dubs Discord. If you think you've encountered any performance issues during regular play related to this mod please feel free to inform me.

The mod used to be dependent on the Biotech DLC, but this is no longer the case.

It can to a be used as a more limited but less performance intensive alternative to Humanoid Alien Races (HAR). It is also fully compatible with HAR itself.


Custom Races (with or without Biotech)



The framework supports making and switching between custom races either via genes or by defining a custom race similar to HAR.

The framework handles most of what you'd expect. Custom inhuman bodies/body parts, disabling thoughts, forcing bodies, filtering/forcing traits, food diets, apparel, genes, custom graphics, and so on.

Here is a guide on how to make your own custom races with or without Biotech:


https://steamcommunity.com/sharedfiles/filedetails/?id=3360668794
The guide goes through the process of how to create the very sane race shown above.

You're encouraged to download the sample mod and go through the files and read the comments as you go through the guide. Feel free to ask questions on the guide or my discord if anything is unclear or you want help with some step. I (probably) don't bite.


Old Description


(What follows is the old mod description. It will be updated once the current planned improvements are done.)

Framework for gene/race features such as genes of different sizes, and well as a variety of gene and graphics behavior, such as transformations, genes varying by body-type, and so on.

Most of the images in the reel above are very out of date.


Body-swapping


You can swap the bodies of pawns using genes, this lets you e.g. create a terrifying pawn with 8 arms each with an eyeball in the palm.

The catch is that you need to swap to a specific body, you can't mix half of one and half of another.

The Lamia/Naga mod has an example of performing a swap like this.


Facial Animation Gene Compatibility

Adds the ability to disable/enable Features from NL's Facial animation mod via genes. Currently limited to disabling the facial animations on particular pawns due to NL's rework breaking my old method.
https://imgur.com/IF8OUX6
https://imgur.com/Ij6Bb5h


Transformation back and forth



The Framework supports turning into different forms with different bodytypes, furskin, etc., and then back again to the previous state.


Pawn Size and Orientation


This part of the framework adds methods for changing the size of creatures via StatDefs that can be applied from genes, hediffs, races (such as custom races). Changing the non-cosmetic changes applies a large number of effects to large/small creatures such as altered rendering size, health, damage, metabolism, self-production, etc.

The size changes are balanced to be in line with Vanilla Rimworld. The cosmetic size-scaling of sprites are non-linear, f.ex. a human baseliner scaled to body size 10.0 would not render 10x larger.

Here are a few of the commonly used sized-related StatDefs:

Body Size Offset & Cosmetic Body Size Offset
Offsets the pawns body size in an additive way. The latter version is cosmetic only and won't affect game-mechanics.

E.g. a body size 0.5 HAR race with a 0.6 offset would end up body size 1.1and render roughly twice as large.

Body Size Multiplier
Just as above, but a multiplier instead.

E.g a x0.75 multiplier applied to a standard body size 4.0 Elephant would reduce its body size to 3.0

Head Size Multiplier
Increases or decreases the size of the character's head.

This can be preferable to just drawing the head texture larger for some gene-based heads since it will scale the headgear.

Other
There are stats for offsetting the pawn's world position, head position, and so on. For more info take a look in the StatDef .xml file in the mod.

Other Big and Small/Better Prerequisites Features
For instructions on how to f.ex. make infectious gene-based werewolves that change shape under the moon check out the Discord linked at the bottom of this page.


Better Prerequisites


Ages ago this was merged B&S Framework.

Better Prerequisite lets you create genes and hediffs that disable genes. Hediffs can even disable genes that disable genes. You cannot have genes that disable genes that disable genes because of how it was written to avoid recursion..




For any Gene mod authors can specify any number of condition sets that must all be fulfilled for the gene to activate.

This being a framework it does nothing on its own.

Unlike the vanilla prerequisite system genes with prerequisites from this mod can still spawn in genepacks or via random gene-generation.

Valid XML tags are: AnyOf, AllOf, NoneOf. More could easily be added if someone wants XOR and stuff such as that.





Other Random Stuff




Gameplay Improvements and Etc.


AI
  • AI normally won't use combat-self-buff abilities. With this mod they will.
  • AI normally won't use hostile abilities in melee range. With this mod they will.

Damage
  • Lets you apply damage that won't randomly penetrate into people's internal organs. (DamageWorker_Outer...)
  • Lets you have damage multipliers to more specific damage types (e.g. bullets, concussive, ...)

Misc
  • Lets you make genes affect the size of raids as an alternative/addition to metabolism costs.
  • A whole bunch of other stuff. Feel free to use XML stuff from my other mods as inspiration. :)


Facial Animation Disabled for Nal's Faces via a special gene.

There are also options that just disable specific facial features, but most of those are for other modders require you to supply a gene-graphic as a head.

Compatibility



Compatible with most mods. Safe to add to existing saves.

Feel free to make requests for features if there is something you'd like to see added to the framework.



Big and Small Genes

The above is the Big and Small Genes which used to be bundled with this framework.



Mod Discord
[discord.gg][ko-fi.com]
[github.com]
Populära diskussioner Visa alla (11)
17
14 feb @ 2:40
Red Error after 13.12.2024 update
OneWay
2
1 maj @ 11:56
crashes with mod "more monster girls"
Змий Пидрилья
1
7 maj @ 3:19
Message spammed impacts performance lowering TPS with only 3 pawns
NuanKi
756 kommentarer
bloodandcheas 18 maj @ 9:03 
**I uploaded the error to an AI, and here are the results it provided:**
/////
**Error Source:**
The stack trace explicitly mentions:
`POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.SkillRecord_Patch:Postfix(Single& __result, SkillRecord __instance)`
This indicates that the **BigAndSmall mod** (or its dependency **BetterPrerequisites**) added a **Postfix patch** via **Harmony** to the method `SkillRecord.LearnRateFactor`, attempting to modify the skill learning rate calculation logic.

**Conflict Cause:**
The vanilla game only supports Passion levels 0/1/2. However, this patch likely introduced a higher level (e.g., Level 4) but failed to handle these non-vanilla values properly, triggering a `NotImplementedException`.
The patch `BigAndSmall.SkillRecord_Patch` may have altered the return value of `LearnRateFactor` without accounting for the vanilla game’s lack of support for **Passion Level 4**./////
bloodandcheas 18 maj @ 9:02 
**I encountered a recurring error**
/////Exception ticking Moore (at (172, 0, 185)): System.NotImplementedException: Passion level 4
[Ref CE17CAA4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)/////
arget03 17 maj @ 1:15 
So, how are the metamorph target genes created? I'm trying to make a xenotype with the target having a prerequisite. As in, if this age, and this time of day, morph to this one. That way I can make it somewhat random on what they end up as.
...SeVeN... 15 maj @ 8:23 
I'm playing a game with this great mod and I really like it! Thanks to him, my distorted side of art acquires new possibilities :))) But then I came across a possible error with a conflict of mods... I'm using the Vanilla Psycast Expanded mod. I have pawns that have a psy level and distributed skills, but when I created the marlite genome with all the functions I needed for the corresponding pawn, the pawn was cloned! In general, she was cloned into two parts: one (this is just the same clone) was with the old genes, but with the marlite race and with psy lvl and all the psycast skills she currently has; and the other has the same genome that I instilled in her (she also has a tail like a human with the marlite gene) but her race did not change and she still remained a human with the same psy lvl and distributed skills, but without the psycast skills themselves... No, well, two identical pawn girls are good, of course, but I try to play fair :)))
Quilava 11 maj @ 8:22 
Im having an error, it said something like this: "Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead", also something about translation for english not working in yellow, no idea what it mean

I turn off all the mod and only leaving 3 DLC: Bio/Ideo/Royal and it still giving the error, dont know if anyone have this error too
Amplefyre 7 maj @ 21:53 
The switch to disable scaling on animals doesn't seem to work properly(?), and the scaling is having weird effects on small animals like rats and squirrels.
They have ~x10 the amount of total limb health compared to normal, and its making them weirdly lethal threats to my domestic fox population who are downed or straight up killed when they go hunting on their own.
Its possibly a conflict with another mod, but the issue only exists when Big and Small framework is enabled (tested with dev mode & preexisting rats on map plus spawning rats), and Im not aware of any of my other mods affecting the health stats of animals or pawns.
Semen Demon 7 maj @ 6:08 
Hi. guys, been enjoying your mod so far. Unfortunately, for some reason BigaAndSmallCache component causes little annoying spike every 5-8 seconds. Do you know what could be the reason for that. Thanks in advance)
Jiopaba 5 maj @ 13:38 
Do any of the Big and Small mods come with a set of genes that can counteract the reduced mining speed or carrying capacity from reduced size? It makes logical sense that someone half the size would be at most half as good at ripping up and hauling away stone, but it seems like a character could exist that is very small without these penalties. Basically a way to "trade back" some of the metabolic efficiency of being Nisse or whatever in exchange for nullifying some of the penalties.
Dog With a Machinegun 4 maj @ 17:31 
Is this safe to remove from an existing save?
Reidlos 4 maj @ 17:10 
Hiya,
I am trying out the "Nice Health Tab" mod and I see a time ago you commented on how it doesnt work well with some of the more complex BS pawns. You ever get a response or solution? I see in the healthtab options there is a Body parts to body parts menu that lets you set what it can display to a particular bodypart called out in the pawnkind but not sure its working (and cant work perfectly due to the multilimb but) . Is a devilspider a BS_Hybridspider? or something else? thats the first one im testing as its the first i got in this new playthough that qualifies.

Thanks