RimWorld

RimWorld

Big and Small - Genes & More
1,475 Comments
Haranador 3 hours ago 
There is something odd happening with the glamour gene. It removes any passions from the pawn at generation and every 150-300ish ticks afterwards. Appying a custom race post gen seems to sometimes fix it, but I cant get any consitency with it. Nothing in the log.
Tested with just this mod, dependencies + all DLC.
arget03 23 Sep @ 6:28pm 
Where is the toggle? I'm looking, but I must be missing it.
RedMattis  [author] 23 Sep @ 2:40pm 
@arget03
You've got good timing. I noticed that it was on by default yesterday evening. I think the latest version has the graphic disabled by default.

@Woodsaber
I'm heading on a vacation tomorrow, but I might look into it later if I can reproduce it.

@Vespi
They don't care about pawn appearance (just like Kind), royal title requirements, and a variety of ascetic and comfort-style stuff

Basically tolerant in an extremely general sense without actually being nice or having ascetic ideological ideas.
arget03 22 Sep @ 6:24pm 
Is there a way to toggle off the tail in the tailed humanoid gene? I liked the headdiff, it made it easier to have a custom tailed xenotype with the filter for them to butcher humans but not each other. The tail doesn't fit the xenotype, and if you use it with AFU's tails, it gives them both.
Woodsaber 22 Sep @ 4:41pm 
Weirdly, nothing out of the ordinary is getting logged. I can upload it though, where would be the best place?

I downloaded a fresh copy of the B&S Genes + Framework mods and am still getting the weird behaviour with the snake tails and wings.
Vespi 21 Sep @ 8:19pm 
What does "Unpretentious" mean exactly? Like what mood debuffs does it override? The description feels vague. Like would a pawn care less about sleeping in the ground? Or not eating with a table?
RedMattis  [author] 21 Sep @ 11:38am 
@hanjiro10
Ask the artist who drew the adbots like that. :D

@gunningminer69
Yeah, they work fine together.

@Woodsaber
The Mile mod? That seems a bit odd, those are powered by pawn render nodes, so I don't see why that mod would interact with it.

Are you getting errors in the log? If so please upload and link the log. :)
hanjiro10 21 Sep @ 1:48am 
random note why is Omega Kerfur from Voices Of The Void on the mod image
gunningminer69 20 Sep @ 6:45pm 
Say, is this compatible with alpha genes?
Woodsaber 18 Sep @ 12:53pm 
I don't know if it's just me but Varied Body Sizes seems to have become incompatible recently.
Having VBS active causes any wings and tails to not colour correctly, instead being bright red & green.
Tested with just this mod, Varied body sizes and dependencies and the issue still occurs.
Nothing seems to appear in the dev-mode log about it either.
RedMattis  [author] 17 Sep @ 7:34am 
@Morcalvin
archotech shards can be crafted into a consumable item that increases soul power.

@Dust
Titans exist, but they are extremely rare, usually only showing up in late-game raids from a few factions. Much because the Titan Frame is meant to be more of a late-game capstone or victory lap.

@Eclipse
There are random size traits that emulate natural deviations (dwarfism, small, large, gigantism). The genes themselves only spawn on xenotypes that make use of them otherwise.

Unless you're using one of the mods that give characters random genes.

@filipfrantz
I have no idea if SOS2 will require the DLC, and making the gene a MayRequire would mess with xenotype metabolism.

@Flesh Forge
If you get any errors related to it then a log would be very helpful.

@PureTacoz
I planned bionic wings/snake-tails/spiderparts/..., but I haven't managed to draw anything "good enough" yet.
PureTacoz 16 Sep @ 8:28pm 
Is there a way for a winged humanoid to get their wing removed back? I know it doesn't affect anything gameplay wise but I'd still like to know if there iss a way to replace or regrow their wings
Flesh Forge 16 Sep @ 2:51am 
seems prone to happen when editing and applying a xenotype, but if it happens and I quit all the way back to the main menu and redo the whole map gen etc up to selecting colonists, it stops happening and the previously saved xenotype works OK. No errors or warnings happen during this at all. I don't think it's your mod's problem, I think it's some new problem with the base game, but fyi.
Flesh Forge 16 Sep @ 1:00am 
Something has recently started to make your gender-forcing genes to act weirdly and I have not managed to diagnose what. I thought it was another particular mod (Same Sex IVF) but it isn't that, now I have no idea what's causing this. Heads up :(
filipfrantz 15 Sep @ 4:46am 
One of my favorite gene mods in rimworld, however im curious why the eva gene in this mod is still in here, rimworld odyssey both has a archite gene and a normal gene for vacuum resistance now, and i feel making your pawn immune to the vacuum for cheap is a bit unbalanced
Eclipse 13 Sep @ 7:40pm 
and how does it work with varied body size?
Eclipse 12 Sep @ 7:12pm 
Do size genes naturally apply to all pawns in the world?
Dust 11 Sep @ 7:03pm 
Anyone know if some of the crazier xenotypes spawn naturally/events, or are these purely starter scehnario things? Like Titans, I see them in the starting list, but have never encountered them in a game.
Morcalvin 11 Sep @ 2:47am 
How do I get pawns with soul power to increase their soul power with dark archotech shards? Is that the shards from anomaly monsters?
MorphingE 10 Sep @ 1:07am 
@Vulkandrache I was mostly asking for confirmation, because it wasn't behaving in a way the name and description implies. I also didn't know if it required the Demon Bloodfeeder gene in conjunction with it. It'd tell me if my list had a conflict or not.
Vulkandrache 10 Sep @ 12:15am 
Its kind of in the name that they would do that.
MorphingE 9 Sep @ 5:40pm 
Sorry to post twice within a week's time. Is the VU_VampireLover (Love Feedin') trait supposed to result in the vampire pawn feeding during intimacy with another pawn?
RedMattis  [author] 9 Sep @ 2:49am 
@Dragon2ism
It triggers at certain specific levels. You need a fair amount to hit level 2 or 3.

@MorphingE
Might, depends on what my supporters vote for.
Dragon2ism 8 Sep @ 3:42pm 
I think the staging factor on the mystic warrior gene might not be working as intended I get a cap of 10% Blunt and Sharp Damage and that is it. If that's the maximum intended then apologies.
MorphingE 6 Sep @ 3:33pm 
Just saw the parasite skill. Will you make a symbiotic version as well, sort of like the Goa'uld?
Nyavertell :3 6 Sep @ 12:24pm 
@Quilava Passive buffs through other genes as far as I can tell. The only active abilities I can find that use it are the "True Form" ones, but it also just passively strengthens those while they are active.
Quilava 6 Sep @ 1:13am 
Anyone know what soul power use for? So far i know it give passive buff, but stacking more soul with soul siphon melee doesnt increase the buff for me, maybe because im using HAR race, my pawn have like 500 soul rn thank to all the killing but cant use it for anything :steamsad:
B flat 2 Sep @ 8:05am 
Regarding the "pilotable" genes. I really like the idea, but how do I actually use them? I mean, I need some way of creating these pawns so I can pilot them or something, right?
RedMattis  [author] 1 Sep @ 12:15pm 
@TheBrandonGame
Because it updates very often?

The last update (3 days ago) was literally just a change to an icon.

@Strangely unnormal
Indecipherable how?

@jagdpenguin
Might be there is some issue on 1.5

On 1.6 they seem to work fine.

@Sauron
Broke how?

@Cap'n MacHaddish
I originally planned something like that, but didn't come up with a good way to implement it.

@Sprouty-Lunch
Check the optional extras mod.

@Shuttle
It is still in the lamia/snake mod. Might port it over into this one if there is interest though.
TheBrandonGame 1 Sep @ 10:54am 
For fuck sake, why is it whenever my game breaks, it always right after this mod gets updated.
Strangely unnormal 31 Aug @ 5:55pm 
i installed this mod and now the genelist is indecipherable
i'm not even mad i'm just surprised
jagdpenguin 31 Aug @ 4:11pm 
I am doing 1,5, I am trying to have a werewolf like gene where the pawns will change xenomorph at night but it doesnt work unless I load a safe, only then will the pawn switch. sorta annoying
Sauron 28 Aug @ 12:42pm 
its me or spiders broke? If no one else got this problem so that is probably my modpack
Ghevd 27 Aug @ 5:49pm 
Is there an ingame way to cure soulless husk? I'm guessing no but I figured it wouldn't hurt to ask. I need 500cc liquid soul IV stat!
Breadmond 25 Aug @ 4:30pm 
so you know those pilotable genes? what if something similar, but to allow a pawn to go into another pawn, maybe take control, maybe just sit there depending on the variant of the gene. it would be great for making a pawn that is a metalhorror
Cap'n MacHaddish 23 Aug @ 6:10pm 
Oddly-specific feature suggestion: Would it be possible to add an ability to the snake-tailed body type genes to grapple and constrict a hostile pawn of similar-or-smaller size, similar to the unique functionality of the Constrictor mechanoid from Mechanoid Invaders ?
Sprouty-Lunch 23 Aug @ 5:14pm 
Can anyone confirm that the shrink rays and stuff are still in?
Because as far as I can tell, the "Mad Science Field Testing" research doesn't do anything anymore.
I'm not seeing any way to make them or spawn them (with dev console)
Shuttle 23 Aug @ 9:22am 
i can't find the Snake Head. it gone
B flat 23 Aug @ 7:48am 
Alright, the solution is easier than I thought. Just enable Genes and More and disable the rest, lol. I can make custom xenos for myself and add them to some vanilla factions.
B flat 23 Aug @ 7:23am 
I like the xenotypes, don't get me wrong, but I'd also like a way of having them in the game without completely wiping out vanilla balance because now everyone is ageless / deathless / perfectly immune / etc. If I turn off the faction they wouldn't spawn. The only solution is Xenotype control mod, adding just a few here and there, and turning off your factions, but that's a giant chore.
B flat 23 Aug @ 6:56am 
Not sure where I should comment this, but having played a while, most of the xenotypes seem to be a bit... overtuned. So many are deathless / have a lot of archite genes that are inheritable. Vanilla has this balance of "there are no aliens here" and limits archites to be non-inheritable. Lots of factions do raids full of unkillable pawns. Maybe the problem here is the factions, because each race submod adds them, and if you install them all every second raid will be full of deathless pawns. I think baseliners should be added to counteract this, or maybe consolidate factions so that Vanilla factions balance them out?
Tathar 20 Aug @ 11:35pm 
If you ignore the slime-theming of it, there's also value to the slime genes' mechanic of having a flexible body size. Especially when interacting with content that relies heavily on hitting body size thresholds. The growth and shrink rays can also accomplish this, but they suffer from opinion losses because using them counts as being attacked.
Cap'n MacHaddish 20 Aug @ 8:03pm 
@RedMattis

Heh, that's entirely fair - It was just perplexing me that there were a few seemingly-arbitrary outliers like the "Snake Ambush" gene and its variants from the Lamias and Snakepeople Xenotypes that aren't present in Genes and More itself, despite the snake tail and Marilith body genes themselves being present.
fort_maximus 20 Aug @ 12:47pm 
Where can i find the gene tools in this mod? I'm not seeing them in the research tree or in devmode??
thear 20 Aug @ 10:26am 
Hello, pawns with big genes a do not take enough nutrient paste from the dispenser to fill up the need bar. They take multiple pre-made meals (simple, survival etc.), but when using the dispenser, they'd only ever take 1.
RedMattis  [author] 20 Aug @ 10:23am 
@Cap'n MacHaddish
Almost all genes are in this one.

The most notable exception is stuff like the B&S Slime abilities because I think "Slime Genes" is too specific to be of general use.

Similarly the xenotype-dependent genes like the dracul's bite that adds Dracul-vampirism is not here, because it depends on the Dracul Xenotype.

The only exception is Big & Small Yokai where I've mostly just forgotten to migrate them over.

> up til now [...]

It was actually the other way around. It used to be 30% or so of the genes weren't in here.
Cap'n MacHaddish 19 Aug @ 11:23pm 
Genuine question - what's going on with some of the xenotype/faction mods that depend on this? The VAST majority of the genes used by xenotypes in all of them are already in this mod, but a small handful of the dependent xenotype mods add one or two genes that for some reason AREN'T present here in Genes & More - or even more confusingly, CLAIM to add a few that aren't in Genes & More, but confusingly only a portion of those actually ARE exclusive to the xenotype submod, with others being in Genes & More despite indication otherwise.

I'm not objectionable to adding the specific xenotype mods, but I'm more than a little baffled by the inconsistency - up til now I thought that all of Red's own xenotype mods that depended on B&S Genes & More were essentially just adding items, xenotypes, and factions, with ALL genes being packed into this mod.
Maal 19 Aug @ 2:13pm 
@B Flat
Check the mod called "Too Many Mods - Compats and Rebalances". It merges/remove redundancy/qualize a lot of mods together including Alpha Genes and Big and Small.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3250762483
Zombie 19 Aug @ 2:24am 
Is there a page/mod that is a stand alone for the "gene tools" here?
No, I don't want to use cherry picker to remove all the other stuff just to have these alone.
Yes, all the other stuff here is neat and cool, but I already have enough to keep me occupied and the frames are sitting at a consistent 30fps lol
Isla 18 Aug @ 11:20pm 
Nevermind, it looks like Kurin apparel is being incorrectly flagged as armor by another mod, so I'll have to look into that.