RimWorld
Big and Small - Genes & More
1,441 件のコメント
Breadmond 8 時間前 
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 8月23日 18時10分 
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 8月23日 17時14分 
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 8月23日 9時22分 
i can't find the Snake Head. it gone
B flat 8月23日 7時48分 
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 8月23日 7時23分 
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 8月23日 6時56分 
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 8月20日 23時35分 
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 8月20日 20時03分 
@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 8月20日 12時47分 
Where can i find the gene tools in this mod? I'm not seeing them in the research tree or in devmode??
thear 8月20日 10時26分 
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  [作成者] 8月20日 10時23分 
@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 8月19日 23時23分 
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 8月19日 14時13分 
@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 8月19日 2時24分 
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 8月18日 23時20分 
Nevermind, it looks like Kurin apparel is being incorrectly flagged as armor by another mod, so I'll have to look into that.
Tathar 8月18日 2時56分 
Operator assistable raider also doesn't spawn with a pilot, but doesn't get downed by it.
Tathar 8月18日 2時53分 
Yeah, pilotable secondskin does it too. The x10% hunger rate works properly, but the raiders don't spawn with pilots.
B flat 8月18日 2時36分 
An absolute treat of a mod, thank you for making it! How does it work with other big gene mods, like Alpha Genes? I usually don't like to use big packs together because of all the redundancy.
Tathar 8月18日 2時11分 
I was about to say that file verification succeeded, but it looks like workshop items are verified separately, so I'm going to test again.
Tathar 8月18日 0時40分 
And files successfully validated.
Tathar 8月17日 23時55分 
Yeah, a raiding pawn of a custom xenotype with Operator Required gene will immediately down as soon as the game is unpaused. Also that gene in particular is missing the 10% hunger rate effect while not piloted.
Isla 8月17日 23時44分 
How is the definition of armor for the 'No Armor' gene determined? I added the gene to a Kurin colonist (from HAR Edition) and they just dropped everything but their underwear, so apparently Kurin clothing is also considered armor. Is there any way I can tweak that?
Sprouty-Lunch 8月17日 23時43分 
Also, just wanted to say I'm a massive fan of the series, and I'm starting to read up on modding specifically to build on the B&S framework!
(Hoping to build a dedicated size-themed social mod)
Sprouty-Lunch 8月17日 23時43分 
Quick question, Are the shrink rays still a thing?
I can't seem to spawn them, even with the dev console.

The research for "Mad Scientist Field Testing" is still there...
Maybe I'm looking in the wrong places. But I'm only seeing the animal serums.
Tathar 8月17日 15時30分 
It's been a few months since I last checked whether the pilot is generated or not, but I was getting pilotable secondskin raiders spawning in already downed, and one time it was enough to immediately cause the rest to run away. I'll check again.
RedMattis  [作成者] 8月17日 12時47分 
@Tatha
They are enabled if you have B&S Genes. There is a mod option to disable them (generated defs)

@bluescreen1988
It doesn't scale, rather you get different bonuses based on which level you have at certain thresholds.

@Tathar
They should always get a pilot. Try verifying files otherwise.

If other mods add the gene after the fact (generic drift or something?) I don't think I can do much about that.

@Trashman
I'll have a look. The Dub's Hygiene compat used to work, but might have ran into issues in 1.6
Trashman 8月17日 11時01分 
Well, "mechanical being" status is not working as intended, and a mechanical pawn still need water, hygene and other stuff from Dubs Bad Hygene
Tathar 8月17日 3時35分 
Would it be possible to make raiders/other factions' pawns with the pilotable/operator genes spawn in with a pilot present so they don't spawn downed? It would help me avoid accidentally cheesing some raids I get that send pawns with my custom pilotable xenotypes.

If it's too big an ask, I can continue relying on workarounds and dev mode.
Cyberwolf 8月16日 20時31分 
does this mod or Framework add a health state ?
bluescreen1988 8月16日 9時41分 
does the mystic warrior gene actually scale with psy- sensitivity? From testing it it seems to just be a small sharp and blunt armor buff no matter what their sensitivity is.
Starempire42 8月16日 0時14分 
Would it be possible to make a patch (or something similar—I’m not a modder, so I’m not sure of the exact term) for these two mods?

VPE - Biotech Integration for Alpha Animals and More!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3136993011

Vanilla Psycast Expanded - Biotech Integration
https://gtm.steamproxy.vip/workshop/filedetails/?id=3110971925

I think they’d pair really well with your Big and Small Races mods
Max Pendragon 8月15日 19時58分 
Ah gotcha, thanks for that information. I'll turn that on and try to spawn a new one back in then.
Tathar 8月15日 19時21分 
You didn't mention fixing it in the patch notes, but the metamorph triggers category (Metamorph Genes) seems to be back while using my regular modlist. Not sure whether you moved it to the optional features or fixed something with it in the latest update, but thanks either way!
busterdemon 8月15日 15時47分 
Could you please add configs for some of the genes like Gene-Eater? i was hoping to stop Gene eater from allowing you to gain Archite genes but i saw there were no configs at all (Also amazing mod, its very fun to play with all these genes)
RedMattis  [作成者] 8月15日 12時26分 
@Ursugor, Max Pendragon
They are disabled by default if you don't have any of the content mods (e.g. Big & Small Races). You can use the "Optional Content" mod to get all the optional features, including stuff like the giant meals.

I removed it from the because people kept complaining about adding weapons to a "gene mod".

@awmrko
Technically RNG iirc. But it will usually take a few days to a few weeks. Absolute minimum 2/3 of a day.

@kadzooks20
Yes, Big & Small Races requires this mod, and so do most of my other faction/race mods (excepting Simply Robots .
Ursugor 8月15日 11時16分 
@Tathar @RedMattis
I checked, the last updates break the weapons Skrýmir's Mallet, Sword of Surtr.
I downloaded an older version and replaced the current one, and they're back ( Older version [github.com])
I hope this helps.
Aether 8月15日 10時27分 
I am surprised there is a Short Pregnancy Gene, but no Long Pregnancy Genes.
awmrko 8月13日 19時53分 
Hi! Great mod! What is the maximum resurrection time for a pawn with the Immortal return gene? And do pawns lose skills or anything else after being resurrected?
kadzooks20 8月13日 19時51分 
If I use the Races one do I need this too? It sounds like it but I just wanted to be sure
Tathar 8月13日 19時26分 
And to clarify, I mean the triggers as in "Metamorph day" and "Retromorph pre-adult" rather than the xenotype targets they would metamorph into.
Tathar 8月13日 19時17分 
Can someone else confirm the metamorph triggers are missing for them too? I didn't have it in the test, but I have used the Xenotype Exporter mod in the past.
Tathar 8月13日 1時47分 
I also can't find the non-persona Skrýmir's Mallet or Sword of Surtr in debug actions.
Tathar 8月13日 1時34分 
Yeah, I just checked in the xenotype editor again and the entire gene category for metamorph triggers is missing, as well as the genes. The metamorph targets category is still there.
Tathar 8月12日 16時00分 
I'll take another look, but as of yesterday, the entire metamorph triggers section wasn't showing up in the xenotype editor for me with this mod and prereqs by itself.
Max Pendragon 8月12日 13時35分 
Were the Skrýmir's Mallet, Sword of Surtr removed with this last update? suddenly gone from my pawn and cannot spawn a new one in with the debug tool.
Steiner 8月12日 3時52分 
@RedMattis
I tried that but with my modlist, Insector and insectoids 2, it deletes the geneline evolution. Of course it could just be my modlist that is fucked. Im trying to make an Insector that steals genes with Incorporate and with the Endogene Implanter stinger ability. One good endogene at a time and chestburst a new improved insector family.
RedMattis  [作成者] 8月12日 3時00分 
@Tathar
I don't think anything related to those have changed.

If it was a custom xenotype exported via the Xenotype Exporter Mod (which is the only way my mod can "see" them and generate genes) then you might have accidentally deleted the exported xenotype you made?

@Steiner
You could combine it with the gene that lets you integrate genes. :)
Tathar 8月12日 1時25分 
Did something happen to the metamorph/retromorph trigger genes? My error log is suddenly mad that a custom xenotype using one of the triggers can't find the gene anymore. I deleted the custom xenotype and the error went away, but I can't really do much with the target genes if the triggers aren't there anymore.
Steiner 8月11日 19時07分 
Would it be easy to change the Incorporate Gene to make it into Endogenes instead of Xenogenes?