RimWorld

RimWorld

Big and Small - Framework
952 Comments
Red-Phoenix 8 hours ago 
Yep that fix it, thanks Chips, just gona use character Editor mod to fix my pawn and will be bug free, probably gona have a infestation event for saying that...
Chips! 13 hours ago 
Okay, I can confirm that it is fixed. If you're still having this problem verify the integrity of your game on steam to force it to redownload workshop mods. For whatever reason the update that broke the passions was downloaded just fine but I had to verify for the fix to that to download
SD 14 hours ago 
Getting the same issues as Chips. Besides, I found that same issue also occurs when clearing cache in the mod setting
Dirty Dan 14 Sep @ 4:05pm 
I'm getting the same issue as Chips! without using HAR at all. Just Biotech Xenotypes with Big and Small Genes from before the recent update
Red-Phoenix 14 Sep @ 1:01pm 
Getting the same issue has Chips! , on reload of a save, all my pawn lose their passions and the only log error I get is from Big and small mod, kinda confuse why pawn passion are link to big n small mod.
Chips! 14 Sep @ 12:48pm 
Hey, I'm having a strange problem. It seems that when I reload a game or start a new one all pawns with HAR defs from this mod lose their passions... help?
ArticBlazer 13 Sep @ 8:26am 
the gene no facial animations does not work, modded xenotypes of other mods still have their heads layered under their torso
Xenogray 11 Sep @ 12:40am 
Hello,
I deleted the previous comment but since this mod is the only one used in my playthough from the recently updated...
My pawns mostly stopped moving (like half of them) , they receive orders but don't move towards them and I can't draft them either.
I'll post it on the Discord.
DanZinagri 9 Sep @ 11:01am 
Silly idea but is there maybe some way to adjust the baby nutrition adjustments? I noticed they have borderline the same nutrition capacity as the parent (like a parent with 11.5 and the baby having 11.4) which generally means offspring needs to be heavily supplemented with baby food because the mother seems to only provide about 5-10% via breastfeeding.
I assume this wasn't adjusted because that still only consumes an additional 0.5 nutrition from the mother and adjusting that case-to-case might be more of a pain in the ass.

I only really noticed after have two large races had kids and they nearly starved because I wasn't paying attention that the mother couldn't handle it like normal size baseliners could, and made me wonder if that just isn't handled due to some weird interaction for this lifestage (considering its only a temporary issue).
Delta 9 Sep @ 10:47am 
is there a way to turn normal pawns into a VRE android?
Hushpuppy 9 Sep @ 6:33am 
After adding this, there is a mod options menu named "Red Health", what is that exactly?
RedMattis  [author] 8 Sep @ 8:36am 
Minor update.
Fixed some possible null error. Missed an `!` in one version. So for a few minutes there was a version that inverted apparel policies. Try redownloading this mod in case of apparel-wearing being weird.
RedMattis  [author] 7 Sep @ 12:27pm 
@Darth Starsk
The giant sword is in Big & Small Genes.

For some reason it was accidentally in the framework for awhile though.
Darth Starsky 7 Sep @ 11:56am 
Ummm...dumb question. But where's giant sword?
RedMattis  [author] 7 Sep @ 10:06am 
@Vinni Pukh
The error is harmless. That pawnkind is only ever used with other mods that do include weapons cheap enough that they can afford them.

That said, the pawnkind should be moved out of the B&S Genes mod. It is just a leftover from when the B&S mods were one big thing.
Vinni Pukh 7 Sep @ 9:34am 
I get a red error on startup to do with ogres weapons, I think?

"Config error in BS_Ogre_Berserker: Cheapest weapon with one of my weaponTags costs 1700 but weaponMoney min is 300, so could end up weaponless."

https://gist.github.com/HugsLibRecordKeeper/eb043e027f66ff386bd8f067ed454922
Here's full log in case it helps, I don't know if it's on your end or is caused by a compatibility patch maybe.
Fetch 5 Sep @ 2:57pm 
@RedMattis Thank you for the reply. Spending time on my load order helped a bit, I'll keep digging into Dub's Discord.
RedMattis  [author] 5 Sep @ 1:23pm 
@Fetch
A bit hard to say without knowing what calls it.

But do check what % of your tick it is as well. Most game components don't do much in tick events, so being near the top of them doesn't mean much of various harmony patches and transpilers are eating up 10 times that.

I'd suggest heading to Dub's Discord if you want to look into it.

Most recent about it stated:

"Using literally all of big and small
Is lighter than har as a whole easily
Even without any har races
Which is incredible"

But there could still be some edge case that causes it to spike up, especially if something is constantly forcing it to reevaluate something. Say a hediff on a pawn is being constantly added and removed somewhere it would invalidate the cache all the time.
Fetch 5 Sep @ 12:24pm 
Are there any settings I can play with that might affect performance? I have a lot of mods so there are probably interaction issues, but I'm noticing high spikes with BigAndSmallCache. like 1ms every few seconds. It was nearly unplayable in the Feralisk jungle with all the spawns, but is much better on a normal tile.
RedMattis  [author] 5 Sep @ 10:32am 
Alright, fine.

I've added a button to the setting menu that turns off all extra UI widgets globally, including hiding the option to turn them from the setting menu while active.
Noremac_TC 5 Sep @ 3:26am 
I agree with @Mr. J Soda let me turn off the button please I do not need it and it bugs me, not a bad idea i just want to be able to turn it off
RedMattis  [author] 4 Sep @ 11:07pm 
@Turnouvus
All the generated bodies should have their own stockpile subcategory, so that should not be an issue. Etc. You can disable them in the mod settings too. We might be able to change that dfault in 1.7 though.

They are far from a new feature either.

Regardless, this framework has never been a size framework, it was always a race framework; first via genes; then in late 1.4 in general; much like HAR (which it used for many features during earlier 1.4)

The ‘brand’ was just inherited from “Big & Small Races”. Similar to the deal with “Alpha” and “Vanilla Expanded” series.

This is an highly performance-pushed mod though, so it likely looks smaller than it is.
RedMattis  [author] 4 Sep @ 10:53pm 
I’ve not heard about RIMMSqol recoloring stuff in-game, the modpage certainly doesn’t hint at the ability to change game-state colors on individual colonists, but if it does then that may certainly some of this redundant.

Looking at the steam page now it sounds like it changes the backing setting like a modder would, that’s something compledifferent if so.

@TcT
Try updating mods. I don’t think this mod has caused that. The issue it had was them carrying too much.
TcT Goth98 4 Sep @ 6:42pm 
Pretty sure this mod broke food again. Now visitors are stealing and eating all my food because they don't carry any.
Mr. J Soda 4 Sep @ 2:40pm 
@RedMattis Currently I'm currently using RIMMSqol for my coloring needs, as it not only allows me to change the color of genes in all mods I've tested so far, including this and B&S Genes, but it lets me allow any clothing, weapon, and item, to be colorable with either it's built in editing system or at things like the Styling station, Character Editor, Dub's Paint, and even the base game painting system.
Turnovus 4 Sep @ 10:21am 
@RedMattis
It's not true that races don't appear in-game if unused. They are still referenced in several instances. For example:
- They all generate corpses, which appear in thing filter menus used by stockpiles and bills.
- They appear in mods that reference the def databases, such as Research Reinvented.
- If a surgical recipe on a race produces a resource, the resource will have the race added to its "created at" entry in the stats display.

Also, to clarify, I'm using the terms "race" and "pawn ThingDef" interchangeably.
RedMattis  [author] 4 Sep @ 9:01am 
@Mr. J Soda
I might consider something if this becomes a common ask.

Generally I'd like to make sure that if other modders enable a feature then they know that it is on.

---------

That said, the coloring options here aren't available anywhere else since Vanilla RimWorld doesn't let you recolor 2/3 color apparels. Nor does it let you recolor genes/hediffs at all.

For another coloring tool to replace this that tool would need to be using this framework's methods.

...which I'm ofc totally okay with, but nothing like that exists yet.
Mr. J Soda 4 Sep @ 2:09am 
Would it be possible to get a setting to tell it to ignore mods who want to force-enable the recolor window, and just hide it completely? I have no intention on using it since I have other mods to edit that stuff, and would like to keep the bio tab clean.
RedMattis  [author] 3 Sep @ 11:12am 
Update
* The recolor window now lets you enable recoloring genes and hediffs from just about anywhere if they use the default nodes.

* The palette button is now not shown by default.

(Mods can instead force-enable it via the GlobalSettings.xml)
RedMattis  [author] 3 Sep @ 2:13am 
@Turnovus
Sure. I'll look into adding a button to disable it, or at least make it more subtle. The graphic there right now it more of a temporary icon.

@AJarOfDirt
The ThingDef races aren't actually races, but rather generated setups to handle what happens when you stick wings or extra arms on a colonist. They won't appear in your games or anything like that.

Defs merely existing doesn't cost anything, nor will they interact with the game unless something enables them.

@Jack Konstantine
Without a log it is impossible to tell what is going on. If you're not able to provide a log the only think I can recommend is verifying your files in case your mod is outdated.

@trapmaka
Worked on my computer yesterday. I'll have a look if something looks suspicious though.

@Tathar
Noted I'll have it fixed later. :)
Vien 'Quitonm 2 Sep @ 2:56pm 
I am getting snake bodies in only green
AJarOfDirt 1 Sep @ 2:43pm 
Same here with the framework becoming bloated. I mostly just want the genes and don't use the races mod, but this still adds a lot of defs in for various races like centaurs and spider people. It would be nice if those either defaulted to off with a switch or weren't added explicitly in the framework at all.
trapmaka 1 Sep @ 1:34am 
Anyone else getting centaur and spider bodies in only red? Character edit doesn't change color, hair color is otherwise normal.
Turnovus 31 Aug @ 7:41pm 
Can there be a way to disable certain features, like the edit appearance button or the few dozen unused race definitions?

I don't want want to sound rude, but this is a framework mod. I downloaded it so that the body size genes would work, not because I wanted any of the features mentioned earlier. It gets harder and harder to justify including it in my playthroughs as it becomes more bloated.
ShyGuySpirit 30 Aug @ 3:35pm 
Disregard my last message. It was happening because of lingering DDS files and what I think is a path change for folders. I was able to get rid of all the errors. Mods were Genes & More and Slimes.

I thought I removed all DDS files from my game a while ago. Anyways, thanks for the mods, and I wish you the best.
Tathar 29 Aug @ 6:27pm 
English translation report gives 1 error for B&S mods:
Duplicate keyed translation key: BS_GameMechanics in language English
ShyGuySpirit 29 Aug @ 2:38pm 
Good Afternoon,

Do you by chance have a change log for the last update? I'm trying to work through some errors that are popping from the last update in regards to textures, but I don't want to report it just yet.
Evenstaar 29 Aug @ 6:23am 
thanks for fixing the acid trip glitch :3
QeoJin 28 Aug @ 11:29pm 
Getting this error, the edge of my map turns red and has ghosting effect, as well as Error Spam Logs. Removing this mod fixes the issue for me.

Here's my logs:
https://pastebin.com/6hK06S5U
elĐeve 28 Aug @ 11:17pm 
this is my favorite genes mod ever
Evenstaar 28 Aug @ 5:23pm 
I'm just commenting so we can get away from the date of a horrible event. This is the 912 comment. RIP to anyone who lost family members that day o7
⚡ÆLP⚡ 27 Aug @ 11:20pm 
ty i try
RedMattis  [author] 27 Aug @ 11:19pm 
@ÆLP
Yoy need to provide the full log. That is just a message saying the error is spelled out elsewhere in your log.

Also update the frameork if you haven’t already. :)
Honk J. Wimbleton 27 Aug @ 3:36pm 
sooooooo it turns out i was still on the game when the patch released... no issues !!
RedMattis  [author] 27 Aug @ 3:36pm 
@honk
You need to update the framework, it is the error mention just before. :)
Honk J. Wimbleton 27 Aug @ 3:21pm 
Getting this error when trying to trade with a pawn at the moment:

[Ref A3ED31AA]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result) [0x000e2] in <0dd413c0b7da4e228ac6dd9c4b8efccb>:0
at RimWorld.FloatMenuMakerMap.GetOptions (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context) [0x00150] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix(List`1 selectedPawns, Vector3 clickPos, FloatMenuContext& context, List`1& __result)
at RimWorld.Selector.HandleMapClicks () [0x000ce] in <cb53cd4422904947932d33f561ad8d15>:0
UntouchedWagons 27 Aug @ 2:20pm 
Thanks!
RedMattis  [author] 27 Aug @ 2:07pm 
@UntouchedWagons
Sorry about that. The issue has been fixed.

Was a missing null-check that slipped in when I refactored some old code.
UntouchedWagons 27 Aug @ 1:43pm 
I'm unable to right click any pawns while another pawn is selected. This error shows in the log:

Error trying to make float menu: System.NullReferenceException: Object reference not set to an instance of an object
[Ref A388C3E2]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result)
skizordrone 26 Aug @ 11:34am 
food carry issue is fixxed :praisesun: