RimWorld

RimWorld

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Big and Small - Framework
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
12.551 MB
29 Jan, 2023 @ 7:10am
14 Sep @ 11:54pm
427 Change Notes ( view )

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Big and Small - Framework

In 3 collections by RedMattis
Red's Workshop Mods
45 items
Big and Small - Integrated Mods
27 items
Red's Vanilla++
57 items
Description
[www.patreon.com]
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://gtm.steamproxy.vip/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Most of the images in the reel above are very out of date.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.



Special Thanks
Zera for contributions to the framework.
Phonicmas for the OG 3-color shader.
And many others! (hit word-limit)




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]
Popular Discussions View All (21)
4
12 Sep @ 5:43pm
Rimworld doesn't load with big and small installed
Locki01
9
7 Sep @ 12:37pm
I don't have settlements.
sanek33 ︻芫
6
13 Jul @ 9:33pm
Right click error with Achtung
The Moustache
952 Comments
Red-Phoenix 22 minutes 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! 4 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 6 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 17 hours ago 
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 20 hours ago 
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! 20 hours ago 
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?