RimWorld

RimWorld

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Big and Small - Genes & More
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.210 MB
20 Jan, 2023 @ 2:00am
24 Jul @ 10:10am
273 Change Notes ( view )
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Big and Small - Genes & More

In 2 collections by RedMattis
Red's Workshop Mods
43 items
Big and Small - Integrated Mods
26 items
Description
This core mod includes a number of Biotech genes, traits, and the C# framework to make things in other mods work.

In total the mod contains 68 genes (as of writing), 11 of which are related to size. All are balanced for vanilla. If you feel anything is "OP", please send your feedback and I'll look into it.

This was originally part of the Big and Small Races, but was split into its own mod so that you don't have to deal with Jotun if you just wanted small goblins, big space marines, or whatever suits your fancy,

If you want the mod I made which makes use of the genes included here see the Big and Small Races mod.

READ THIS FIRST!
If you are using [VL] Facial Animations with HAR you may need to turn off the 'Experimental Beard Misalignment Fix' if you get misaligned beards.

Big and Small Races

Big and Small Races could be considered the main mod this was built to work with. If you want races which make use of the genes in the mod, then I would suggest subscribing to that mod. While many genes in this mod can spawn in traders, there are a number which do not.




Genes (150+)
https://github.com/RedMattis/BigSmall_Genes/wiki/Gene-List
Proper list of most genes in link above.

As of writing the mod has 150+ genes. Many of the genes do not spawn in genepacks and are found only on specific xenohumans. This is often the case with purely cosmetic genes in order to avoid bloating genepacks.

(Note: The graphic below are seriously OLD. Most genes have new art, and a variety of new interesting genes have been added since.)

Beyond game-play affecting genes there is also a number of cosmetic genes such as horns, a skin & hair colours, etc. Most of these are either rare or simply will not spawn in genepacks to avoid bloating your chances of finding things you actually want.

Body Size details:
Size Offset
The offset genes will increase or decrease the size of a pawn by a certain value. For obvious reasons there is a limit to how small a pawn can get. This could be considered the primary way in which a pawn's size is changed.

Size Multiplier
These genes will multiply the pawn by a certain value. This stacks with the Offset genes, and means that you can have a Jotun-frame pawn with dwarfism, or a Dwarf-frame pawn with gigantism. This will also work as you'd expect with pawns which have a base size smaller or larger than the 1.0 of humans.

Traits
There are traits working identically with the Size Multiplier Genes mentioned above. If a size-multiplier gene is present on a pawn with such a trait it will override the trait.

Size Matters
  • Dramatic effect on max nutrition.
  • Very large effect on nutrition use.
  • Alters Body Size attribute and associated traits
  • Dramatically modifies health.
  • Alters damage, a bit less than the linear increase.
  • Large effect on Melee Dodge chance benefitting small characters.
  • Very large effect on Self-"Production" from Alpha Genes and Biotech Expansion genes.


Extras


The below will be automatically loaded if you add any of the faction sub-mods. They were excluded because s

Alternatively, the Big and Small Optional mod will also enable all optional content, included some obsoleted content such as the large meals.


Minimizing and Giantizing Animals
Animals can now also be shrunken down or enlarged.

Shrunken animals retain a decent amount of their previous sturdiness, become faster and more evasive, but are less capable of dishing out pain. They also eat less.

Enlarged animals are bigger, sturdier, better and dishing out pain, but and slower and hungrier. Giantizing small animals has the most dramatic effect.


Gene Tools

All gene tools are craftable at the Drug Lab.

Weapons
Adds a few giant weapons that can only be wielded by Giant pawns, Herculean pawn (Roo's Minotaurs), or Warcaskets.


Giant hammer, giant club,, giant warhammer, jotun longsword, Skrýmir's Mallet, Sword of Surtr,


Throwing boulders, jotun javelin, warmech anti-material rifle, and warmech minigun and rocket launcher.


Click here for video demo with more ranged weapons[i.imgur.com]




Meals
When using this mod your pawns will also grab multiple meals if it would be required to fill their hunger bar.

Other Stuff
Give the mod a try and find out. There is a lot of stuff in there. Of course all designed to be reasonably balanced and so on. :)

Example:


Mod Interactions
Vanilla Weapons Expanded - Heavy Weapons
Giant pawns (Jotun/Ogre frame and up) can use Heavy weapons without Tough or Exoskeletons.

Roo's Minotaur Xenotype
Giant pawns can use the big minotaur weapons, they are also patched to behave as if "Herculean" for the purpose of the mod's, uh, "crushed pelvis" mechanic. Ow.

Vanilla Factions Expanded: Pirates
Giant pawns can use Warcasket weapons.

Vanilla Races Expanded - Android
Adds a number of genes to your Android crafting menu, including the most notable size-genes.

MH: Android Tiers Core
Adds several frames so you can make big and small androids or biometric units.

Universum/RimNauts & Save our Ship 2
Adds genes which lets pawns handle the vacuum of space.

Zombieland
Depending on genes some pawns will not be infected or rise as zombies. Ghouls & Returned have a gene which makes zombies ignore them.

CE
Fully compatible with the Character Editor.

...

...

...

And Combat Extended. Maybe. It gets patched by them not by me. :)

Recommended Mods & DLC
Vanilla Genes Rebalanced
The Xenotypes in my other mods are built assuming that you have this.

Better Gene Inheritance
Makes children of xenohumans not be 7-gene 225% disappointments.

Anomaly


Known Issues
None known.

Contrary to claims, Outland Genetics is not incompatible with this mod. You can safely use them together. Let me know if this changes. (2023-04-08)

To other modders
You are free to make use of anything in this mod for your own mods.

Credits:
.Phaneron
Made the gorgeous art for the giant-sized minigun, tribal hammer, and the ultra-tech sword and hammer! Also several gene icons.

DetVisor
Our favorite vertically challenged modder and creator of the giant rocket launcher!

Oskar Potocki
Several gene icons, images, and xenotype icons!

Mod Discord
[discord.gg][ko-fi.com]
[github.com]
Popular Discussions View All (25)
1
23 Jul @ 11:44am
Incompatibility with VFE - Empire 1.6
H8C | SO3
9
31 Mar @ 6:05pm
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
1
21 Jun @ 12:44pm
[BUG] red error that pauses the game after the last update
Godsuya
1,361 Comments
Tathar 3 hours ago 
I found the anomalous/soul power stuff confusing too, but mainly because the associated genes aren't grouped together. I'm sure I could figure it out if I knew what all the important pieces were.
Repolhado 4 hours ago 
I've been playing RimWorld with mods for a long time, and I especially enjoy your Big and Small mods. I'm particularly fond of the ones that add Heaven and Hell themes.

However, I have a big question regarding Anomalous Power. My character is a succubus, and in the health tab I can see a percentage showing stored Anomalous Energy.

What is Anomalous Energy used for?
Do I need the Anomaly DLC to make use of this mechanic?

Depending on your answer, I will decide whether or not to purchase the DLC — since honestly, the theme of the DLC didn't catch my interest that much.
Tathar 9 hours ago 
I remember saying that the large meals aren't really needed anymore now that the issue preventing large pawns from eating multiple meals has been fixed, but the rays are kind of important for meeting body size thresholds. I'd prefer the large meals be on their own enable toggle than lumped together with other stuff in an enabler mod, but I might be able to figure something out on my end if Cherry Picker has been updated for 1.6 by now.
RedMattis  [author] 24 Jul @ 3:46am 
The gene tools can be activated by loading the Big & Small - Enable All Optional Content mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3532649666

I basically removed it from this mod because people kept complaining about them being bloat.
Tathar 24 Jul @ 1:26am 
My best attempt to comb through the Github repo (I lack the modding knowledge to know what to look for) suggests that the gene tools and rays are still implemented in the 1.6 code, but the research isn't, so none of it appears in-game. But I still don't get why I can't spawn one in dev mode. Maybe it needs an upcoming offshoot mod to enable everything?
The Discombobulator 23 Jul @ 10:36am 
I've been looking for the gene tools and they are all gone, so are the growth and shrink rays, all research also doesn't show up, except the "Android conversion". Were those moved to a different mod?
Kamisato Ayato 22 Jul @ 6:20am 
@pneuma are u using CE? CE and this mod seem to break the bill guis in rooms.
Kamisato Ayato 22 Jul @ 6:18am 
CE 1.6 and this break a couple production tables :(. Seems to be CEs fault tho.
Tathar 22 Jul @ 1:43am 
Yeah, I can't find the rays at all in 1.6. All the research is gone too.
Heroman3003 21 Jul @ 11:10pm 
Hm. Shrink and growth rays gone?