RimWorld

RimWorld

Big and Small - Genes & More
1,327 Comments
Narrenlord[Ger] 12 Jul @ 9:25am 
How do i build a Transformation form for somebody to use?
I want the leader of my cult to be able to turn in to a Demon, but not the one included in the mod, i want to design my own one.
RedMattis  [author] 11 Jul @ 3:27am 
@桐川保尔
The water thing isn't intended, but fuel metabolism does mean that they can only consume things tagged as fuel. From my mods that would be the "android fuel" from Simply Robots.

I'll look into the water issue.

@t34beb
It is cheaper than the Jotun Frame in terms of metabolism though. I guess it could use a small buff though.

Re: "And people breaking their game experience [...]"
If people intentionally break things sure, but I prefer to handle issues where someone might break it unintentionally.

@Victor
Noted. It should be harmless, but I'll hava a look. :)
Tathar 11 Jul @ 3:15am 
I did some testing of the operator required/assisted genes to make sure they're consistent with the pilotable genes. Looks like the operator required gene is still missing the 10% hunger rate effect for when they're incapacitated from not having a pilot.
Victor 9 Jul @ 5:16pm 
There's a warning on startup, if Royalty isn't loaded:
Could not resolve cross-reference: No Verse.SoundDef named Psycast_Skip_Exit found to give to BigAndSmall.CompProperties_AbilityFleckOnSelf BigAndSmall.CompProperties_AbilityFleckOnSelf (using undefined sound instead)
https://gist.github.com/HugsLibRecordKeeper/63ed8d3a21688ddf20089b7e4c9e402e
桐川保尔 8 Jul @ 5:44am 
Pawns with fuel metabolism gene pukes every time when they ingest/inject any drugs and even water from Dubs Bad Hygiene. Is it an intended feature?
t34beb 5 Jul @ 12:42am 
@RedMattis
And people breaking their game experience with abuse of mods is your problem because? I already touched all the numbers. expecialy those at endless growth are really not impressive in reallity pawn having this gene in best case scenario is similar in size to a jotum. great work by the way with the mod
RedMattis  [author] 4 Jul @ 10:06am 
@t34beb
It is hard-capped to 600%.

Mostly because apparently there are mods that let you "reverse" hediffs, which would be instantly game-breaking otherwise by giving thousands of stats.
t34beb 4 Jul @ 8:35am 
@RedMattis
Both are 1.5.

the Cap can worked around but my concern was that changing max severity of soul stockpile in settings lets u set it with cheats on above 600% but any time pawn gains any new soul power it gets dropped to 600% and that doesnt seem to look intensional unless its hard capped somewhere else and it is indeed intensional
RedMattis  [author] 3 Jul @ 1:43pm 
@Homer
1.5 or 1.6?

If 1.6 I'd suggest to verify files using steam. I think error is from something trying to use a class from the 1.6 version
Homer 1 Jul @ 3:22pm 
this is the log i get when drafting a pawn with a ranged weapon, doesnt seem to happen with pawns that have melee weapons
Exception drawing Ripley: System.TypeLoadException: Could not resolve type with token 01000016 from typeref (expected class 'BigAndSmall.BSCache' in assembly 'BetterPrerequisites, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
[Ref 5A4879AF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Tathar 1 Jul @ 1:48am 
It's 1.5. I specifically checked with the secondskin pilotable gene, if that matters.
moo 30 Jun @ 11:35am 
Thanks. I think it's [DDTraits] , but I'm too stupid at the moment to put into the words for them explaining how they can fix/update
RedMattis  [author] 30 Jun @ 12:58am 
@moo
My patch checks if <nullifyingTraits> exists before adding a new entry for it, I'm guessing whatever mod adds IronBack doesn't which results in an extra copy.
moo 29 Jun @ 3:21pm 
1.6 double nullifyingTrait - log note below complimented with XML Extensions debug:

XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.

Field contents: IronBackMasochist.

Whole XML:

<ThoughtDef><defName>SleptOnGround</defName><durationDays>1</durationDays><stackLimit>1</stackLimit><nullifyingPrecepts><li MayRequire="Ludeon.RimWorld.Ideology">RoughLiving_Welcomed</li></nullifyingPrecepts><stages><li><label>slept on ground</label><description>I had to sleep on the ground like an animal.</description><baseMoodEffect>-4</baseMoodEffect></li></stages>

<nullifyingTraits>
<li>BS_Unpretentious</li>
<li>Masochist</li>
</nullifyingTraits>
<nullifyingTraits>
<li>IronBack</li>
<li>Masochist</li>
</nullifyingTraits></ThoughtDef>
RedMattis  [author] 29 Jun @ 2:42pm 
@Dr. Pete
In 1.6 the large meals are disabled by default. There isn't really much of a reason for them anymore since I've modified the vanilla meals so that pawns can grab a whole stack if needed to fill the hunger bar.

If they are only grabbing one meal anyway it might be either a bug, or it is a meal from a mod which does not inherit from the vanilla ones and need patches to work correctly.

Nutrient paste meals are max 1 though. Maybe I'll figure out some solution for that in the future.
Dr. Pete 29 Jun @ 11:40am 
Hello! Running my first colony with the large traits and my pawns are now AWESOME

Running into a problem though, seems like I don't the Large Meals as something I can craft in the game? Also they aren't eating more meals to compensate, just one meal and they wait till they get super hungry to eat the next one. Don't know if it's a bug with this 1.6 update, but that's the branch i'm playing on
RedMattis  [author] 28 Jun @ 1:04am 
@t34beb
I'll make a note to look into the snake tail on children. Might be setup wrong somewhere. 1.5 or 1.6?

@Tathar
Which stack multiplicative with the health from mine, causing outrageously inflated health-pools. :'D

@Ammy
HAR isn't required for any of the B&S Races. B&S is its own race system nowadays. :)

And it should swap them to a body with 4 arms. It isn't visible (arms don't render in rimworld), but if you check their race it should read "4 armed <something>", and it should let you install bionics on the 2 extra arms, etc.

@月吟裔德格
It can indeed. I even tested it during the closed beta.

Problem is. ...it is good. A bit _too_ good. I got raided by Heaven and they zoomed across the map so incredibly fast I could barely regroup my forces at all. Almost like a drop-pod raid.

I'm still not sure how to tackle it tbh.
RedMattis  [author] 28 Jun @ 12:58am 
@Light08
Maybe with mods (or just dev-mode remoe the hediff).

The condition is basically saying that they have been soul-murdered. They are arguably deader than the undead regardless of how alive (or not) their body might be.

@ParasiticSquid
Big & Small Simple Size Genes is just the size stuff.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328662155
RedMattis  [author] 28 Jun @ 12:56am 
@Tathar
Pilotable not going away sounds like a bug. Does this happen on 1.5 or 1.6? Right now I'm focused on the latter.

That said, Pilotable is certainly abusable if you've got the genes for it. Though, at the same time getting all the genes feels a bit like assembling the Exodia, so being a bit powerful is perhaps not a huge issue?

I'm not sure, tbh. I isn't something I've playtested much. The whole Pilotable thing was more of a crazy idea I had one weekend. That people loved it caught me by surprise.

@t34beb
It was capped at 600% because there is apparently mods that invert hediff progression, and not adding a cap made for instant-god-pawns

I could be persuaded to raise the cap, I guess. But 600% seems like a really high value already?
RedMattis  [author] 28 Jun @ 12:46am 
@Homer
Please provide a log. I don't see this issue in my own test list.

@gh0stashes
You mean the goron paralysis? I don't have a Banshee wail

The wide-cone paralysis stuns for ~5 seconds in a very wide radius, which, I think is quite potent against a big raid.

The single-target one is like 10 seconds, which is quite long, I think.


Just to be clear, the above is what you're feedbacking on, or does this relate to another mod's ability?
t34beb 27 Jun @ 11:59pm 
snake tail (hair coloured) just doesn't render on children.
Homer 27 Jun @ 6:32pm 
there seems to be a bug with the 1.6 version where pawns will go invisible when shooting/hitting. and sometimes go invisible just by being drafted, please fix.
gh0stashes 27 Jun @ 3:54am 
A lot of the abilities seem to have an arbitrarily long cooldown or wind-up period that makes them useless in any actual combat situation. Banshee Scream stuns enemies for maybe .5 seconds, but they're UN-STUNNED before you can even move again after casting it. What is the point? I feel like I just used "I cast EVERYONE TAKE A BREATHER!"
Tathar 24 Jun @ 2:54pm 
Speaking of, the pilotable hediff never goes away if the gene is lost. I'm trying to find a way to make use of this behavior, but I haven't found anything worthwhile so far.

Also, is it possible to make pilotables' trait inheritance ignore gene-forced traits? Right now, you could exploit trait genes by giving positive ones to the pilot and negative ones to the pilotable, since it gives the traits without the metabolism or vice versa.
t34beb 24 Jun @ 9:51am 
why is soul power stockpile capped at 600% no matter what you do? You can get it over by cheating and setting it max severity higher but when you get any new soul power beyond 600% you get back at 600%. Sorry if was explained earlier.
Light08⁧⁧ ⭐ 19 Jun @ 10:27pm 
Is there a way to cure the "Soulless Husk" hediff in any way?
Tathar 18 Jun @ 4:23am 
@ParasiticSquid Character Editor adds body size genes, for some reason
ParasiticSquid 14 Jun @ 3:59pm 
Is there a version with just the size genes? I could of sworn there was but can't find it so no clue if im crazy and imagined it or not
Ammy 12 Jun @ 6:50pm 
If you create a race with the Four Arms trait, which says its from this mod, it says "Switches the characters race for another if available" what does that mean? I assumed it was like the spiders with having HAR installed gives you a body with four arms, but that isn't the case.
月吟裔德格 12 Jun @ 2:58pm 
It seems that the flight behavior of animals can be divided into two types in 1.6. One is similar to the effect of an airdrop capsule taking off from the map, and the other is an animated "walking" way that ignores the terrain slow down effects( it is still impossible to pass through the walls, mountains and deep water areas),

I think BS_HumanoidwithWings can truly achieve flight in the future. Maybe the attacks of Heaven and Hell will be air strikes.
Flesh Forge 11 Jun @ 5:03pm 
The Mystic Warrior gene says "Must not have ANY of the listed:" for Robust and Strong Melee, but it only enforces this for Strong Melee, it allows Robust without the red Genes Conflict warning at the bottom. I think something has changed, I am pretty sure Mystic Warrior used to enforce its condition for Robust also. I don't know what might have changed, I don't think I have any gene related mods that should overlap this situation.
Jetharius 10 Jun @ 8:11pm 
If you do feature requests, hooking a few of your gene abilities onto the Autocasting framework used by a few other mods, especially VPE, would be great. I'd love to be able to autocast Soul Siphon, as it gets intensely micro to use it to clean up raids one downed pawn at a time.
vanilla kitten cuddles 5 Jun @ 5:48pm 
Oh, that makes sense. Thanks for the help, I'll go in and remove it.
Reclaimer 5 Jun @ 12:34pm 
Thank you
RedMattis  [author] 5 Jun @ 7:39am 
@Reclaimer
Yeah, it is safe to add to an active run. :)
Reclaimer 5 Jun @ 2:51am 
Great mod, just want to ask if I can add the mod mid save game

Thx in advance
RedMattis  [author] 2 Jun @ 11:24pm 
@vanilla kitten cuddles
You're using Samuels Flavour Pack.

Keyz added that to the flavour pack to confuse Sam.

@Mask of Humble
A bit random, but generally at least a few days.

@Firelemms22
Night owl makes them upset about being out at day.

@sam1373
Unless there is some unexpected mod interaction It should. The time between 'heals' varies though. Usually a day or two.

@Rat Catcher
Does this happen without other mods involved?

@Ryanisunique107
Yes, the "True Form" genes are a bit like that. The Goliath one especially.

Someone could easily make a Titan Shifter if they made some new art.

@BubblesTehGoldfish
Iirc. that one is just using vanilla mechanics for slave supression rate iirc.

I'll make a note to looking at the potential Dub's Hygiene issue.
BubblesTehGoldfish 2 Jun @ 4:38pm 
I've noticed making a 'soulless husk' doesn't negate slave suppression rate. I've also noticed that it seems to have issues with Dubs Bad hygiene where they try to use a shower/bathtub over and over again but don't get clean. They can use the water tub though.
Ryanisunique107 26 May @ 4:57am 
can we use this to make titan shifter from aot
Rat Catcher 21 May @ 3:41pm 
but it adds normally in-game
Rat Catcher 21 May @ 2:56pm 
Mystic Warrior's Headiffs seem to target the arms instead of the whole body and Overpowering Glamour and In-Betweener have trouble showing up even when their PS level is met
sam1373 17 May @ 5:48am 
does archite regeneration not restore hands if the arm isn't missing?
Ryanisunique107 13 May @ 11:55am 
anychance you could add a giant nutrient paste dispenser
Tathar 10 May @ 12:48pm 
Dark vision gene, the UV sensitivity genes, Blindsight meme's blindness, Darklight preferred precept, Undergrounder trait, and Night owl trait all do different things in vanilla, even though they all have modifiers related to light/darkness. Unlike Night owl, Dark vision also negates the global work speed and move speed penalties from darkness. Night owl is the only one that's mainly time-based instead of light-based.
Firelemms22 5 May @ 4:16am 
this is just a suggestion but night owl seems a tad op. Darkvision is -1 but night owl does what darkvision is meant to do anyway? Just thought it was weird
Mask of Humble 4 May @ 7:36am 
Question, how long does it take for a pawn with immortal return take to actually come back?
vanilla kitten cuddles 3 May @ 5:42pm 
I added Incorporate to a pawn's genes and every time it gains another gene it grows. I've checked the current genes and he doesn't have anything that would influence the size and it happens in real time as soon as I use the ability.
Capefear56 3 May @ 3:25pm 
"Soulless husk" hediff doesn't actually cause slave suppression rate to never fall, or offset it to +200%.
radm.botalov07 1 May @ 3:28pm 
oh, sorry. I thought all this time that you never added the time setting for the soul-related genes. But it turns out they do exist, I just mixed up the mod names. Sorry again for misleading you, thank you very much. (but if you had said right away that you added it, I wouldn't have gotten so confused>-<)
RedMattis  [author] 1 May @ 10:25am 
@Thranos
Probably some other modder patched those weapons into the pawnkinds. Or something broke. But usually it is because of patch-mods.

@Amko [He/Him]
Metamorph morphs the race under certain circumstances. Retromorph is the same thing, but only triggers on genes with a description like "morphs down". It is basically for creating 'young' stages of xenotypes.

@radm.botalov07
It is in: "1.5\Main\Source\BetterPrerequisites\Genes\Unliving\ReturningSoul.cs" Line 216.