RimWorld

RimWorld

Big and Small - Framework
800 Comments
Maltesefalcon 20 hours ago 
Not really this mod's issue, but RimPy Mod Manager has been putting this mod ahead of Odyssey, causing the Mech hive not to spawn. Just a PSA for those who may be having a similar issue.
RedMattis  [author] 11 Jul @ 11:58pm 
@Emperor_Tylo
The settings was renamed half a year ago or so. The error is harmless, but you can get rid of it by simply changing any setting in the mod.

@Wargamer
I've had no problems during testing, and this mod doesn't inject any code into save files, so I doubt this mod has anything to do with your save file breaking.

If you have error logs you can link to them and I'll have a look.

I'd suggest trying Mid Save Saver to repair your save file.

@Evan
I thin Mile was working on resizing the hands for this mod so giants don't have tiny hands. Maybe check with them if the patches are working right.
plusing123 (dragonheart) 11 Jul @ 9:22pm 
hmm i am not getting any errors strange
Emperor_Tylo 11 Jul @ 9:00pm 
I get an error when launching the game when the only two mods are this mod and harmony. O have harmony above core. The error states: Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node:< MpdSettings
Stark Raving Sane 11 Jul @ 12:23pm 
When launching the game, I get a red error that references the BigAndSmall name space. Looks like a typo, I do still have mod options, so I'm not sure what, if anything, is broken.

Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><scaleBt>True</scaleBt></ModSettings>
Wargamer 11 Jul @ 11:11am 
COMPLETLY ruined my save. now i have to recreate all my characters and ideology. thanks alot. please dont say ur mod is 1.6 ready when it clearly fuckign isnt.
Evan 11 Jul @ 7:35am 
Show Me Your Hands seem to cause it, didn't realize it wasnt updated to 1.6 yet somehow. must've looked over it in my list.
RedMattis  [author] 11 Jul @ 2:59am 
@Evan
What mods are required to reproduce that issue?
Evan 10 Jul @ 1:16pm 
Getting a similar issue to the one below, can't figure out any cause yet but it causes enemy pawns to turn invisible.

Ill try to look more into it but for now I can confirm that it would happen to the Deserters in Empire Expanded's Manor Scenario, and they were not turning invisible through technology or gadgets.
Ello ello, for whatever reason, whenever I draft my pawns with this mod enabled, the fellas turn invisible. Error log says nothing useful. Currently on 1.6
moo 3 Jul @ 11:09pm 
Alpha Genes is fixed by Sarg Bjornson . Likely the same fix needs to be applied here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891845502
moo 3 Jul @ 6:32pm 
There's an issue with 1.6 with one of the B&S mods, where in dev mode I can't bring up the thingspawner (single or stack).

I put the log note in a discussion
Aizuki 30 Jun @ 2:04am 
i still 1.5 , i decided to not use the mod since its invisible thing triggering log on start up.
RedMattis  [author] 30 Jun @ 12:46am 
@Aizuki
No idea. When does it happen? 1.5 or 1.6?

@moo
When enabled it tracks a number of health aspects on pawns via a high performance scheduling system.

Depending on a number of hidden factors pawns can develop health issues related to aspects such as cardiovascular health. Various genes and bionics can mitigate or entirely negate aspects. For example, replacing your heart with a proper bionic heart will provide you with perfect cardiovascular health.

@Kc
Mostly, yes. The last gif is Unagi's facial animation retexture.
Aizuki 29 Jun @ 8:52pm 
Big and Small core triggger huglib error log but dont have any red line .... is this false alert?
moo 29 Jun @ 5:51pm 
@redmattis Can you expand on if there is anything else the red health mod does:

From an earlier reply:

It is a prototype aging system which is off by default, excepting some aging genes which turn it on for that particular pawn.

Think of it as "Time Kill", except a bit more advanced and without being a literal death-clock (pawns still die to preventable causes and you can make someone immortal via bionics).
Kc 29 Jun @ 5:30pm 
just a question but in the imgur images were you using vanilla texture expanded facial?
RedMattis  [author] 24 Jun @ 1:51am 
@The Nega Chin
The race exists, but the framework itself won't spawn them.

Big & Small Genes has a genes that apply said races. Those genes are also the easiest way to get hybrid races like 4-armed centaurs with wings, etc.
The Nega Chin 24 Jun @ 1:46am 
are there specific drider or centaurs species or is it just theoretical what is shown above?
RedMattis  [author] 23 Jun @ 8:07am 
@seeki
Should be fixed now.
seeki 23 Jun @ 7:48am 
I am reporting this because I have noticed that this mod is not compatible with the Humanoid Alien Races Dev version in Rimworld version 1.6, and an XML error occurs.
Currently, the only Humanoid Alien Races framework that is compatible with Rimworld version 1.6 is Humanoid Alien Races Dev.
RedMattis  [author] 22 Jun @ 2:47am 
@Cheeki-Breeki
That isn't normal. The mod normally has negligible performance cost. The only real cost I'm aware of in 1.5 is when pawns are starving and keep checking every food source available, but I'm pretty sure even just the vanilla code (in 1.5) is expensive.

Even so, the 1.6 version should make that much cheaper.

@Ravinglegend
They show up in my test-list for 1.6. Or is this 1.5?

Which combination of mods are you using? Just in case something somehow is unloaded.
Quilava 21 Jun @ 10:45pm 
Finally, 1.6 update, no more pond that look the same size anymore :love_seagull:
Ravinglegend 21 Jun @ 11:19am 
The morph genes are seemingly missing gene icons in the current version.
Cheeki-Breeki 16 Jun @ 3:39am 
Hi, found out recently BigAndSmall.BigAndSmallCache:GameComponentTick takes about 1.5ms on average and constantly spikes. Have a dozen of mechnoids in colony and about 20 colonists, all of them (colonists) with jotun size genes. Looks like it just got that way in recent versions. So, is it normal performance impact for this mod or should I search for leak/overpatching somewhere else?
Katieclysm 8 Jun @ 2:27pm 
Is there a way to make VWE's Exosuit Frame, or some other mod gear grant the ability to wield giant weapons? I thought there used to be a way to do that...
lordmizou98 2 Jun @ 8:07am 
how does the Transformation back and forth work ?? I'd love to have my pawn transform when fighting.
Myphicbowser 2 Jun @ 6:50am 
Thanks Mattis! I really appreciate you communicating with me about these issues
RedMattis  [author] 1 Jun @ 11:43pm 
@月吟裔德格
Thanks. :D

@Myphicbowser
I might look into it in the future. Not sure how tricky it would be.

@TheDZD
I'll see if I can roll out a fix for that.
Myphicbowser 1 Jun @ 5:31pm 
Thanks for the help earlier Mattis, that did solve my issue and I really appreciate it! However now I do have one more request

It took me a while to figure it out, but the framework does create new Technology, Craftables, and a few other small things that we see in game (Another example is the Bill to destroy robots) that simply has nothing to do with any other installed mods, I realized that these were things that needed for your other mods, and I was curious if it would be possible to hide those if you don't have another mod that uses them
月吟裔德格 1 Jun @ 10:39am 
You did a great job by changing the types of races and pawn's limbs without HAR!
TheDZD 31 May @ 8:09pm 
@RedMattis The issue that they were describing might be related to the "Possible error with Romance on the Rim?" thread in the discussions section. I just hit something similar to that and posted some additional info in there.
Firelemms22 30 May @ 1:51am 
ive fixed it now it was down to a bug with a random unnecessary mod i had
RedMattis  [author] 29 May @ 11:26pm 
@Firelemms22
Please link to the complete logs.

My mod alone won't do something like that, so it is no doubt some mod interaction.
Firelemms22 29 May @ 10:50am 
@RedMattis sorry i dont want to put too many messages but i thought id mention i tried the exact same set up on a brand new save and nothing happened so its likely another (unlikely) character spawned in another faction ill see if i can fix it
Firelemms22 29 May @ 10:39am 
im getting a really annoying visual bug that completely breaks the social menu for just female colonists for some reason? it shifts everything off to the side and in the console it says the root is a big and small mod. the only one i have installed is the genes one. if it helps its something to do with romance i think
MozarteanChaos 28 May @ 6:05pm 
appreciate the reply, but the androgynous gene doesn't help in my case, unfortunately. it's good to know more about why that happens, though, so thank you!
RedMattis  [author] 28 May @ 4:23am 
@Dog With a Machinegun
Yes. If You're using modded factions you need to use the Mid Save Saver to clean up the save though.

@AlexiTrinune
This mod should work with HAR decently, but stuff like adding extra arms to HAR races is a bit tricky unless the other modder wants to add support for it themselves.

It does work for custom races designed in a B&S kinda way though (e.g. the TV-headed robots can have extra arms added, etc.)

@Jiopaba
Aside from giving them +8 mining and stuff, not really. Mostly because too many variations tend to get people complaining about gene-bloat. I do encourage you to make your own custom genes using the framework. It is really easy to do, and you're of course free to upload your work to steam workshop. :)

@Reidlos
I'm not quite sure what I could do from my end. If they don't have support for bodies with extra arms (etc.) then I doubt I can do much about it.
RedMattis  [author] 28 May @ 4:19am 
@Carnage
If the MP guys are willing to help out from their end I'll tackle it. Last time they just told me to grab a nugget that is incompatible with my project.

@Myphicbowser, MozarteanChao
Possibly. You could try applying the Androgynous gene from my mod, that one should make a male pawn render with a female body/head.

A few other mods similarily swap the head/body, so likely the issue is literally me trying to stop other mods from reversing the androgynous-type changes. (iirc. Nal's FA mod will reverse heads not matching the gender for example).

@InVinoVeritas
LO?
RedMattis  [author] 28 May @ 4:19am 
@Amplefyre
I've not heard about that issue before. It is possible turning off scaling on animals isn't working correctly though.

@Quilava
Harmless error. The settings file name's type was fixed awhile back. The error will go away if you change literally any mod setting.

@...SeVeN...
I think that is a compatibility issue with another mod, but I'm not sure which one.

@arget03
All xenotypes that are defined via XML will have targets auto-generated. You can use the Xenotype Exporter to generate targets for your own custom xenotypes.

@bloodandcheas
No idea why they are pasting errors about me changing skill learning rates. I'm guessing it is a validation check of some sort. I'd say that is something for the other mod to look into because I'm not really doing anything unusual.
MozarteanChaos 27 May @ 3:32pm 
@Myphicbowser i think i can confirm - this mod (or its expansion genes & more) causes pawns with body types that don't match their gender to have their body type reset.
with the mod enabled, a female pawn with the male body type would have her body type set back to female repeatedly, including immediately after crash-landing - without it, she seems to function as expected.
InVinoVeritas 25 May @ 7:19pm 
Wish this would work with my LO, but every single time it has an issue as soon as I bring up the social tab on pawns. Immediate errors and blank list on social tab.
Myphicbowser 25 May @ 6:41am 
Outta curiosity, does this framework do anything to make sure that body types are reverted to what they should be? I have a Male character that I've saved with Character Editor before that has a female body, and it keeps reverting back to a male Body and Head, and I was curious if that was caused by this framework since it only started after I added this
Carnage 24 May @ 7:02pm 
any plans to make this framework MP comapt?
bloodandcheas 18 May @ 9:03am 
**I uploaded the error to an AI, and here are the results it provided:**
/////
**Error Source:**
The stack trace explicitly mentions:
`POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.SkillRecord_Patch:Postfix(Single& __result, SkillRecord __instance)`
This indicates that the **BigAndSmall mod** (or its dependency **BetterPrerequisites**) added a **Postfix patch** via **Harmony** to the method `SkillRecord.LearnRateFactor`, attempting to modify the skill learning rate calculation logic.

**Conflict Cause:**
The vanilla game only supports Passion levels 0/1/2. However, this patch likely introduced a higher level (e.g., Level 4) but failed to handle these non-vanilla values properly, triggering a `NotImplementedException`.
The patch `BigAndSmall.SkillRecord_Patch` may have altered the return value of `LearnRateFactor` without accounting for the vanilla game’s lack of support for **Passion Level 4**./////
bloodandcheas 18 May @ 9:02am 
**I encountered a recurring error**
/////Exception ticking Moore (at (172, 0, 185)): System.NotImplementedException: Passion level 4
[Ref CE17CAA4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)/////
arget03 17 May @ 1:15am 
So, how are the metamorph target genes created? I'm trying to make a xenotype with the target having a prerequisite. As in, if this age, and this time of day, morph to this one. That way I can make it somewhat random on what they end up as.
...SeVeN... 15 May @ 8:23am 
I'm playing a game with this great mod and I really like it! Thanks to him, my distorted side of art acquires new possibilities :))) But then I came across a possible error with a conflict of mods... I'm using the Vanilla Psycast Expanded mod. I have pawns that have a psy level and distributed skills, but when I created the marlite genome with all the functions I needed for the corresponding pawn, the pawn was cloned! In general, she was cloned into two parts: one (this is just the same clone) was with the old genes, but with the marlite race and with psy lvl and all the psycast skills she currently has; and the other has the same genome that I instilled in her (she also has a tail like a human with the marlite gene) but her race did not change and she still remained a human with the same psy lvl and distributed skills, but without the psycast skills themselves... No, well, two identical pawn girls are good, of course, but I try to play fair :)))
Quilava 11 May @ 8:22am 
Im having an error, it said something like this: "Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead", also something about translation for english not working in yellow, no idea what it mean

I turn off all the mod and only leaving 3 DLC: Bio/Ideo/Royal and it still giving the error, dont know if anyone have this error too
Amplefyre 7 May @ 9:53pm 
The switch to disable scaling on animals doesn't seem to work properly(?), and the scaling is having weird effects on small animals like rats and squirrels.
They have ~x10 the amount of total limb health compared to normal, and its making them weirdly lethal threats to my domestic fox population who are downed or straight up killed when they go hunting on their own.
Its possibly a conflict with another mod, but the issue only exists when Big and Small framework is enabled (tested with dev mode & preexisting rats on map plus spawning rats), and Im not aware of any of my other mods affecting the health stats of animals or pawns.