RimWorld
Big and Small - Framework
820 comentarios
ImmortalVoid hace 4 horas 
well i have some problems with stuttering and diagnosed the problem is related to tickrate of never hungry trait as i have 3 super soldiers with never hungry trait constant update of their hunger level bloats the tps and causes the game to stutter
Tannius hace 6 horas 
I'm having an issue where the vac suit (or any upper tier armor) does not protect the snake tail part of the pawn from vacuum damage. None of my snake people can do EVA missions in orbit without literally freezing their tails off. I haven't tested it yet with the spider or taur bodies yet but I would assume it would just be a matter of adding the body parts to the covered areas in the armor and suit tags. I only have the bare basic understanding of what that entails or I'd do it myself.
Croctus hace 6 horas 
Seems a bit better but still 55.1ms max for tick but calms down to 0.14ms. Any know incompatibilities or game settings that could cause this?
Croctus hace 15 horas 
Thank you. I'll report back on how much it helped.
RedMattis  [autor] hace 15 horas 
I'm getting average 0.001ms from that one on my machine. Are you sure you're not looking at the max value?

Aside from exactly when you start (which force-updates everything) that cost would be fairly consistent no matter how many pawns you have. It basically force-updates a single pawn every now and then until all pawns have been updated. Then it starts over.

That said. Perhaps it was a bit overzealous. I've pushed a quick update and reduced the tick rate of that component.
Monique_L33T hace 16 horas 
Also have B&S Cache ticking at 4-6ms at game start
Croctus hace 17 horas 
Seems the Big & Small Cache is slowing the game down quite a bit. Is that permanent or will it go away after the caching is eventually finished?
RedMattis  [autor] hace 20 horas 
@Lover, Sgregor
ShowMeYourHands.HandDrawer.DrawHandsOnWeapon

Show Your Hands isn't updated for 1.6 yet.
Sgregor hace 20 horas 
I have the same problem as the person below. When I summon pawn, it doesn't saw it.
Lover 17 JUL a las 17:23 
Here's a log thats less cluttered, right after i recreated the issue: https://gist.github.com/HugsLibRecordKeeper/3bf739779fc27ecdf217d40491354c11
Lover 17 JUL a las 17:21 
Hello! I am currently running into a strange error where my pawns are vanishing. Everything else in my game is working just fine, but when I draft them they poof, still able to shoot and move, just invisible. I'm coming here because this is what my log looked like: https://gist.github.com/HugsLibRecordKeeper/e7d3a5ecdd5c9633df975e2c200b6987
arget03 17 JUL a las 16:15 
I've got a pretty interesting issue.
Loader exceptions:
=> System.TypeLoadException: Could not resolve type with token 0100007d from typeref (expected class 'VFECore.PregnancyApproachWorker' in assembly 'VFECore, Version=1.1.7.0, Culture=neutral, PublicKeyToken=null')
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/MonoBleedingEdge/data-000002797A02D630.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/MonoBleedingEdge/data-00000279ADD93060.dll
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings" />
[HugsLib] version 12.0.0
RedMattis  [autor] 17 JUL a las 11:16 
Update: Stopped Rimworld from generating extra meats for sapient animals. Also added a 'generic meat' for stuff that shouldn't have meat to substitute when there is no valid meat type.

This will likely cause some deleted meat if you had those in the stockpile (and probably harmless) errors when loading an old save as the old meat defs get yeeted.
RedMattis  [autor] 17 JUL a las 2:40 
@Sauce
Post logs.

Also, this can happen randomly (even vanilla) if you set a lot of factions to spawn. Usually some random faction leader gets assigned a kickstarter backer background with incapable of violence and everything just explodes. Backing out all the way to the main menu and trying again usually works (remember to save any changes first tho)


@TROLLOL6
Not that I'm aware of, but you could always try asking the creator of the Nice Healthtab mod

@Maltesefalcon
I can't really control what Rimpy gets up to, but it should ofc. be after the DLCs
RedMattis  [autor] 17 JUL a las 2:40 
@Malfurionpre
I don't think I have anything touching on meditation and Jotun xenotypes don't have any genes related to that either.

I would guess at some other mod being the culprit there.

@Kestrel
It does change the stack size limit since giants need to grab multiple meals. But it shouldn't make it not respect the stack size. If they end up all over the floor it might be due to the priority of the feeder being lower than the stockpiles and causing pawns to haul the meals away?
Malfurionpre 17 JUL a las 1:53 
Damn can't edit after writing stupidly wrong. Every times she meditates with an Anima Tree and if she meditates on any other item it drops to 60.
Malfurionpre 17 JUL a las 1:41 
Hey, not sure if it's this one or the gene one but I had a helper in blue (so a Jotun) come in and after getting her psycasting everytime she tries goes to meditate on an Anima Tree my TPS locks at 30TPS (at every speed) and I don't seem to get any logged error so not sure if it's a compatibility problem with another mod or something else, anyone got a clue?
Kestrel 16 JUL a las 19:50 
For some reason, either this mod or the B&S Sapient Animal break VE Nutrient Paste Expanded's Nutrient Paste Feeder. As soon as I installed these mods, the feeder starts to not respect the stack size setting and just spew pastes all over the floor, and the issue goes away as soon as I uninstalled these two mods. My issue is probably not alone as I only suspected B&S framework from another user's comment under VE Nutrient Paste, because otherwise I would not have guessed a xenotype framework would be related.
Sauce 16 JUL a las 16:24 
this mod has an issue where i load it in with both 1.5 and 1.6 that it makes an empty world with no factions and I cant get to the character selections creen
TROLLOL6 14 JUL a las 18:17 
Is there a sub-mod to make Big and Small compatible with the Nice Heat Tab? The body part map adds the brain implants in the kidney, the second spine, the second heart, and the extra arms, as well as the extra legs, are missing.
Maltesefalcon 12 JUL a las 23:12 
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  [autor] 11 JUL a las 23:58 
@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 a las 21:22 
hmm i am not getting any errors strange
Emperor_Tylo 11 JUL a las 21:00 
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 a las 12:23 
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 a las 11:11 
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 a las 7:35 
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  [autor] 11 JUL a las 2:59 
@Evan
What mods are required to reproduce that issue?
Evan 10 JUL a las 13:16 
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 a las 23:09 
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 a las 18:32 
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 a las 2:04 
i still 1.5 , i decided to not use the mod since its invisible thing triggering log on start up.
RedMattis  [autor] 30 JUN a las 0:46 
@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 a las 20:52 
Big and Small core triggger huglib error log but dont have any red line .... is this false alert?
moo 29 JUN a las 17:51 
@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 a las 17:30 
just a question but in the imgur images were you using vanilla texture expanded facial?
RedMattis  [autor] 24 JUN a las 1:51 
@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 a las 1:46 
are there specific drider or centaurs species or is it just theoretical what is shown above?
RedMattis  [autor] 23 JUN a las 8:07 
@seeki
Should be fixed now.
seeki 23 JUN a las 7:48 
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  [autor] 22 JUN a las 2:47 
@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 a las 22:45 
Finally, 1.6 update, no more pond that look the same size anymore :love_seagull:
Ravinglegend 21 JUN a las 11:19 
The morph genes are seemingly missing gene icons in the current version.
Cheeki-Breeki 16 JUN a las 3:39 
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 a las 14:27 
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 a las 8:07 
how does the Transformation back and forth work ?? I'd love to have my pawn transform when fighting.
Myphicbowser 2 JUN a las 6:50 
Thanks Mattis! I really appreciate you communicating with me about these issues
RedMattis  [autor] 1 JUN a las 23:43 
@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 a las 17:31 
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