RimWorld

RimWorld

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Big and Small - Framework
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Mod, 1.4, 1.5, 1.6
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10.572 MB
29 Jan, 2023 @ 7:10am
13 Jul @ 1:03am
347 Change Notes ( view )

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Big and Small - Framework

In 2 collections by RedMattis
Red's Workshop Mods
40 items
Big and Small - Integrated Mods
26 items
Description
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://steamhost.cn/steamcommunity_com/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Most of the images in the reel above are very out of date.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.



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 (15)
5
12 Jul @ 12:05am
Right click error with Achtung
The Moustache
5
11 Jul @ 11:33pm
1.6 devmode issue
moo
17
14 Feb @ 2:40am
Red Error after 13.12.2024 update
OneWay
800 Comments
Maltesefalcon 14 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