RimWorld

RimWorld

Big and Small - Genes & More
1,499 Comments
RedMattis  [author] 15 Oct @ 11:28am 
@Maximillionysis
Bioferrite shaping lets you craft them. They you just use them on the pawn. :)

@harhell
In theory, probably. i don't have anything like that in here though, not yet at least.

@arget03
Not quite sure what you mean, but I do recall there was some issue with it not showing up when it should. It is on my to-do, but I've been a bit busy recently.
Maximillionysis 14 Oct @ 2:51am 
I've got a question about Soul Power, when you get the chance! I see in the genes that you're able to increase it with Shards of Dark Achotech... but, uh... *how* do you use them? Is it something made at a particular bench, or something else?
harhell 12 Oct @ 1:17am 
Is it possible to add a gene that allows you to form a melee weapon (blade, mace, scythe, or whip) from your hands, like in the game Prototype?
arget03 11 Oct @ 2:37pm 
I've checked everywhere in the mod settings, with only this mod and the prerequisites, and I can't find the toggle for the Tailed Humanoid tail texture anywhere.
RedMattis  [author] 10 Oct @ 6:56am 
@Rabbitshoes
If even the animals come back then you have the Vengeful Dead submod which has that as its main feature.

You can configure the frequency in the mod options, including setting it all the way down to zero. :)

@Lovis
The skill needs to be increased via aptitudes or bonuses before EXP is calculated. Basically if it is disabled below 4 then you need an Aptitude of +4 for it to be enabled.
Rabbitshoes 10 Oct @ 4:20am 
not sure if this was asked but how do I stop pawns from coming back as returned because its very annoying. they all come back to life in my fridge and start attacking, even the animals.
Lovis 10 Oct @ 12:29am 
I am sorry, I should have been more precise with what I meant. I meant to ask what "Disables skills below aptitude" means. Since no matter how high I set the skills they still remain disabled.
RedMattis  [author] 9 Oct @ 9:40pm 
@Lovis
It mostly just removes their ability to do complex jobs or be romanced by regular colonists.

@monkmith
Somehow it seems lowering their vanilla rebellion stats didn’t fully prevent rebellion. It is something I plan to look into.

@oinko
That gets a little bit too complex code/stability wise to handle edge cases.
Lovis 9 Oct @ 4:13pm 
I don't where else to ask this, but how exactly does the simple mind gene work? I don't seem to be able to grasp it.
Warfox 9 Oct @ 4:08pm 
What about a cyclops? I'd like to make Spathi from Star Control. Would also need ubiquitous prosthetic arms.
monkmith 8 Oct @ 5:37pm 
so soulless husks can still rebel?
Quilava 7 Oct @ 9:50pm 
Could you make the Minimizing and Giantizing Animals also work with mech? I want a huge queen and a tiny worker for fun and stuff :cta_emo7:
oinko sploinko 7 Oct @ 3:08pm 
Parasiting animals not planned?
RedMattis  [author] 7 Oct @ 2:55am 
@Jaid
The werewolf form is mostly intended to be gained from the B&S Vampire & the Undead mod.

@DanZinagr
I do believe I've tracked down what causes the issue. The next update which will be posted later today should fix that.

@Astrolabe
They can eat mixed meals, but they shouldn't be able to eat fully vegetarian ones. Note that some modded plants count as food (e.g. vanilla expanded's lentils).

@Cyberwolf
I'm not sure what you mean.
arget03 5 Oct @ 2:35pm 
@Jaid As a highly annoying, random gene. That, or Character Editor.
Jaid 3 Oct @ 5:44pm 
How exactly does one get the werewolf transformation?
oinko sploinko 3 Oct @ 8:08am 
Could you add some compatibility between sapient animals and the parasite gene? So that we can control animals for temporary "sapience?"
Soulcast 2 Oct @ 10:08pm 
Is there any chance we could get small bird wings as a gene? similar to the small demon wings option
I'm super hesitant do ask for this sort of thing, I'm happy with your mod as-is, but the visual of crappy pigeon wings came to mind when trying to fit the full-size angel wing genes onto smaller xenotypes
DanZinagri 2 Oct @ 1:41am 
So i managed to get a corrupted titan as part of a shambler swarm, who then came back as a lost via your vengeful dead mod.
Now while this was horrifying in itself, the true horror seemed to be the ungodly lag. I assume that weird regeneration perk it has was doing something, but until it died my game was a laggy mess that would lock up for a second, interestingly, every 5 seconds.

I assume this was because it had accumulated every possible wound simultaneously and whatever runs to do that was not having a good time.
Astrolabe 28 Sep @ 10:27pm 
is it normal that the carnivore gene doesn't actually do anything? my carnivore pawns can still eat plant-based foods or baked, flour-only ones
Cyberwolf 28 Sep @ 12:55am 
Having issues with infinite health problems occuring like so far every faction has kept its og leader due to said bug.
Deylendor 27 Sep @ 6:11pm 
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Meteorific 27 Sep @ 3:58pm 
Thank you for uploading this awesome mod! However, i noticed something, when pawns with centaur or spider bodies are holding weapons the weapon graphic renders behind the body.
RedMattis  [author] 27 Sep @ 6:19am 
@Haranador
Verify files. You have old version of the framework from weeks back.
Haranador 26 Sep @ 4:25pm 
There is something odd happening with the glamour gene. It removes any passions from the pawn at generation and every 150-300ish ticks afterwards. Appying a custom race post gen seems to sometimes fix it, but I cant get any consitency with it. Nothing in the log.
Tested with just this mod, dependencies + all DLC.
arget03 23 Sep @ 6:28pm 
Where is the toggle? I'm looking, but I must be missing it.
RedMattis  [author] 23 Sep @ 2:40pm 
@arget03
You've got good timing. I noticed that it was on by default yesterday evening. I think the latest version has the graphic disabled by default.

@Woodsaber
I'm heading on a vacation tomorrow, but I might look into it later if I can reproduce it.

@Vespi
They don't care about pawn appearance (just like Kind), royal title requirements, and a variety of ascetic and comfort-style stuff

Basically tolerant in an extremely general sense without actually being nice or having ascetic ideological ideas.
arget03 22 Sep @ 6:24pm 
Is there a way to toggle off the tail in the tailed humanoid gene? I liked the headdiff, it made it easier to have a custom tailed xenotype with the filter for them to butcher humans but not each other. The tail doesn't fit the xenotype, and if you use it with AFU's tails, it gives them both.
Woodsaber 22 Sep @ 4:41pm 
Weirdly, nothing out of the ordinary is getting logged. I can upload it though, where would be the best place?

I downloaded a fresh copy of the B&S Genes + Framework mods and am still getting the weird behaviour with the snake tails and wings.
Vespi 21 Sep @ 8:19pm 
What does "Unpretentious" mean exactly? Like what mood debuffs does it override? The description feels vague. Like would a pawn care less about sleeping in the ground? Or not eating with a table?
RedMattis  [author] 21 Sep @ 11:38am 
@hanjiro10
Ask the artist who drew the adbots like that. :D

@gunningminer69
Yeah, they work fine together.

@Woodsaber
The Mile mod? That seems a bit odd, those are powered by pawn render nodes, so I don't see why that mod would interact with it.

Are you getting errors in the log? If so please upload and link the log. :)
hanjiro10 21 Sep @ 1:48am 
random note why is Omega Kerfur from Voices Of The Void on the mod image
gunningminer69 20 Sep @ 6:45pm 
Say, is this compatible with alpha genes?
Woodsaber 18 Sep @ 12:53pm 
I don't know if it's just me but Varied Body Sizes seems to have become incompatible recently.
Having VBS active causes any wings and tails to not colour correctly, instead being bright red & green.
Tested with just this mod, Varied body sizes and dependencies and the issue still occurs.
Nothing seems to appear in the dev-mode log about it either.
RedMattis  [author] 17 Sep @ 7:34am 
@Morcalvin
archotech shards can be crafted into a consumable item that increases soul power.

@Dust
Titans exist, but they are extremely rare, usually only showing up in late-game raids from a few factions. Much because the Titan Frame is meant to be more of a late-game capstone or victory lap.

@Eclipse
There are random size traits that emulate natural deviations (dwarfism, small, large, gigantism). The genes themselves only spawn on xenotypes that make use of them otherwise.

Unless you're using one of the mods that give characters random genes.

@filipfrantz
I have no idea if SOS2 will require the DLC, and making the gene a MayRequire would mess with xenotype metabolism.

@Flesh Forge
If you get any errors related to it then a log would be very helpful.

@PureTacoz
I planned bionic wings/snake-tails/spiderparts/..., but I haven't managed to draw anything "good enough" yet.
PureTacoz 16 Sep @ 8:28pm 
Is there a way for a winged humanoid to get their wing removed back? I know it doesn't affect anything gameplay wise but I'd still like to know if there iss a way to replace or regrow their wings
Flesh Forge 16 Sep @ 2:51am 
seems prone to happen when editing and applying a xenotype, but if it happens and I quit all the way back to the main menu and redo the whole map gen etc up to selecting colonists, it stops happening and the previously saved xenotype works OK. No errors or warnings happen during this at all. I don't think it's your mod's problem, I think it's some new problem with the base game, but fyi.
Flesh Forge 16 Sep @ 1:00am 
Something has recently started to make your gender-forcing genes to act weirdly and I have not managed to diagnose what. I thought it was another particular mod (Same Sex IVF) but it isn't that, now I have no idea what's causing this. Heads up :(
filipfrantz 15 Sep @ 4:46am 
One of my favorite gene mods in rimworld, however im curious why the eva gene in this mod is still in here, rimworld odyssey both has a archite gene and a normal gene for vacuum resistance now, and i feel making your pawn immune to the vacuum for cheap is a bit unbalanced
Eclipse 13 Sep @ 7:40pm 
and how does it work with varied body size?
Eclipse 12 Sep @ 7:12pm 
Do size genes naturally apply to all pawns in the world?
Dust 11 Sep @ 7:03pm 
Anyone know if some of the crazier xenotypes spawn naturally/events, or are these purely starter scehnario things? Like Titans, I see them in the starting list, but have never encountered them in a game.
Morcalvin 11 Sep @ 2:47am 
How do I get pawns with soul power to increase their soul power with dark archotech shards? Is that the shards from anomaly monsters?
MorphingE 10 Sep @ 1:07am 
@Vulkandrache I was mostly asking for confirmation, because it wasn't behaving in a way the name and description implies. I also didn't know if it required the Demon Bloodfeeder gene in conjunction with it. It'd tell me if my list had a conflict or not.
Vulkandrache 10 Sep @ 12:15am 
Its kind of in the name that they would do that.
MorphingE 9 Sep @ 5:40pm 
Sorry to post twice within a week's time. Is the VU_VampireLover (Love Feedin') trait supposed to result in the vampire pawn feeding during intimacy with another pawn?
RedMattis  [author] 9 Sep @ 2:49am 
@Dragon2ism
It triggers at certain specific levels. You need a fair amount to hit level 2 or 3.

@MorphingE
Might, depends on what my supporters vote for.
Dragon2ism 8 Sep @ 3:42pm 
I think the staging factor on the mystic warrior gene might not be working as intended I get a cap of 10% Blunt and Sharp Damage and that is it. If that's the maximum intended then apologies.
MorphingE 6 Sep @ 3:33pm 
Just saw the parasite skill. Will you make a symbiotic version as well, sort of like the Goa'uld?
Nyavertell :3 6 Sep @ 12:24pm 
@Quilava Passive buffs through other genes as far as I can tell. The only active abilities I can find that use it are the "True Form" ones, but it also just passively strengthens those while they are active.