RimWorld

RimWorld

Big and Small - Genes & More
1 501 kommenttia
Tathar 20.10. klo 15.06 
The new parasite gene is interesting, but it has a strangely high chance of killing the host on eject, even with damage that really shouldn't be lethal. Is there a way to reduce the risk?
B flat 17.10. klo 6.27 
@RedMattis Could you please remove carry capacity modifiers from small body genes? Don't they already get them by default? Really small ones can't carry anything at all if they so much as have any clothing on them. If they're armored, their capacity is negative.
RedMattis  [tekijä] 15.10. klo 11.28 
@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 14.10. klo 2.51 
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 12.10. klo 1.17 
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 11.10. klo 14.37 
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  [tekijä] 10.10. klo 6.56 
@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 10.10. klo 4.20 
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 10.10. klo 0.29 
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  [tekijä] 9.10. klo 21.40 
@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 9.10. klo 16.13 
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 9.10. klo 16.08 
What about a cyclops? I'd like to make Spathi from Star Control. Would also need ubiquitous prosthetic arms.
monkmith 8.10. klo 17.37 
so soulless husks can still rebel?
Quilava 7.10. klo 21.50 
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 7.10. klo 15.08 
Parasiting animals not planned?
RedMattis  [tekijä] 7.10. klo 2.55 
@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 5.10. klo 14.35 
@Jaid As a highly annoying, random gene. That, or Character Editor.
Jaid 3.10. klo 17.44 
How exactly does one get the werewolf transformation?
oinko sploinko 3.10. klo 8.08 
Could you add some compatibility between sapient animals and the parasite gene? So that we can control animals for temporary "sapience?"
Soulcast 2.10. klo 22.08 
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 2.10. klo 1.41 
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 28.9. klo 22.27 
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 28.9. klo 0.55 
Having issues with infinite health problems occuring like so far every faction has kept its og leader due to said bug.
Deylendor 27.9. klo 18.11 
Automaattinen sisällöntarkistusjärjestelmä ei ole vielä ehtinyt tarkistaa kommenttia. Se piilotetaan, kunnes varmistamme, ettei siinä ole haitallista sisältöä (esim. linkkejä nettisivuille, jotka yrittävät kalastella tietoja).
Meteorific 27.9. klo 15.58 
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  [tekijä] 27.9. klo 6.19 
@Haranador
Verify files. You have old version of the framework from weeks back.
Haranador 26.9. klo 16.25 
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 23.9. klo 18.28 
Where is the toggle? I'm looking, but I must be missing it.
RedMattis  [tekijä] 23.9. klo 14.40 
@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 22.9. klo 18.24 
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 22.9. klo 16.41 
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 21.9. klo 20.19 
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  [tekijä] 21.9. klo 11.38 
@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 21.9. klo 1.48 
random note why is Omega Kerfur from Voices Of The Void on the mod image
gunningminer69 20.9. klo 18.45 
Say, is this compatible with alpha genes?
Woodsaber 18.9. klo 12.53 
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  [tekijä] 17.9. klo 7.34 
@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 16.9. klo 20.28 
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 16.9. klo 2.51 
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 16.9. klo 1.00 
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 15.9. klo 4.46 
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 13.9. klo 19.40 
and how does it work with varied body size?
Eclipse 12.9. klo 19.12 
Do size genes naturally apply to all pawns in the world?
Dust 11.9. klo 19.03 
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 11.9. klo 2.47 
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 10.9. klo 1.07 
@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 10.9. klo 0.15 
Its kind of in the name that they would do that.
MorphingE 9.9. klo 17.40 
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  [tekijä] 9.9. klo 2.49 
@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 8.9. klo 15.42 
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.