RimWorld
Big and Small - Genes & More
1.504 Yorum
Mech 27 Eki @ 11:35 
is incorporator supposed to increase body size on every use? It doesn't say anything about that in the description
rdm 27 Eki @ 7:54 
@MiniKarma As I remember, they turn into a kind of zombie and will always be tamed to the maximum.
MiniKarma 27 Eki @ 7:44 
I'm kinda curious. One of my animals got bit by a feral Dracul and now is at risk of becoming a vampire? Is that a thing? A vampire pet? Or like, they'll die because animals can't turn?
Tathar 20 Eki @ 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 Eki @ 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  [yaratıcı] 15 Eki @ 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 Eki @ 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 Eki @ 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 Eki @ 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  [yaratıcı] 10 Eki @ 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 Eki @ 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 Eki @ 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  [yaratıcı] 9 Eki @ 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 Eki @ 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 Eki @ 16:08 
What about a cyclops? I'd like to make Spathi from Star Control. Would also need ubiquitous prosthetic arms.
monkmith 8 Eki @ 17:37 
so soulless husks can still rebel?
Quilava 7 Eki @ 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 Eki @ 15:08 
Parasiting animals not planned?
RedMattis  [yaratıcı] 7 Eki @ 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 Eki @ 14:35 
@Jaid As a highly annoying, random gene. That, or Character Editor.
Jaid 3 Eki @ 17:44 
How exactly does one get the werewolf transformation?
oinko sploinko 3 Eki @ 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 Eki @ 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 Eki @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 18:11 
Bu yorum otomatik içerik kontrolü sistemimiz tarafından analiz edilmeyi bekliyor. Zararlı içerik (ör. bilgilerinizi çalmaya teşebbüs eden internet siteleri) içermediğinden emin olana dek geçici olarak gizli kalacaktır.
Meteorific 27 Eyl @ 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  [yaratıcı] 27 Eyl @ 6:19 
@Haranador
Verify files. You have old version of the framework from weeks back.
Haranador 26 Eyl @ 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 Eyl @ 18:28 
Where is the toggle? I'm looking, but I must be missing it.
RedMattis  [yaratıcı] 23 Eyl @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 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  [yaratıcı] 21 Eyl @ 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 Eyl @ 1:48 
random note why is Omega Kerfur from Voices Of The Void on the mod image
gunningminer69 20 Eyl @ 18:45 
Say, is this compatible with alpha genes?
Woodsaber 18 Eyl @ 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  [yaratıcı] 17 Eyl @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 19:40 
and how does it work with varied body size?
Eclipse 12 Eyl @ 19:12 
Do size genes naturally apply to all pawns in the world?
Dust 11 Eyl @ 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 Eyl @ 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 Eyl @ 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 Eyl @ 0:15 
Its kind of in the name that they would do that.