RimWorld

RimWorld

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Big and Small - Genes & More
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
27.209 MB
20 Jan, 2023 @ 2:00am
17 Jul @ 11:18am
271 Change Notes ( view )
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Big and Small - Genes & More

In 2 collections by RedMattis
Red's Workshop Mods
41 items
Big and Small - Integrated Mods
26 items
Description
This core mod includes a number of Biotech genes, traits, and the C# framework to make things in other mods work.

In total the mod contains 68 genes (as of writing), 11 of which are related to size. All are balanced for vanilla. If you feel anything is "OP", please send your feedback and I'll look into it.

This was originally part of the Big and Small Races, but was split into its own mod so that you don't have to deal with Jotun if you just wanted small goblins, big space marines, or whatever suits your fancy,

If you want the mod I made which makes use of the genes included here see the Big and Small Races mod.

READ THIS FIRST!
If you are using [VL] Facial Animations with HAR you may need to turn off the 'Experimental Beard Misalignment Fix' if you get misaligned beards.

Big and Small Races

Big and Small Races could be considered the main mod this was built to work with. If you want races which make use of the genes in the mod, then I would suggest subscribing to that mod. While many genes in this mod can spawn in traders, there are a number which do not.




Genes (150+)
https://github.com/RedMattis/BigSmall_Genes/wiki/Gene-List
Proper list of most genes in link above.

As of writing the mod has 150+ genes. Many of the genes do not spawn in genepacks and are found only on specific xenohumans. This is often the case with purely cosmetic genes in order to avoid bloating genepacks.

(Note: The graphic below are seriously OLD. Most genes have new art, and a variety of new interesting genes have been added since.)

Beyond game-play affecting genes there is also a number of cosmetic genes such as horns, a skin & hair colours, etc. Most of these are either rare or simply will not spawn in genepacks to avoid bloating your chances of finding things you actually want.

Body Size details:
Size Offset
The offset genes will increase or decrease the size of a pawn by a certain value. For obvious reasons there is a limit to how small a pawn can get. This could be considered the primary way in which a pawn's size is changed.

Size Multiplier
These genes will multiply the pawn by a certain value. This stacks with the Offset genes, and means that you can have a Jotun-frame pawn with dwarfism, or a Dwarf-frame pawn with gigantism. This will also work as you'd expect with pawns which have a base size smaller or larger than the 1.0 of humans.

Traits
There are traits working identically with the Size Multiplier Genes mentioned above. If a size-multiplier gene is present on a pawn with such a trait it will override the trait.

Size Matters
  • Dramatic effect on max nutrition.
  • Very large effect on nutrition use.
  • Alters Body Size attribute and associated traits
  • Dramatically modifies health.
  • Alters damage, a bit less than the linear increase.
  • Large effect on Melee Dodge chance benefitting small characters.
  • Very large effect on Self-"Production" from Alpha Genes and Biotech Expansion genes.

Minimizing and Giantizing Animals
Animals can now also be shrunken down or enlarged.

Shrunken animals retain a decent amount of their previous sturdiness, become faster and more evasive, but are less capable of dishing out pain. They also eat less.

Enlarged animals are bigger, sturdier, better and dishing out pain, but and slower and hungrier. Giantizing small animals has the most dramatic effect.


Gene Tools

All 5 gene tools are craftable at the Drug Lab.

Weapons
Adds a few giant weapons that can only be wielded by Giant pawns, Herculean pawn (Roo's Minotaurs), or Warcaskets.


Giant hammer, giant club,, giant warhammer, jotun longsword, Skrýmir's Mallet, Sword of Surtr,


Throwing boulders, jotun javelin, warmech anti-material rifle, and warmech minigun and rocket launcher.


Click here for video demo with more ranged weapons[i.imgur.com]

Meals
When using this mod your pawns will also grab multiple meals if it would be required to fill their hunger bar.


The mod added Large variants of most vanilla meals to make feeding large pawns easier before they could grab multiple meals. They are a bit redundant now that pawns can grab several meals but it is left in as legacy to avoid breaking people's saves.

Other Stuff
Give the mod a try and find out. There is a lot of stuff in there. Of course all designed to be reasonably balanced and so on. :)

Example:


Mod Interactions
Vanilla Weapons Expanded - Heavy Weapons
Giant pawns (Jotun/Ogre frame and up) can use Heavy weapons without Tough or Exoskeletons.

Roo's Minotaur Xenotype
Giant pawns can use the big minotaur weapons, they are also patched to behave as if "Herculean" for the purpose of the mod's, uh, "crushed pelvis" mechanic. Ow.

Vanilla Factions Expanded: Pirates
Giant pawns can use Warcasket weapons.

Vanilla Races Expanded - Android
Adds a number of genes to your Android crafting menu, including the most notable size-genes.

MH: Android Tiers Core
Adds several frames so you can make big and small androids or biometric units.

Universum/RimNauts & Save our Ship 2
Adds genes which lets pawns handle the vacuum of space.

Zombieland
Depending on genes some pawns will not be infected or rise as zombies. Ghouls & Returned have a gene which makes zombies ignore them.

CE
Fully compatible with the Character Editor.

...

...

...

And Combat Extended. Patched by them not by me. :)

Recommended Mods & DLC
Vanilla Genes Rebalanced
The Xenotypes in my other mods are built assuming that you have this.

Better Gene Inheritance
Makes children of xenohumans not be 7-gene 225% disappointments.

Anomaly


Known Issues
None known.

Contrary to claims, Outland Genetics is not incompatible with this mod. You can safely use them together. Let me know if this changes. (2023-04-08)

To other modders
You are free to make use of anything in this mod for your own mods.

Credits:
.Phaneron
Made the gorgeous art for the giant-sized minigun, tribal hammer, and the ultra-tech sword and hammer! Also several gene icons.

DetVisor
Our favorite vertically challenged modder and creator of the giant rocket launcher!

Oskar Potocki
Several gene icons, images, and xenotype icons!

Mod Discord
[discord.gg][ko-fi.com]
[github.com]
Popular Discussions View All (24)
9
31 Mar @ 6:05pm
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
1
21 Jun @ 12:44pm
[BUG] red error that pauses the game after the last update
Godsuya
4
29 Mar @ 9:15am
[BUG] Ogres cannot send traders Caravans to my colony even with dev mode due to "Megasloth who is not a carrier but is in a carriers list"
MonsterCock69
1,347 Comments
Tathar 2 hours ago 
Now that their reason for inclusion is resolved, could you add a toggle option that makes the large meals not naturally appear in-game anymore? They currently tend to dominate other settlements' stock of meals.
Monti 20 hours ago 
Report of the bug?/oversight: genes that are capping food at 90% are not aplying when in caravan, aka food still gets reduced while on world map
Vulkandrache 20 Jul @ 5:04am 
They have to be present on the pawn they should take effect on.
Litter is for a pregnant woman, early mature for a child.

In your example Litter will not do anything.
Amko The Terrible 20 Jul @ 4:10am 
Question: do the genes like early maturity or litter offspring have to be present in the mother? If a xenotype with these genes mates with a baseliner female, for example, will the genes still have an effect?
RedMattis  [author] 19 Jul @ 3:15pm 
It was done because sone people disliked that the mod had a few items/weapons included.

I’ve pondered making a dummy mod of sorts that jst enables them so you don’t need to add a random faction mod to trigger the inclusion of the extras.
calicoh 19 Jul @ 10:11am 
This also seems to apply to (non-royalty related) giant weapons, and maybe some other defs that I just haven't noticed. My choice of "fix" for this one was installing Big and Small Yokai. So problem solved on my end. Absolutely puzzling problem for me lmao.
calicoh 19 Jul @ 9:43am 
Is it on purpose to have the item defs for soul shards and gene tools only being loaded if you have one of a selection of your other mods installed? They're in the conditional section of loadfolders, but if you happen to have just the framework installed, and this mod- you don't get access to them.

Is this intentional? Not that I mind activating another one of your excellent mods.
RedMattis  [author] 19 Jul @ 8:26am 
@yuricouw
That is not because of issues with my mods; it is because of Combat Expanded.

You'll need to talk to the CE people.

@t34beb
That does against my design goals. If someone feels like making a sub-mod that makes it stackable I; as always; approve. :)

@Droider
Endless Growth (and VRE Pigskin's growth) is on a curve so the growth will change gradually.
yuricouw 19 Jul @ 6:18am 
I think the problem is that the giant javelin is bugged so all workbences producing said giant javelin are also bugged. Producing the giant javelin will result in product: ''null''.
Dust 17 Jul @ 2:38pm 
What are the conditions for Revenant to have a viable corpse? Does it need to be fresh? Can it be buried/inside a coffin? Etc