RimWorld

RimWorld

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Big and Small - Genes & More
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Mod, 1.4, 1.5
File Size
Posted
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26.002 MB
20 Jan, 2023 @ 2:00am
12 Apr @ 12:58am
265 Change Notes ( view )
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Big and Small - Genes & More

In 2 collections by RedMattis
Red's Workshop Mods
37 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+)
This is just a sample of genes from the mod. 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 like the above 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 (22)
9
31 Mar @ 6:05pm
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
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"
Sindobaddo
7
15 Jul, 2024 @ 11:37am
Been getting a red error having to do with "Goji's Fantasy Race: Merren"
Kalter Stahl
1,300 Comments
ParasiticSquid 14 Jun @ 3:59pm 
Is there a version with just the size genes? I could of sworn there was but can't find it so no clue if im crazy and imagined it or not
Ammy 12 Jun @ 6:50pm 
If you create a race with the Four Arms trait, which says its from this mod, it says "Switches the characters race for another if available" what does that mean? I assumed it was like the spiders with having HAR installed gives you a body with four arms, but that isn't the case.
月吟裔德格 12 Jun @ 2:58pm 
It seems that the flight behavior of animals can be divided into two types in 1.6. One is similar to the effect of an airdrop capsule taking off from the map, and the other is an animated "walking" way that ignores the terrain slow down effects( it is still impossible to pass through the walls, mountains and deep water areas),

I think BS_HumanoidwithWings can truly achieve flight in the future. Maybe the attacks of Heaven and Hell will be air strikes.
Flesh Forge 11 Jun @ 5:03pm 
The Mystic Warrior gene says "Must not have ANY of the listed:" for Robust and Strong Melee, but it only enforces this for Strong Melee, it allows Robust without the red Genes Conflict warning at the bottom. I think something has changed, I am pretty sure Mystic Warrior used to enforce its condition for Robust also. I don't know what might have changed, I don't think I have any gene related mods that should overlap this situation.
Jetharius 10 Jun @ 8:11pm 
If you do feature requests, hooking a few of your gene abilities onto the Autocasting framework used by a few other mods, especially VPE, would be great. I'd love to be able to autocast Soul Siphon, as it gets intensely micro to use it to clean up raids one downed pawn at a time.
vanilla kitten cuddles 5 Jun @ 5:48pm 
Oh, that makes sense. Thanks for the help, I'll go in and remove it.
Reclaimer 5 Jun @ 12:34pm 
Thank you
RedMattis  [author] 5 Jun @ 7:39am 
@Reclaimer
Yeah, it is safe to add to an active run. :)
Reclaimer 5 Jun @ 2:51am 
Great mod, just want to ask if I can add the mod mid save game

Thx in advance
RedMattis  [author] 2 Jun @ 11:24pm 
@vanilla kitten cuddles
You're using Samuels Flavour Pack.

Keyz added that to the flavour pack to confuse Sam.

@Mask of Humble
A bit random, but generally at least a few days.

@Firelemms22
Night owl makes them upset about being out at day.

@sam1373
Unless there is some unexpected mod interaction It should. The time between 'heals' varies though. Usually a day or two.

@Rat Catcher
Does this happen without other mods involved?

@Ryanisunique107
Yes, the "True Form" genes are a bit like that. The Goliath one especially.

Someone could easily make a Titan Shifter if they made some new art.

@BubblesTehGoldfish
Iirc. that one is just using vanilla mechanics for slave supression rate iirc.

I'll make a note to looking at the potential Dub's Hygiene issue.