边缘世界 RimWorld

边缘世界 RimWorld

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Big and Small - Genes & More
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
25.364 MB
2023 年 1 月 20 日 上午 2:00
11 月 12 日 上午 6:00
303 项改动说明 ( 查看 )
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Big and Small - Genes & More

在 RedMattis 的 3 个合集中
Red's Workshop Mods
45 件物品
Big and Small - Integrated Mods
32 件物品
Red's Vanilla++
57 件物品
描述
[www.patreon.com]
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.


Extras


The below will be automatically loaded if you add any of the faction sub-mods. They were excluded because s

Alternatively, the Big and Small Optional mod will also enable all optional content, included some obsoleted content such as the large meals.


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 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.

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. Maybe. It gets 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]
热门讨论 查看全部(33)
10
10 月 3 日 上午 9:06
All pawns dislocation "siphon soul melee" or "frenzied feeding"
hohong16
5
9 月 30 日 下午 2:27
Incompatibility with VFE - Empire 1.6
H8C | SO3
3
10 月 25 日 上午 9:21
Red error Patch operation
Aerensiniac
1,527 条留言
astrodrak 12 月 22 日 下午 3:57 
i may be stupid, but how do you actually use the gene tools? specifically the xenogerm cloner? there's no option to use it on someone in the health/operation tabs which is what i would have assumed
love your mods btw!!
sashaeconomic 12 月 22 日 下午 2:16 
unbalance
DVeL 12 月 21 日 上午 10:30 
Is there a way to hide "Soul Power" gizmo? At least, when I select several colonists. Too many of them have soul power now, and it clutters interface heavily.
KhalunQalli 12 月 20 日 上午 12:38 
Not sure if it's been mentioned but the "Doesn't eat" archite gene isn't working.
Darksaber 12 月 15 日 下午 5:53 
It's very possibly not something you can address, but it seems that the Sexuality genes overwrite is at most only partially effective; a pawn that's created with the Asexual gene can't engage in loving even if they have a gene that forces another orientation.
Blub-Blub I'm a submarine 12 月 10 日 下午 6:52 
How do the "Carnivore" and "Herbivore" genes work with mods that add new meal types like vanilla expanded?
Kay Avalon 12 月 5 日 下午 5:42 
Additionally I wanted to ask about 'Races', and If it would be possible to customize those. Currently, If you have a bunch of Baseliners or most of the other Xenotypes, you can double click to select all of them in the camera view. This doesnt apply to any of the 'Races' as they are deemed separate from 'Humans' I was wondering why this was, like if it had to do with ensuring the correct number of limbs and whatnot. Because being able to assign custom 'Races' to pawns would be quite useful. Say you were able to make all of your soldiers had a 'Soldier' race, then encountering a raid, you could scroll out, double click on one 'Soldier' and immediately have all 'Soldier' pawns selected to draft.

I was hoping you could help explain how the 'PawnRenderingProps' and 'Races' worked so I could attempt to do these.

Thanks - Kay
Kay Avalon 12 月 5 日 下午 5:42 
Heya Red, Had a couple questions and was hoping you could help answer them.

Basically Im trying to disable things like the Spider Legs, Snake Body, and whatnot, They all seem to be under the 'renderNodeProperties' of the 'BigAndSmall.PawnRenderingProps_Ultimate' Class. I was wondering if there was a way to either selectively disable these, or disable all of the "Props" entirely. and if so, would it then be possible to render the "Props" on pawns who didnt have the corresponding gene, like how the 'Transmog' mod is able to render clothing. The end goal of this would be to essentially have a "Cosmetics Layer" so you dont have to sacrifice looks for efficiency or vice versa.
Salep 11 月 24 日 上午 6:15 
hi, I checked the page couldnt see anything about mod settings.
can I remove the genes that Im not interested via setting?
Turkwise 11 月 23 日 上午 9:26 
This is by far the best mod for genes, adds a ton of variety and cool mechanics.

My only wish is that some of the more niche genes were moved to a separate mod to lessen some of the bloat. Like the transformations, a lot of the cosmetic genes and the ones that are specific to a certain kind of xenotype like the android/pilotable stuff.