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> Removed null genes
also, it refers to this path: G:/Program Files (x86)/SteamLibrary/steamapps/common/RimWorld/Mods/Xenotype Spawn Control/Source/ModifiableXenotypeDatabase.cs:105
while I don't have my steam on that disk, so the paths seem to be hardcoded.
https://gist.github.com/HugsLibRecordKeeper/1ab80abba08d68a439651abbf6dd6ddf
If I delete the custom xenotypes I created for the base xenotypes and recreate them everything begins working again as expected, but once you restart the game the same issue returns. So the only way I know to fix the "baseliners spawn when they shouldn't be" issue is to create entirely new xenotypes for pigskin, impid, etc with new/different names and set those properly in the mod faction settings.
Even weirder, custom factions do still work. They have the correct percentages on hover and do spawn based on my settings. Is there a setting I clicked off or something? I don't see any errors, but I am just beyond confused. I've even tried resetting the base faction settings and then setting them all to a different Xenotype other than their default, but to no avail. Curious if anyone else has had this issue or knows what to do.
Also would love to have a way to define the "random genes" spawn options (how many genes, how strong, maybe a ban list), would be even better if you can make a number of "random genes" types, or give them percentages for more powerful genes.