RimWorld

RimWorld

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Xenotype Spawn Control
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Mod, 1.4, 1.5, 1.6
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2.274 MB
22 Nov, 2022 @ 9:58am
13 Jul @ 1:25pm
6 Change Notes ( view )
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Xenotype Spawn Control

Description
Diversify the xenotypes in your world!
Xenotype Spawn Control grants full control over spawn rates of xenotypes, including those made by yourself, within factions, pawnkinds and even memes. Additionally it adds options to spawn randomly generated, fully unique xenotypes and hybrids. A neat overview of selfmade xenotypes with quick access to the editor is included too.

Can be freely added or removed at any point of a game. Patches only run during pawn generation, e.g. when spawning visitors, calculating relations or generating quests. Data about removed gene or xenotype mods gets logged and either shows up as inactive or causes the xenotype to simply spawn without those no longer loaded genes.

When using all three categories, "Baseliner" acts as the chance to make no changes to xenotypes. The others then override xenotypes of previous generation steps if they roll anything other than baseliner, in the order faction > memes > pawnkind.

Xenotypes generated by the "Random Genes" option roll with 14 genes on average. The minimum they can spawn with is 5, and the maximum is 54, though extremely unlikely. Archite chances are directly taken from the vanilla genepack algorithm, with additional odds of rolling purely cosmetic genes and other exotic genes that normally don't show up there. This includes Alpha genes.





[discord.gg]

Compatible with all mods, licensed under MIT[tldrlegal.com]

GitHub:
https://github.com/bbradson/Xenotype-Spawn-Control
Popular Discussions View All (20)
7
18 Jul @ 11:32am
[Bug Report?]
Morjaki
1
14 Jul @ 9:36pm
Block a gene?
loxkardasia
10
2 Mar @ 3:31pm
1.5?
C Sparks Turtle
546 Comments
bradson  [author] 6 hours ago 
That's a custom xenotype with genes from mods you removed being there in your game. The error is intentional. Remove the xenotype or add the gene mods back if you want it gone
тетеря, блин 12 hours ago 
red error in main menu:

> 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
bradson  [author] 28 Jul @ 11:56am 
@iddqd Random custom is added by alpha genes. This mod's custom options are named Random genes and Hybrid, and are both sorted to the top
Ayomi 28 Jul @ 9:45am 
@Geistheller It says baseliner for Custom Xenotypes on the spawn screen, but when they actually spawn in game it should be your custom xenotypes. Though there is a small bug right now that causes more baseliners to spawn than should, it still mostly works fine in practice.
GeistHeller 28 Jul @ 9:39am 
I can't seem to modify factions to spawn custom XT, their % is converted into baseliner instead no matter what I do and I don't really know what I could be doing wrong since the mod works fine otherwise, as long as I stick to premade XT...
iddqd 28 Jul @ 9:34am 
Could you please move "Random custom" somewhere more visible in the list, so that it doesn't blend in with the rest? Took me a while to figure out, why customs with 0%chance are spawning all the time. Some other idiot could suffer the same fate.
Ayomi 27 Jul @ 9:34am 
For anyone curious, I figured out what was causing the issue I mentioned last night. The "fix" I thought I had to prevent baseliners from spawning when they shouldn't by creating all the base core Xenotypes as Custom Xenotypes (with the same names) did work at first. But after you restart the game Xenotype Spawn Control no longer recognizes those Custom Xenotypes and so the factions that use them, such as Rough Pig Union, etc. reverted back to their default state of just 100 percent Pigskins.

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.
Baccalon 27 Jul @ 8:14am 
So glad this was updated! :meepstarry:
Ayomi 27 Jul @ 12:38am 
Has anyone ever had an issue where the base game factions just stopped working with Xenotype Spawn Control all of a sudden? Like the Rough Pigskin Union spawns 100 percent pigskins now and the Impid Tribe spawns 100 percent Impids despite me trying everything to set their percentages to anything else. What's even weirder is it used to say all the percentages that I input into Xenotype Spawn Control when I cursored over the faction, but now it just says 100% Impid, etc.

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.
TheAsh 23 Jul @ 9:34pm 
Feels like there should be global settings or easier methods to edit factions etc in batches.

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.