RimWorld

RimWorld

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Genetic Drift 1.6
   
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Mod, 1.4, 1.5, 1.6
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543.672 KB
10 Jul @ 4:48pm
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Genetic Drift 1.6

Description
Updated for 1.6. Original by ARR624 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885356885.

Also added support for a black-list of genes you don't want randomly added

Original Description
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Allows configurable random genes and genetic mutations for newborns and/or randomly-generated pawns (primarily traders, raiders, and such, but also including, optionally, those generated in the starting scenario). You can set the number of maximum genes of both kinds and their probabilities. There is also an option to scale the chance if minor or major cell instability genes are present. Genes are selected randomly from pools which you can set but which by default include all non-archite genes available, including those from mods.

The option for newborns was created to add an avenue for genetic variation in same-xenotype colonies besides implantation or hybridization with other xenotypes. This way, your tribal, generational runs can benefit from the new mechanic, too.

The option for adults is a nice way to add more variety to encountered pawns. There is an option to apply the mutations only to Baseliners.

Custom pools of genes are configured by creating a custom xenotype with all desired potential genes. A xenotype editor with all vanilla restrictions removed is included in the configuration menu to make this easier.

Should be safe to add and remove to/from existing saves.
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There is a known bug with creating a custom xenotype in the mod settings before you have loaded a colony.
13 Comments
seraphina-vz 2 Aug @ 8:13am 
Blacklist doesn't work the way I expected it to work. I blacklisted androids from Vanilla Xenotypes Expanded, and pawns still spawn with their genes. Nothing that can't be fixed with devmode, but still.
Ayana 2 Aug @ 6:23am 
The whitelist function seems to break my game when I add new mods. Because it invalidates xenotypes, I can't remove a custom xenotype from the whitelist and then it's not able to generate pawns.
CalamaBanana 24 Jul @ 10:27am 
The blacklist stops working as soon as one changes their mod list it seems. As soon as the game detects a slightly different mod list, a xenotype becomes invalid until saved again, no matter if the mod touched genes or not.

I tested this with just Genetic Drift and Harmony in my mod list, blacklisting all genes except the two tails. Carvans only spawned with those two tails, all was good. Then I restarted the game and added a minor clothing mod, and caravans would spawn with all genes again. Until I resaved and reapplied the blacklist xenotype.

Perhaps after selecting a xenotype to blacklist, storing all its genes in a list saved in the settings instead might prevent it?
Andromeus 24 Jul @ 7:11am 
Thank you! This mod is great to introduce a little bit of extra randomness on pawns
ManyBones 21 Jul @ 1:14pm 
Blacklisting genes fron a xenotype does not work for me. Pawns still spawn with said genes
Sir Rolin 21 Jul @ 10:28am 
As in it not showing anything and just constantly throwing the error:
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: UnityEngine.Rect
Sir Rolin 21 Jul @ 10:27am 
Is it just for me, or is the config settings broken in 1.5?
MercuryRiver 13 Jul @ 5:22am 
This "make the xenotype in after laoding colony" does that mean ill have to set this up per save or i can just hop into dev test, make the xenos, and it will be good for all saves?
TheSoundOfTrees 12 Jul @ 9:16am 
I tried that too, with the same results. It's like I have multiple versions of the genotype editor, depending on if I access it from Genetic Drift, the character editor or the new colony configuration menu, all with different peculiarities... Though I am not especially surprised things are a bit messy after a big update ! I am remaking all my configs, may change a few mods and wait for the dust to settle :)
Masstell  [author] 12 Jul @ 8:35am 
One note, you do have to make the xenotypes when loaded into a game. There is a bug I haven't figured out where it has errors if you try to make a xenotype from the main menu.