RimWorld

RimWorld

Genetic Drift (Random Genes)
81 Comments
JessieFeathers 15 Jul @ 6:37pm 
1.6?
kuskus032004 12 Jul @ 12:54pm 
1.6?
Masstell 10 Jul @ 5:11pm 
I made an updated version for 1.6
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522332727

I also added a new blacklist feature so that you can exclude crazy genes if needed.
FAT BOSS 21 Jun @ 2:18pm 
Love this mod. Hoping for a 1.6 update!
Verdeth 30 Mar @ 9:26am 
Bug:

if you create a custom xenotype for your gene destribution, and you remove a mod that includes a gene in that pool, you will corrupt you pawn generation, this by itself is not gamebreaking, but it will slow down your encounter and combined with vfem2 it will prevent raidloot (worksites) and wandering merchant haveing stock.
Mohreb el Yasim 2 Feb @ 11:56pm 
Would it be hard to add a "random xenogene" pool for kids too? (i try to use the endogene pool to add some natural variation of inheritable traits, but in the same time i would love to add one of psycaster genes as xenogenes for kids too to simulate a random affinity with VPE and VPE biotech integration. works well for adults, but for kids there is no xeno-pool, also having the as endogenes would make it weird after a few generations)
Dust 23 Jan @ 2:14am 
Me: "This mod could be fun"
Later me: "Oh god I have too many weird gene mods for this to work well..."
Someone born with "Pilotable Mecha" gene does not end well lol.
agusmf11 16 Dec, 2024 @ 2:06pm 
Feature request: an option to stop xenogenes from appearing in tribal factions
Flurbel 17 Nov, 2024 @ 5:11pm 
How is this different from Spawn Those Genes?
Dead Thing 16 Nov, 2024 @ 5:51pm 
Agreeing with Cringe shaymin. I love this mod. It's great getting surprised by weird little genes someone has picked up now and then. It shakes things up and is a ton of fun.

That said I also ran into a very frustrating event:
Bestowing Ceremony quest activated. As everyone gets off the ship, one of the guards is instantly downed, failing the bestowing quest. One of the genes he had was downing him immediately. I spent about 45 minutes messing with settings and reloading the game to get him to spawn WITHOUT being downed. Very frustrating.

A blacklist would be fantastic. That way VERY strange genes (it was called "Operator Required") like the one i was dealing with can't be randomly used.
Cringe Shaymin 11 Oct, 2024 @ 2:47pm 
This mod really just needs a blacklist feature and it would be perfect. I know you can set up custom xenotypes as a whitelist, but then those xenotypes with a hundred genes would be able to spawn as pawns and that's less than ideal.
FluffDragon 27 Sep, 2024 @ 11:54am 
This is a great idea, but a little clunky as it is. Would it be feasible to allow setting different pools for specific xenotypes? It looks like all the boilerplate exists.
Dr Jimothy 4 Sep, 2024 @ 4:09pm 
This mod is absolutely amazing. Two dumb ideas I have on how it could be even cooler:

1. Instead of a "baseliners only yes or no", an option to select any xenotype in particular to be subject to mutations.
For example if someone only wants Highmates to be randomly mutated and other xenotypes to be their usual selves.

2. Seconding Farmer Joe's idea, option to do a reverse of custom gene pool and instead make a custom "any except these" gene pool.
Such as if someone wants super random mutations, but not game-breaking mutations, and so can blacklist genes that'd fall under that category.
Noisy Koi 2 Sep, 2024 @ 5:40am 
I believe I found an issue
I installed this and VE Androids, and am finding pawns who are android xenotype but only have like 1 android "hardware" (gene) which turns them into an android but only kind of.
I suggest patching out androids from the genepool options because otherwise all I can do is set to "vanilla genes only"
FarmerJoe 24 Aug, 2024 @ 8:16am 
is it possible to make a "blacklist gene pool"? I want to have all pawn spawn with at least one random gene of any kind, but wanna prohibit a few genes from being chosen
贝子小姐脚下埋着贝尔 22 Aug, 2024 @ 6:28am 
Can an option be added to prevent the characters in the initial scene from having random genes?I am always confused by random genes when creating new races
chrisque1 6 Jun, 2024 @ 1:45am 
Yellow border for mutated genes :cozybethesda:
Jippy 11 May, 2024 @ 3:28pm 
Love this! Good work with the mod!
Phil42 11 May, 2024 @ 11:48am 
I've just recently discovered this mod and it's honestly one the most fun I've ever played with. So many unique little changes can happen to pawns that just give them so much more personality. Thanks a lot for making this.
Doomer Man 5 May, 2024 @ 10:31am 
Idea for Gene lists:
Have a option to add genes to whitelist and add genes to black list option that allows you to select by xenotype and it adds to the list, it then runs the whitelist followed by blacklist to give a result of valid genes to be allowed on the list for the mod. this way you can have more flexibility with larger gene pools and makes it easier to make larger lists of allowed and disallowed rather than a single xenotype for an allowed list.
Doomer Man 5 May, 2024 @ 12:01am 
I noticed that if a Pawn for some reason gets any of the head gene options from Outland - Genetics it breaks the games render process until I manually update the pawn in question with another head using pawn editor or removing them using dev mode, is there a way to just blacklist some genes? or do I need ot add every gene to a single xenotype but the few that break it ?
Vethrath 30 Apr, 2024 @ 1:39pm 
Thanks for the clue about invalid xenotypes. After adding this mod world generation wasn't working (only 1 settlement would be created) and I couldn't figure out how a conflict could be occurring. Deleting everything in my 'Xenotypes' folder in %appdata% resolved the issue. Happy to finally start a new playthrough. Thanks again for the great mod.
slurpme223300 29 Apr, 2024 @ 11:02pm 
thanks i'll see if it works...
ARR624  [author] 29 Apr, 2024 @ 10:18pm 
@slurpme223300: I can't be sure, but I suspect you have an invalid (e.g. moved or deleted) xenotype assigned to one of your gene pools. I've updated the mod to add some fallback handling in that case.
slurpme223300 29 Apr, 2024 @ 5:28pm 
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
slurpme223300 29 Apr, 2024 @ 5:28pm 
RimWorld.FactionGenerator:CreateFactionAndAddToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:AddFactionToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld (System.Collections.Generic.List`1<RimWorld.FactionDef>)
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh (string)
RimWorld.Planet.WorldGenerator:GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature,RimWorld.Planet.OverallPopulation,System.Collections.Generic.List`1<RimWorld.FactionDef>,single)
RimWorld.Page_CreateWorldParams:<CanDoNext>b__19_0 ()
slurpme223300 29 Apr, 2024 @ 5:27pm 
(Verse.Pawn,RimWorld.XenotypeDef,Verse.PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest)
RimWorld.Faction:TryGenerateNewLeader ()
RimWorld.FactionGenerator:NewGeneratedFaction (RimWorld.FactionGeneratorParms)
slurpme223300 29 Apr, 2024 @ 5:25pm 
this mod is breaking my gizmos
Removed null genes
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.CustomXenotype:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
Verse.GameDataSaveLoader:TryLoadXenotype (string,RimWorld.CustomXenotype&)
GeneticDrift.GeneticDriftSet:getList ()
GeneticDrift.GeneticDriftPawnPatch:Adult (Verse.Pawn,RimWorld.XenotypeDef,Verse.PawnGenerationRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateGenes_Patch4
AmCh 26 Apr, 2024 @ 9:48am 
@ARR624:
Can confirm that the latest fix appears to have fixed the 1.4 issue mentioned by @Dee (I encountered the same error).
Just a heads up to others: I had to unsubscribe then resubscribe the mod to force reload the mod locally to get the updated, fixed version.
ARR624  [author] 25 Apr, 2024 @ 8:35pm 
@Dee: thanks for the heads-up. I've pushed a fix.
Fuzzy 25 Apr, 2024 @ 4:40pm 
woo! I’m excited. I missed this mod dearly. most of the other unupgraded mods I’ve done without are just UI and convenience, but this one is a major mechanic that was sorely missed
Dee [de|en] 25 Apr, 2024 @ 1:03pm 
Hi!
@ARR624:
I am afraid you broke your V1.4 support with the V1.5 update. Running a V1.4 latest Rimworld version: On birth of a new child, there is a error in your patch for Verse.PawnGenerator::GenerateGenes. You seem to use the property Pawn.ShouldHaveIdeo which does not exist in V1.4 - leading to no children being born and causing a method does not exist error log entry during birth.

The line "if (ModsConfig.IdeologyActive && pawn.ShouldHaveIdeo )" in GeneticDriftPawnPatch.Adult() method is the culprit.
ARR624  [author] 24 Apr, 2024 @ 5:06pm 
Thanks all! Using this opportunity to implement a feature requested last year by @Zombiefied and @lilwhitemouse - you can adjust the chance for xenogenes to spawn if the pawns have body modder/purist traits or ideology precepts.
tearfuldreams 24 Apr, 2024 @ 12:48pm 
thank you so much for the update! Been checking everyday to see if it has been updated aha <3
Ennian 23 Apr, 2024 @ 5:58am 
Sweet! Genuinely one of my favourite mods, thanks for the update.
AppollonV 22 Apr, 2024 @ 3:35am 
Amazing! Thank you thank you!
Frank 21 Apr, 2024 @ 10:00pm 
I appreciate the update, keep up the awesome work!
ARR624  [author] 21 Apr, 2024 @ 3:04pm 
Hi all, thanks for the interest. The 1.5 changelog and some code analysis show no changes in the relevant code for this mod and I've encountered no errors having done some limited testing, so I've gone ahead and bumped the supported versions. Let me know if anyone runs into any bugs related to the update.
sanyarkin 21 Apr, 2024 @ 2:39pm 
would you consider adding a blackist rather than a whitelist for genes?
Richard 21 Apr, 2024 @ 12:41pm 
does anybody know if there's issues with 1.5 as is or should I wait for update?
MDiddy 18 Apr, 2024 @ 2:07pm 
Ever since seeing how Mr. Streamer did his wizards, this mod has become essential too me. Giving all pawns random genes and finding that one pawn with something awesome in hopes of carrying it on. Can't wait for this to come to 1.5
WaKKO151 16 Apr, 2024 @ 7:32pm 
1.5? I got my brown pants on.
KiTA 16 Apr, 2024 @ 3:45am 
Looking forward to 1.5!
TheSoundOfTrees 13 Apr, 2024 @ 7:52am 
Same as Frank. It will be sad to play without this !
Frank 12 Apr, 2024 @ 3:02pm 
Been loving this mod in 1.4, I look forward to the 1.5 update!
BumbleBear 6 Nov, 2023 @ 3:35pm 
Anyone else have an issue where you can't select too many genes or the box gets too small?
noskingod811 21 Oct, 2023 @ 11:23am 
Is there any way to disable the android genes from VFE Races - Androids for normal humans?
Scythefox 12 Oct, 2023 @ 2:43pm 
For any one using Alpha genes and finding over 100 summoning skills dominating your gene pools, you can use Cherry Picker to disable genes you don't like.
I used it to remove the Aptitude genes from VFE Hussar too
HaxorsFury 20 Aug, 2023 @ 10:43am 
This plus Xenotype Spawn Control makes the genetics aspect of the game so much better. Use you Xenotype Spawn Control to create “boss” pawns while using this to create gene pools that can pull from other mods like Alpha Genes for “normal” spawned pawns.
SC_Reaper 23 May, 2023 @ 7:12am 
Hmm, vanilla expanded androids seems to give some funny interactions with this mod (android genes on normal folks). Also yes the animal calls are very very common