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i love what this mod does, but i would like to ask for addition of one, big, phat, button:
"Remove baseliners"
That would just set baseliner spawn chances for all the spawns to something like 0.1 and spread the chance between all the other xenotypes equally. Do you think something like this would be possible?
Thank you
> 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.
Looking at the code I think it may be rolling for each group individually rather than as a whole, meaning if you have 50 percent premade and 50 percent custom, then it rolls for the 50 percent premade and if that doesn't work it then rolls for the 50 percent custom and if that doesn't work it gives you a baseliner.
What I can say is if you want to mix Premade Xenotypes with Custom Xenotypes and not get baseliners you can just create Custom Xenotypes for all the premade ones in the game and set their percentages in the options. If you do this then you will stop getting baseliners in raids. I haven't had a single baseliner spawn since doing this.
Karma. 10/10 mod love it.
Trigger raid with only Pigskin set (100 percent). Raid spawns with 100 percent Pigskins.
Trigger raid with only Faux Pigskin set (Identical to Pigskin, just custom Xenotype). Raid spawns with 100 percent Faux Pigskins.
Trigger a raid with 50 percent Pigskin and 50 percent Faux Pigskin. About 10-15 percent of the raiders are Baseliner.
I've both tried changing the values in Factions as well as in Pawnkind, and neither seems to make them spawn.
DLC wise, I only have Biotech enabled, and I'm on 1.5.
just curious
Because i want those two specifically to be my xenotype, but everyone else to be whatever.
@bradson - Maybe it's worth putting in the mod description that it's recommended to set player colonies to 100% baseliner, or maybe even remove the options to change the % of player colonies, as I can't see how it would ever be useful to change it
Just make sure the new arrivals, new tribe etc are all set to 100% baseliner, as what this means is that any children your xenos have will have a blank baseliner gene template, which will then get filled with genes inherited from parents. If you set it to say 100% Pigskin but then you had two Impids have a child, it would actually spawn with Pigskin genes, so make sure your colony is set to 100% baseliner and only change the other factions, refugees, beggars, no faction etc
Hope this helps :)
I noticed that hybrids will spit out most of a hussar but now all their genes are fliped to inheritable which feels off to me.