RimWorld

RimWorld

Xenotype Spawn Control
549 Comments
Winetoo 2 hours ago 
Dear Bradson,

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
Witch ~ 7 hours ago 
Vanillas custom xenotypes are crazy finickly even if you just change your loadorder. Just open them and resave for everything to work again smoothly
judeisnotobscure 8 hours ago 
thank you.
bradson  [author] 31 Jul @ 12:25am 
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 30 Jul @ 6:42pm 
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.
Kash 22 Jul @ 1:21pm 
Not entirely sure where I'm going wrong but whenever I try to add custom xenotypes to a faction they just appear as baseliners, I don't know if it's a mix of custom xenos and modded xenos but I'm not having much luck
Ayomi 21 Jul @ 8:58am 
Just make sure when you create the custom version of the premade xenotypes you capitalize the first letter (it's lower case by default when you load it). That way you won't have to change any of the percentages in your faction screen. They'll just automatically use the custom one as long as it is spelled the same way.
Ayomi 21 Jul @ 8:46am 
I think I see what's causing the issue with baseliners spawning when they shouldn't be. After a lot of testing I've found that if you use ONLY custom xenotypes or you use ONLY premade xenotypes, it works fine. It's when you mix Custom and Premade xenotypes together that it spawns baseliners.

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.
sgtfritz8 21 Jul @ 7:47am 
@bradson ah ok, thanks
Witch ~ 21 Jul @ 7:03am 
tfw you make a super OP xenotype for your own colony but then you get raided by them because you accidently put "random custom xeno" to 60% and now I'm dead.

Karma. 10/10 mod love it.
bradson  [author] 21 Jul @ 6:53am 
Other way around. Factions get rolled first, then memes which can override previous results when not rolling baseliner, then pawnkinds with the same behaviour
sgtfritz8 21 Jul @ 6:48am 
if i'm reading this right "faction > memes > pawnkind" means edits to the faction tab overwrite the Memes tab which overwrite pawnkind. Correct?
Ayomi 20 Jul @ 11:45am 
@Evenstar You have the option to still use percentages with a checkbox at the bottom. In this scenario Baseliner was at 0 percent, while the other two xenotypes were at 50 and 50 respectively. Also re-checked just now and baseliner is set at 0 for that faction.
Evenstar 20 Jul @ 11:14am 
@Ayomi - is this possibly related to the fact the percentages changed to weights instead? So it used to be you'd put in 50% 50% but now the numbers are weight related and not percents as I recall? Maybe check the number in baseliner just incase there's anything other than 0
Ayomi 20 Jul @ 9:37am 
I should note that my tests were in 1.6 specifically.
Ayomi 20 Jul @ 9:09am 
@bradson So there's definitely something going on here besides raid requirements. I tested this morning and here's what I found.

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.
LucienoftheAbyss 20 Jul @ 2:48am 
I don't think that's the cause, since the xenotype doesn't include anything that decreases their combat skills, and they also don't spawn as traders or slaves.
bradson  [author] 20 Jul @ 1:52am 
Some incident types like raids separately have requirements for pawns to be capable of violence, or have leaders with higher shooting skills. Those overrule random chances for xenotypes
LucienoftheAbyss 20 Jul @ 1:09am 
I might have done something wrong with the settings, but I can't seem to get any of my custom xenotypes to spawn, with them getting replaced by baseliners every time the percentage for my xenotype gets hit.
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.
Ayomi 19 Jul @ 10:18am 
@Witch ~ That's Shella Backgrounds. You may have to turn off your content filter for it to show up in a search, though.
Witch ~ 19 Jul @ 10:09am 
what background mod are you using ont eh first screenshot :)
just curious
bradson  [author] 17 Jul @ 1:34pm 
Just don't change player faction xenotypes in the mod settings if you don't want new player faction pawns to generate with those
TheGoFurr 17 Jul @ 11:37am 
So is there a solution for colonists having babies that are not their xenotypes?
Ayomi 16 Jul @ 3:55pm 
Hmm, I too would like to know what No Faction is used for...
truncate 16 Jul @ 7:10am 
thank you so much for the template option!
TamTroll 16 Jul @ 5:53am 
@Evanstar it sounds like that might also effect every "no faction" event such as crashed shuttle pods, which is a shame as i don't want to adjust those events. Dang.
Evenstar 16 Jul @ 4:34am 
@TamTroll - From memory these would fall under No Faction, however I haven't tested it in a while so would need to double check
TamTroll 15 Jul @ 7:30pm 
@Evenstar Okay so if "New Tribe" means "Babies born", then what would i use for "Colonists provided by a successful ideology ritual" or "Colonists provided by a Town outpost from Vanilla Expanded: Outposts?"

Because i want those two specifically to be my xenotype, but everyone else to be whatever.
Evenstar 15 Jul @ 2:12pm 
@Ayomi - Yeah it took me ages to figure out why that was happening to me too! Glad I could help :)

@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
Ayomi 15 Jul @ 1:47pm 
@Evenstar I learned something new today... Would explain why my kids sometimes had genes I did not expect to see...
Evenstar 15 Jul @ 12:46pm 
@Gasdobun - Yes you just set any factions to 0% baseliner and make sure the xenotypes you want are set to the percent you want etc :)

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 :)
Gasdobun 15 Jul @ 10:29am 
Is there any way to disable baseliner spawn? I'm interested in a xeno-only game
Horhyzon 14 Jul @ 8:07pm 
If I use Cherry Picker and turn off a xenotype, how does that effect this mod?
bradson  [author] 14 Jul @ 7:25pm 
it's just using the remaining xenotype chances in the entry when picking hybrid parents. Filtering options past that aren't implemented
00no4 14 Jul @ 6:21pm 
Is there a way to set it so that hybrids only hybridise with inheritable Genes?

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.
Ayomi 13 Jul @ 12:54pm 
You're awesome! Thank you <3
bradson  [author] 13 Jul @ 12:51pm 
So I've pushed a fix for baseliner sorting now. Hopefully that'll solve the issue. Restart rimworld twice or resubscribe or whatever if steam isn't downloading anything. It's on github too
Ayomi 13 Jul @ 12:44pm 
Now that you mention it, though. I just checked and baseliner is now the top line of the sliders, above Random Genes and Hybrid. But last night when I was playing with some factions the Random Genes and Hybrid xenotypes were above Baseliner in the list and I thought that was odd. My first Xenotype is Bruxa, from the Sanguophage Expanded mod.
bradson  [author] 13 Jul @ 12:44pm 
xenotypes from mods count too. It's sorting the whole list
Ayomi 13 Jul @ 12:37pm 
No, I don't believe I have any custom xenotypes that start with A or B. The one I added back was a custom Kurin Xenotype. So it started with K.
bradson  [author] 13 Jul @ 12:35pm 
That error didn't start getting thrown after adding a xenotype with a name that'd alphabetically get sorted before "Baseliner", did it?
Ayomi 12 Jul @ 9:28am 
Interestingly when I tried adding back a couple of the custom Xenotypes that I had deleted the factions page and the percentages came back and started working again. I didn't have to add them all back, just a specific one apparently. This isn't one that I've used yet either, so no percentages were applied to it.