RimWorld

RimWorld

Xenotype Spawn Control 1.5 *Obsolete*
42 Comments
Swampy Bogbeard  [author] 30 Jul @ 6:19am 
Original is back and better than ever, glad to see it
Anyone coming here to ask for 1.6 should use Bradson's main branch again
Alu 14 Jul @ 6:59pm 
Use the og mod
dr650cp 14 Jul @ 6:31pm 
1.6 pls
μuKnew 11 Jul @ 8:38am 
Thanks for the 1.5 update, it's been useful! Gonna move back to the original for 1.6.
onyx8 9 Jul @ 6:38am 
Original mod has updated with all the features of this fork + a working template system, thank you to this creator for creating a fork in the og's absence
Alu 8 Jul @ 9:53am 
use the og mod
foehn123456 8 Jul @ 9:15am 
will it be updated to 1.6?
Kc 28 Jun @ 12:20pm 
the og mod is updated now!
Scarlet Sade 15 Jun @ 8:25am 
Hi, I don't know if it's this mod, but after I change the spawn rate vanilla and modded xenotypes aren't spawning. My custom xenotypes are spawning like a set them to but not ones added by vanilla game and mods. It worked fine before. I'm still on 1.5. Is this happening for anyone else?
DaPostmaster 14 Jun @ 12:18am 
Can I use this to change the spawn rates of aliens from the Humanoid Alien Races dependency? I don't have Biotech, and I wanted to tweak the spawn rates of aliens compared to humans (they spawn too much).
DuckGoosebear PrairieDogLover 12 Jun @ 10:51pm 
this works in 1,6 but the option UI needs to be fixed...
HoNkZeE MaKaRa 29 May @ 10:00pm 
add a global slider to change everything lmao
Adsen 13 May @ 12:35pm 
Templates don't work?
Kirboh 1 May @ 5:13am 
@Shemaleficent
Yeah, I agree, the UI is very difficult to use if you have more than three or four xenotypes. IT needs some serious tweaking. I remember the original mod being the exact same way.
Shemaleficent 1 May @ 1:33am 
After using this mod for quite some time I have come to conclusion that its UI fucking sucks when you have shitload of xenotypes.
TamTroll 29 Apr @ 10:31am 
Is there a way to set it up so that 100% of Pawns gained from an ideology ritual that grants pawns on success, and/or new pawns in from the "Vanilla outposts expanded" "Town outpost" are all of one pre-determined Xenotype?

I'm running an isolationist colony of a specific custom Xenotype, so getting fresh blood is difficult, especially when every ritual and pawn spawned from the Town is Baseliner.
Kaschey 18 Apr @ 10:04am 
I just got one. Fortunately, it was a mix with a simple xenotype so didn't break the game but I have some complicated modded xenotypes that likely could.
SimplePhysics 18 Apr @ 9:36am 
@Kaschey: I was playing with both this and VRE-Androids up until recently (wasn't using androids personally that much) but I never had any issues with hybrids being generated
Kaschey 18 Apr @ 2:15am 
Is there a way to add android "genes" from "Vanilla Races Expanded - Androids" to exception when generating hybrids? Their components are not meant to be mixed with organic genes so I'm worried it might break something at some point.
LumberingTroll 22 Mar @ 9:59am 
Does this also help with controlling HAR race spawn rates?
[FD] Tomatohead 13 Mar @ 6:10am 
If I swap to this mod from the outdated one will my settings be remembered? I don't mind the game screaming at me if not. It still works and I prefer that I don't have to redo all the spawn changes.
Mcgrolox 9 Mar @ 12:54am 
So for the people asking for additional features here this particular post is just meant to be an updated tag "so the game doesnt scream at you". The uploader here isnt going to be making any other content changes to it presumably until and unless the original posters/devs have decidedly abandoned it, if then - TLDR consider posting feature/function requests on the original mod for when/if those devs pick it up again, poster here likely wont make those kinds of changes.
Born Of Birch 28 Feb @ 7:52pm 
For some reason it's working now. I did cut down on my mods so it's likely something broke it.
orbital 380 barrage 26 Feb @ 1:57pm 
there's nothing wrong with this mod it works perfectly for me
Born Of Birch 26 Feb @ 11:57am 
Crashed my game as soon as a raid showed up
HoNkZeE MaKaRa 18 Feb @ 11:49pm 
An option for searching and a filter for custom xenos would be nice.
HoNkZeE MaKaRa 18 Feb @ 10:05pm 
Yeah, what Porcyon said.
Scalapher The Artificer 7 Feb @ 4:13pm 
The original still seems to be working fine, but this doesn't seem to work
AcAdapter 28 Jan @ 11:00pm 
Does this work?
유행안타는멋진닉 28 Jan @ 6:03am 
how can I make template?
Alu 27 Jan @ 10:08pm 
the og by bradson evidently works better as this seems to be based on a unfinished git release and throws errors in the mod settings
MrSchadenfreude 27 Jan @ 1:32am 
How do you create a template? I keep clicking on the "templates" but nothing seems to be popping up
Fan 25 Jan @ 12:00pm 
i second @Porcyon
Porcyon 24 Jan @ 9:11am 
Would you consider adding a "universal" slider? I like having equalized xenotype chances for everyone but it is annoying to edit faction by faction
Kal the Meowlord 23 Jan @ 11:29pm 
what was wrong with the old version? it's been working for me so far from what i've seen
IAMNED726 23 Jan @ 6:18pm 
Thank you so much, can we replace the old version with this mid game without any issues?
moss 23 Jan @ 12:30pm 
omg horray
Swampy Bogbeard  [author] 21 Jan @ 5:15pm 
Updated Tagging so the game doesn't scream at you, everything works as intended for 1.5
Moonshine Fox 21 Jan @ 1:41pm 
Curious as well, just the 1.5 tag has been updated but all the systems are still the same?
alonlystalker 21 Jan @ 7:58am 
Only updated tag? no internal changes?
Really awesome and original mod. Thanks! Solved my problem completely.