RimWorld

RimWorld

Random Spawning Genes
53 Comments
Amnaa 29 Jun @ 8:55am 
@Halicade Huh, I just tried to prepare a log for you using debug commands and nothing suspicious happened with the genes. Maybe something got accidentally fixed recently? Anyway, if I ever notice something, I will reload and log it for you. Thank you for the mod anyway! I've always felt like pristine xenotypes are a little unnatural.
Halicade  [author] 29 Jun @ 8:37am 
@Amnaa I just tried it out with a couple babies. They had no extra genes at birth which was good. But they didn't gain genes after becoming children either. I'm going to need a log with my mods logging enabled to better see what happened.
Halicade  [author] 29 Jun @ 8:13am 
When they become children? What the heck? I'll check it out
Amnaa 29 Jun @ 7:49am 
When babies are born, they have no additional genes. However when they grow up into children, they do gain the genes. I do have the baby option turned off. Am I missing something else?
Halicade  [author] 24 Jun @ 1:45pm 
Should be fixed! Just had to update some references to big and small I had. Thanks for noticing!
csc001 23 Jun @ 10:34pm 
when use your mod with big&small mod collection,some thing wrong

[13:32:22] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:22] Error in WorldGenStep: System.TypeLoadException: Could not resolve type with token O10oo01a from typeref
[13:32:23] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more
[13:32:23] Eror while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] Exception from asynchronous event: System.TypeLoadException: Could not resolve type with token 010oo01a
Halicade  [author] 8 Jun @ 8:32am 
Sorry, I might have forgot to clear some lists when I was creating them. New update should fix that.
Also added the ability to now exclude specific races and xenotypes from receiving genes.

For excluding those two genes, I just use the "defName (loose)" with "_Retromorphosis"
"_Metamorphosis" as the exclusion.
Aside from that, if "generate genes with prerequisites" isn't working I'm going to need to see a hugs log with whatever specific gene it is. Turn on the "log genes being generated through this mod" setting so I can see when it fails in the log.
Victor 8 Jun @ 7:28am 
I tried it, but even adding every metamorph and retromorph via defname couldn't stop it showing up. Also, the option to generate genes with their prerequisites isn't working with modded genes.
Halicade  [author] 1 Jun @ 5:15pm 
You should be able to use the "loose" category. Just copy paste the value I have in the about folder.

I wrote that list before I added the new category options, so everything there is based on defname (loose)
Victor 1 Jun @ 10:46am 
Actually I found a file in the mod folder that mentions them, with the great title of PossibleExclusionsForRandomStartingGenesIWantToMakeThisTagVeryLongForNoReason, but I couldn't find how to apply that.
Victor 1 Jun @ 10:46am 
How can I stop the 'Xenotype'_Metamorphosis and Retromorphosis from appearing? I've trying filtering them out via exclusion tags, DefName (loose) and disabling genes with 0 metabolism, and they still show up. They are from Big and Small - Genes
nelim17 18 May @ 4:55pm 
Thanks :)
Halicade  [author] 18 May @ 4:35pm 
At creation
nelim17 18 May @ 4:32pm 
Hi! Are those genes spawning at pawn creation or during pawn lifetime (like some traits) ?
Halicade  [author] 18 May @ 3:35pm 
Mod has been updated! Reworked the UI for filtering out mods. You can now filter out exclusionTags as well as entire mods!

@sam1373 Unfortunately I can't think of a way to easily add it that I'm comfortable with. If you have any ideas on how the logic should be done I'm open to suggestions.
sam1373 16 May @ 3:19pm 
could you add some probability factor for archite, other than just on/off?
Halicade  [author] 16 May @ 2:39pm 
I'm actually going to add new filter options so you can block by exclusionTags and mod id soon. Just need to make sure everything runs smooth.
Cringe Shaymin 16 May @ 2:24pm 
@cykonetic the blacklist says specifically "Exclude genes that contain the following text." If you just type the def name for the genes without the color name, it should automatically grab them all.
cykonetic 10 May @ 3:01pm 
This is exactly what I was looking for. Is there an easy way to block groups of genes? I already have skin,hair, and eyes handled. Adding each color option for the three genes to the gene filter is brutal.
Shadowwake 9 May @ 12:08pm 
Not sure if i already commented on this a while back or not, but thank you for making this. I always found it annoying and absurd that ALL BASELINERS had EXACTLY the same genetic makeup, and were utterly useless for extracting genes from. Throwing a few random ones into their spawn mix is great. I find baseliners with addictions, traits, strengths and weaknesses and it fits the logic of a world so much better.

So thank you.
Dualdragoon 9 May @ 10:51am 
Thanks. Been looking for a way to do that for some time now.
Halicade  [author] 9 May @ 8:04am 
@Dualdragoon Unfortunately wouldn't be possible with the way this mod is designed. Might be possible to use Genetic drift for that.
Dualdragoon 8 May @ 9:54pm 
So this might sound a bit odd but would it be possible to implement an option for a white list rather than a black list? I'm trying to see if it's possible to force every pawn to spawn with a specific gene.
lanman100806 5 May @ 8:51am 
This is a really good companion for VPE - Biotech, +Alpha Genes, Compendium, which gene lock psycaster paths. I'll use this to add those genes at a low chance instead of SpawnThoseGenes or the like which require creating/editing an XML. Thanks for making this
Halicade  [author] 4 May @ 1:19pm 
Fixed an issue where genes were being assigned to Androids from VRE Androids.
Some behind the scenes changes to hopefully speed up a little bit as well.
@Utter There is now an option to add by menu! Uses the same logic as the devmodes "add xenogene" so there shouldn't be any issues.
Utter 19 Apr @ 1:37pm 
really like the mod. would it be possible to add a drop down list or some other way to add to the exclude gene list? Having to look up defName 's is a pain
Halicade  [author] 16 Apr @ 3:24pm 
@SupaMalaman Yes, genes from this will be added before genetic drift however.
SupaMalaman 16 Apr @ 2:59pm 
is this compatible with genetic drift?
Halicade  [author] 15 Apr @ 5:31pm 
Just did a once-over of my code and removed an excess gene check. Regarding speed, as long as you have message logging off (which you probably should, I was excessive in my logging) speed isn't an issue. The patch takes about .13ms per pawn on average according to dubs.
It added 23ms to a 10,000 point raid of 137 pawns so barely noticeable in the grand scheme of things.
Keep in mind my code only runs on spawn. The rest of the time my mod does nothing.
Halicade  [author] 11 Apr @ 11:51am 
@Phrozehn There shouldn't be much impact. This will only run during pawn generation. I could see it taking slightly longer if you have a larger amount of genes/xenotypes however.
Phrozehn 11 Apr @ 11:31am 
Absolutely love the idea! Is there a performance hit? Trying to trim my list down of mods that'll be too performance heavy but really want to add this.
Halicade  [author] 9 Apr @ 11:40am 
@Cringe Shaymin Originally I wanted to make it filter with regex, but I figured that would be too complex for most people. I can take a look at some sort of wildcard setup but no promises.
Cringe Shaymin 9 Apr @ 8:00am 
Does this mod accept wildcard operators in the exclusion list in its mod settings?
Ravinglegend 30 Mar @ 8:56am 
@Halicade Thanks. Great mod.
Halicade  [author] 30 Mar @ 8:55am 
Chance has been added in. This runs before any genes are added so it's all or nothing.
Ravinglegend 30 Mar @ 7:32am 
Can you add a percentage chance for characters to have genes in addition to range? Its the one feature that is in genetic drift that isn't available in this one.
Cringe Shaymin 9 Mar @ 8:19am 
@KITA there's nothing WRONG with Genetic Drift per se, but it doesn't always check for gene prerequisites properly and there's no way to blacklist genes. That means that, for example, if you have Genetic Drift + VRE Androids, random pawns can spawn with android genes and things can start to break down. People have been begging for a gene blacklist to be added to Genetic Drift since it first came out, but it never really got updated.
KiTA 7 Mar @ 9:26pm 
Oh, nice, I love having some randomness, especially in raiders and the like.

@Cringe Shaymin: Wait is there an issue with Genetic Drift?
TheAlexDude 7 Mar @ 11:31am 
Mhhh will it turn raiders into the gen penyatas as well? Either way sounds like a cool mod.
Cringe Shaymin 7 Mar @ 10:56am 
FINALLY a replacement for Genetic Drift, an absolute lifesaver.
VitaKaninen 7 Mar @ 2:48am 
@Bad Connection *, Look at the comments directly below yours.
Bad Connection * 6 Mar @ 11:48pm 
if you added a slider to change the chance of adding new genes, this mod would be perfect for me
VitaKaninen 5 Mar @ 10:41am 
Thanks!
Halicade  [author] 5 Mar @ 9:50am 
New update! You can now choose the minimum and maximum amount of genes pawns can receive.
FaPaThY 4 Mar @ 5:13pm 
Awesome, thanks
Halicade  [author] 4 Mar @ 9:51am 
Sorry about that. Just pushed a fix for the button not appearing. I also added a button so you can add a list of recommended exclusions. This has the auto-down genes and bodies that can cause rendering issues.

As for exclusions in general, you can enter all or part of a genes defName to exclude that specific gene. Anything that contains the text you enter will be excluded. For example if you did "Skin_" it will exclude all Skin color genes (base game at least, can't say how other people set their genes up)
FaPaThY 4 Mar @ 7:04am 
What's the formatting for the exclusions if I were to add them manually to the settings file?
The 'Add to list button', and everything below it, aren't showing up for me in the in-game settings. It's probably some mod conflict, but not in the mood to try and figure it out.

Or better yet, it would be cool if the recommended exclusions were pre-added by default. Especially those ones that insta-down traders the second they step on your map.
Dyspeptic Icarus 3 Mar @ 9:26pm 
I love it
Time to get mixin with Slugs!
Dr Jimothy 3 Mar @ 9:20pm 
Excellent, excellent and excellent! I'll enjoy the genetic chaos that this leads to!
Halicade  [author] 3 Mar @ 8:34am 
1. Yes
2. Yes
Any genes added in between will be kept on the pawn.
3. I believe genetic drift will apply it's genes after mine. I set it up so gene adding is done earlier than normal to prevent possible bugs from everyone else applying patches at the same spot.