RimWorld

RimWorld

Genetic Drift 1.6
13 Comments
seraphina-vz 2 Aug @ 8:13am 
Blacklist doesn't work the way I expected it to work. I blacklisted androids from Vanilla Xenotypes Expanded, and pawns still spawn with their genes. Nothing that can't be fixed with devmode, but still.
Ayana 2 Aug @ 6:23am 
The whitelist function seems to break my game when I add new mods. Because it invalidates xenotypes, I can't remove a custom xenotype from the whitelist and then it's not able to generate pawns.
CalamaBanana 24 Jul @ 10:27am 
The blacklist stops working as soon as one changes their mod list it seems. As soon as the game detects a slightly different mod list, a xenotype becomes invalid until saved again, no matter if the mod touched genes or not.

I tested this with just Genetic Drift and Harmony in my mod list, blacklisting all genes except the two tails. Carvans only spawned with those two tails, all was good. Then I restarted the game and added a minor clothing mod, and caravans would spawn with all genes again. Until I resaved and reapplied the blacklist xenotype.

Perhaps after selecting a xenotype to blacklist, storing all its genes in a list saved in the settings instead might prevent it?
Andromeus 24 Jul @ 7:11am 
Thank you! This mod is great to introduce a little bit of extra randomness on pawns
ManyBones 21 Jul @ 1:14pm 
Blacklisting genes fron a xenotype does not work for me. Pawns still spawn with said genes
Sir Rolin 21 Jul @ 10:28am 
As in it not showing anything and just constantly throwing the error:
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: UnityEngine.Rect
Sir Rolin 21 Jul @ 10:27am 
Is it just for me, or is the config settings broken in 1.5?
MercuryRiver 13 Jul @ 5:22am 
This "make the xenotype in after laoding colony" does that mean ill have to set this up per save or i can just hop into dev test, make the xenos, and it will be good for all saves?
TheSoundOfTrees 12 Jul @ 9:16am 
I tried that too, with the same results. It's like I have multiple versions of the genotype editor, depending on if I access it from Genetic Drift, the character editor or the new colony configuration menu, all with different peculiarities... Though I am not especially surprised things are a bit messy after a big update ! I am remaking all my configs, may change a few mods and wait for the dust to settle :)
Masstell  [author] 12 Jul @ 8:35am 
One note, you do have to make the xenotypes when loaded into a game. There is a bug I haven't figured out where it has errors if you try to make a xenotype from the main menu.
TheSoundOfTrees 12 Jul @ 6:43am 
Then it must be a conflict with another mod ? I've just tried : accessing the genotype editor from outside the mod gives me a check option to ignore metabolism, and saves correctly. But if I call the editor from inside genetic drift itself, I don't have this checkable option, nor does it save (even if the metabolism is correct) at all. Well I guess my mod addiction has already broken something :D
Anyway, thanks again.
Masstell  [author] 12 Jul @ 5:56am 
It displays the metabolism limit, and gives a warning when you save it, but it'll let you save with something exceeding the normal limit. I was just able to make one with +57 metabolic efficiency and 29 complexity.

There isn't an option to check or not, it just lets you make whatever you want.
TheSoundOfTrees 12 Jul @ 4:08am 
Thanks for the update.
The option to disable the metabolism limit when creating a xenotype as a genepool seems to be absent.