RimWorld

RimWorld

Ideology preferred xenotypes
So, with the new update we now have the ability to create custom xenotypes and have them show up in-game which is fantastic. For most of the events (crashed survivor, wanderer joins, etc.) that these can appear in it makes sense that the chance for that xenotype to appear is the same as any other. However, doesn't it seem like it would make sense that if you have an ideology with a preferred xenotype and then perform a ritual where the reward is a chance of a wanderer joining, the chance of that wanderer being the same xenotype as the ideology preferred one is skewed higher (especially since they already are guaranteed to have the ideology)? Just curious if that makes sense to anyone else, or if anyone knows of a mod (or devmode setting) that might allow that xenotype chance to be manually skewed.
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Showing 1-11 of 11 comments
WaKKO151 Nov 24, 2022 @ 6:14am 
Thats nothing. I have created the skaven xenotype. My ideology prefers skaven. My skaven hates himself because he is not the preffered xenotype. How does that make sense?
SievertChaser Nov 24, 2022 @ 8:18am 
Oof, that definitely doesn't sound right.
VoiD Nov 24, 2022 @ 8:21am 
I was kinda expecting random recruits and events to add my favorite xenotypes too, yeah.
Rutni the Dwarf Nov 24, 2022 @ 9:49am 
Originally posted by WaKKO151:
Thats nothing. I have created the skaven xenotype. My ideology prefers skaven. My skaven hates himself because he is not the preffered xenotype. How does that make sense?

Funny, the xenotype I made was Skaven as well haha. Anyways though, for your issue did you modify your xenotype on the character selection screen (that is, after making your ideology)? If so, that is why. For some reason, whenever you modify and save a xenotype it then counts as an entirely different one.
Jesse Dec 21, 2023 @ 10:53pm 
Funny, the xenotype I made was Skaven as well haha. Anyways though, for your issue did you modify your xenotype on the character selection screen (that is, after making your ideology)? If so, that is why. For some reason, whenever you modify and save a xenotype it then counts as an entirely different one.

This glitch is happening to me the instant the game starts. Nothing has changed my colonist's xenotype, they just refuse to register themselves as the xenotype they are supposed to like.
Last edited by Jesse; Dec 21, 2023 @ 10:53pm
MadArtillery Dec 21, 2023 @ 11:21pm 
Originally posted by Jesse:
Funny, the xenotype I made was Skaven as well haha. Anyways though, for your issue did you modify your xenotype on the character selection screen (that is, after making your ideology)? If so, that is why. For some reason, whenever you modify and save a xenotype it then counts as an entirely different one.

This glitch is happening to me the instant the game starts. Nothing has changed my colonist's xenotype, they just refuse to register themselves as the xenotype they are supposed to like.

Changes in mods detach it, not clearing the xenotype fully in ideology before re-adding it, and probably another hundred things. It's weirdly easy for the system to break so really best to avoid preffered xenotypes that aren't default otherwise they love to break. Perhaps someday a patch will make this more consistent but it seems unlikely so best to just cross this off as a feature since it doesn't work.
Last edited by MadArtillery; Dec 21, 2023 @ 11:22pm
Originally posted by Jesse:
Funny, the xenotype I made was Skaven as well haha. Anyways though, for your issue did you modify your xenotype on the character selection screen (that is, after making your ideology)? If so, that is why. For some reason, whenever you modify and save a xenotype it then counts as an entirely different one.

This glitch is happening to me the instant the game starts. Nothing has changed my colonist's xenotype, they just refuse to register themselves as the xenotype they are supposed to like.
Some mods (like prepare carefully) break xenotypes entirely. Otherwise as long as you create the xenotype from the ideology screen and then apply it at character generation it should work assuming no mod is breaking it when they should not even be touching the system.
Laurie Dec 22, 2023 @ 5:47am 
The problem with making new ones is that you'll not get pure bred babies since only your starting colonists have the genes in question.
MadArtillery Dec 22, 2023 @ 9:19am 
Originally posted by Laurie:
The problem with making new ones is that you'll not get pure bred babies since only your starting colonists have the genes in question.
Any custom xenotype in your starting colonists can show up from recruitment events. It's pretty rare but I have had it happen atleast twice. You can also just have starting colonists breed anyway. Had a one man all female tribal start once and every single girl became the dudes wife so could have all the xenotype babies in the universe.
Last edited by MadArtillery; Dec 22, 2023 @ 9:22am
Laurie Dec 22, 2023 @ 10:31am 
I don't tend to have marriages with multiple partners. In this game you cant get half siblings or cousins to breed despite back in the olden days when the world was so small it happened all the time.

I do notice you can get starting colonists that are married to family members, I dont know if it affects the health of the baby or if they can get pregnant. It could be like being married to your mum but its just on a piece of paper and you dont live any different
SievertChaser Dec 22, 2023 @ 11:57am 
There's an Inbred endogene, is there not?
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Date Posted: Nov 21, 2022 @ 9:59pm
Posts: 11