RimWorld
Spawning custom Xenotypes
So I'm really annoyed by how this whole system works. Most likely because I don't understand it correctly so that's why I am here.

I started the game with a custom Xenotype but also wanted another one to spawn NATURALLY in the game. Only after many hours and much work on my base I found out that factions that have 'Random Custom' as their member Xenotypes are basically lying to your face because custom xenotypes are only considered valid when you started the game with them or an Ideology has them as preferred Xenotypes. 'Random custom' my ass. The game should really word it another way when that is not the case.

My strategy now was to just cheat and forcibly add the second custom xenotype I want to spawn naturally to a random ideology. Said and done. Maybe it's bad luck but I haven't seen said xenotype spawn. That's basically why I am here. Is my approach working and I'm just unlucky or is the game basically forcing me to throw everything I worked for away and start a new game with both custom xenotypes as starting colonists?

I also found a comment online that says everytime I change my modlist I have to reload and save my custom xenotypes so that they adapt to the new modlist or none of them spawn anymore. Don't know if that really is true but I did so anyways.
Messaggio originale di Astasia:
"Random Custom" is a mod mechanic. The unmodded game factions will never spawn with custom xenotypes, but neutral/spacer pawns, like refugees, beggars, escape pods, they can spawn as one of your custom starting xenotypes.

If you want to create a xenotype and not start with it but then allow it to spawn in the game, you will have to use mods for that. The "Random Custom" you are seeing is from Alpha Genes, and yes I believe it only works with xenotypes you started with much like with unmodded, it just inserts that normal spawn chance into factions.

A mod that would allow you to add other xenotypes to factions would be like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564
I believe you can add any xenotype you created to the spawn lists even if you didn't start the game with one.

Edit: Alternatively, if you create a custom xenotype and apply it to one of the pawns you don't land with, that might also work without needing mods, I haven't tried it. So like with a scenario you might start with "3 of 7" pawns, 3 will be members of your colony, 4 will not, but those 4 pawns are still created and "join the world" as world pawns. This might register their xenotypes as custom ones for that world, allowing them to spawn, but that's just a guess.
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L'autore della discussione ha indicato che questo messaggio risponde alla discussione originale.
"Random Custom" is a mod mechanic. The unmodded game factions will never spawn with custom xenotypes, but neutral/spacer pawns, like refugees, beggars, escape pods, they can spawn as one of your custom starting xenotypes.

If you want to create a xenotype and not start with it but then allow it to spawn in the game, you will have to use mods for that. The "Random Custom" you are seeing is from Alpha Genes, and yes I believe it only works with xenotypes you started with much like with unmodded, it just inserts that normal spawn chance into factions.

A mod that would allow you to add other xenotypes to factions would be like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564
I believe you can add any xenotype you created to the spawn lists even if you didn't start the game with one.

Edit: Alternatively, if you create a custom xenotype and apply it to one of the pawns you don't land with, that might also work without needing mods, I haven't tried it. So like with a scenario you might start with "3 of 7" pawns, 3 will be members of your colony, 4 will not, but those 4 pawns are still created and "join the world" as world pawns. This might register their xenotypes as custom ones for that world, allowing them to spawn, but that's just a guess.
Ultima modifica da Astasia; 26 lug 2023, ore 5:10
Messaggio originale di Astasia:
"Random Custom" is a mod mechanic. The unmodded game factions will never spawn with custom xenotypes, but neutral/spacer pawns, like refugees, beggars, escape pods, they can spawn as one of your custom starting xenotypes.

If you want to create a xenotype and not start with it but then allow it to spawn in the game, you will have to use mods for that. The "Random Custom" you are seeing is from Alpha Genes, and yes I believe it only works with xenotypes you started with much like with unmodded, it just inserts that normal spawn chance into factions.

A mod that would allow you to add other xenotypes to factions would be like this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564
I believe you can add any xenotype you created to the spawn lists even if you didn't start the game with one.

Oh I didn't know that custom xenotype is a mod feature! The Xenohuman Pirate Gang faction seems so incredibly obvious to add to Biotech that I absolutely forgot that it was added by a mod and is not part of the base game. Thanks for reclarifying that for me.

And do you use the Spawn Control mod? I've heard it really messes with the xenotypes of all factions, be it vanilla or not that it is really more of a gamebreaking hindrance than something that one should even think about using.
I haven't tried it, but I've looked through a few pages of comments and I don't see anyone mentioning any concerning issues. One person broke their save by removing the mod mid-playthrough, but it's never a good idea to remove mods during a playthrough so that's sort of as expected. It looks like the mod only touches the factions you want it to, and only adds the xenotypes you want it to.

It's a popular mod with a lot of subscribers and ratings, and usually when a mod breaks after an update the recent comments are all about the mod not working anymore, so I'm going to assume the mod still works fine.
Messaggio originale di Astasia:
I haven't tried it, but I've looked through a few pages of comments and I don't see anyone mentioning any concerning issues. One person broke their save by removing the mod mid-playthrough, but it's never a good idea to remove mods during a playthrough so that's sort of as expected. It looks like the mod only touches the factions you want it to, and only adds the xenotypes you want it to.

It's a popular mod with a lot of subscribers and ratings, and usually when a mod breaks after an update the recent comments are all about the mod not working anymore, so I'm going to assume the mod still works fine.

I'm ashamed for my stupidity but my entire post seems to have been unnessecary. In my eternal ignoranz I never thought of the idea to just use the console to make my local xenohuman pirate gang attack my base (seems like they haven't raided me for many many years) and even the custom xenotype I created but did not start with was part of their raiding group. So either they do - indeed - use ALL custom xenotypes or my idea with sneakily adding a revered xenotype to a random ideology has worked.

nonetheless, I thank you for your efforts.
Ultima modifica da Fruchtgummi; 26 lug 2023, ore 6:28
Since the mod is outdatet since Rimworld 1.5, does anyone know if there is another mod / solution to make custom xeontypes spawn without starting a new game?
Mod is outdated but works without issues for me. And no, you don't have to start new game to run it.
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Data di pubblicazione: 26 lug 2023, ore 4:58
Messaggi: 6