RimWorld

RimWorld

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Xenotype Spawn Control
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Mod, 1.4, 1.5, 1.6
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2.274 MB
Nov 22, 2022 @ 9:58am
Jul 13 @ 1:25pm
6 Change Notes ( view )
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Xenotype Spawn Control

Description
Diversify the xenotypes in your world!
Xenotype Spawn Control grants full control over spawn rates of xenotypes, including those made by yourself, within factions, pawnkinds and even memes. Additionally it adds options to spawn randomly generated, fully unique xenotypes and hybrids. A neat overview of selfmade xenotypes with quick access to the editor is included too.

Can be freely added or removed at any point of a game. Patches only run during pawn generation, e.g. when spawning visitors, calculating relations or generating quests. Data about removed gene or xenotype mods gets logged and either shows up as inactive or causes the xenotype to simply spawn without those no longer loaded genes.

When using all three categories, "Baseliner" acts as the chance to make no changes to xenotypes. The others then override xenotypes of previous generation steps if they roll anything other than baseliner, in the order faction > memes > pawnkind.

Xenotypes generated by the "Random Genes" option roll with 14 genes on average. The minimum they can spawn with is 5, and the maximum is 54, though extremely unlikely. Archite chances are directly taken from the vanilla genepack algorithm, with additional odds of rolling purely cosmetic genes and other exotic genes that normally don't show up there. This includes Alpha genes.





[discord.gg]

Compatible with all mods, licensed under MIT[tldrlegal.com]

GitHub:
https://github.com/bbradson/Xenotype-Spawn-Control
Popular Discussions View All (22)
10
Sep 16 @ 9:17pm
[Bug Report?]
Pancake
2
Sep 1 @ 4:41pm
Possible bug - Hate Chanters - Incapable of Violence Exception
Dracar
10
Mar 2 @ 3:31pm
1.5?
C Sparks Turtle
607 Comments
The Bard of Hearts 7 minutes ago 
@Ayomi
Thanks, milady. I think your second comment about double-loading is probably the catch. I've not tried that yet. Wouldn't have thought about it making a difference. I'll give it a go and see if thats the case.
Ayomi 1 hour ago 
@The Bard of Hearts I forgot one thing. If you open up a saved Xenotype in the editor, click the load saved xenotype in the editor to load it again. Sometimes when it first opens it isn't really loaded properly, but when you select load saved xenotype it'll load properly and can be saved.
Ayomi 1 hour ago 
@The Bard of Hearts You can most definitely edit a saved custom Xenotype. That's just part of the Biotech base game, though. This mod just allows for you to access that interface through the mod. I've done a lot of extensive updating of custom Xenotypes and I don't think I've ever had a problem with them not saving.

Perhaps an issue caused by another mod? Also I want to be sure you are trying to edit an existing saved Xenotype by selecting the edit button and not creating a new one with the same exact name.
The Bard of Hearts 1 hour ago 
I absolutely love this mod. Me and my wife seriously waited on 1.6 for this mod specifically. So, thank you. :steamthumbsup: If I could though, I would love for there to be one small fix. If you create and save a xenotype, you cannot edit that xenotype without saving it as a DIFFERENT xenotype (different name). Thus all the set up you've done for that first xenotype is completely gone. You have to set up spawn rates for all the factions again for your new xenotype and then delete the old one.

This could be fixed simply by letting us save over the same name (and actually having it save the changes. as it is, if you don't change the name, it doesn't save the changes).
ggfirst 3 hours ago 
NAICE MOD
anaris Sep 19 @ 7:50pm 
I was looking for something that works from the opposite direction to what I see in the mod options; i'd like to set a xeotype to not spawn in any faction or pawn type or meme. Is there an easy way to do that, or will i have to go down every list manually?
Ayomi Sep 18 @ 4:09pm 
@Fizzypopfox Try not to mix xenotypes that are custom with the ones included in the game for a given faction. If you only use custom xenotypes or you only use base game xenotypes you won't see any baseliners. But if you mix custom xenotypes and base game xenotypes in a faction, you'll get some baseliners appearing. It's a known bug.
Fizzypopfox Sep 17 @ 4:19pm 
How do i stop baseliners from spawning? i set them to 0% on everything and they still spawn
belirahc Sep 10 @ 5:42pm 
i think i may have found a issue with gender genes 2 and this mod were if you have genes that are set to be male or female, and you use this mod to spawn that xenotype in the male / female specific genes get removed on game load up.
bradson  [author] Sep 10 @ 3:45pm 
Well, no game files. The config does of course get saved in the usual config folder