RimWorld

RimWorld

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Xenotype Spawn Control
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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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 (23)
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
618 Comments
generic hooman moat.gg Oct 31 @ 10:26am 
I think so, I might be misremembering but there should be an enable/disable toggle above the % slider
Laika Oct 31 @ 9:43am 
Is there a way to toggle a xenotype off completely in one click?
bradson  [author] Oct 31 @ 12:19am 
@s_okl Correct. It also strips out those missing genes though, so if you're getting errors during play that'd have a different reason, like the fact you decided to remove a mod with still referenced contents mid save. The startup log message for that case is intentional
s_okl Oct 30 @ 10:18pm 
really useful mod. however it will load all saved Xenotypes at the beginning of the game, which may contain genes of missing mods, and will cause error then.
bradson  [author] Oct 26 @ 4:13am 
@Laquillare I'd need more details than just that snippet at the top of the error message to provide any more help. At a glance I'd guess it's been thrown in the xenotype editor window, which is just not a feature this mod makes any changes to. Probably some gene mod or similar causing it.
Or it's referring to the ideology namer, which is even less related to this mod
Laquillare Oct 25 @ 9:14pm 
This mod is causing an error:
"Could not get new name (first rule pack: NamerDeityChristian)"
This only occurs when I make tweaks to Xenotype spawn control's spawn settings. I have created over 30 custom Xenotypes and without another way to get them to spawn naturally into the game I'd really appreciate knowing how I can add them without triggering this error.
bradson  [author] Oct 23 @ 12:06pm 
@kaelumkennedy this doesn't make any changes to spawns at default, and can be disabled whenever if you think you've found a conflict, as there's nothing related to the mod stored in a save file.

If you want any potential mod conflict you and seemingly only you found fixed, consider including the other mod when sharing your discovery and explaining what it takes to make the two mods conflict
kaelumkennedy Oct 23 @ 11:52am 
so i added this and now only a few factions spawn
generic hooman moat.gg Oct 23 @ 11:36am 
now this is the stuff, definitely useful to not have raiders turn up with primarch xenotypes, though blacklists would cut down on obliterating my arm
Tragamor Oct 15 @ 6:49pm 
Not sure if I dont completely understand how this mod works or if there is some other issue. I made a custom Xenotype for my starting pawn and and made sure every faction type had the spawn chance of that custom Xenotype set to zero.. and still had a raider show up with the custom xenotype. Not sure what setting I am missing.