RimWorld

RimWorld

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Xenotype Spawn Control 1.5 Updated
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Mod, 1.5
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1.605 MB
Jan 20 @ 5:24pm
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Xenotype Spawn Control 1.5 Updated

Description
Tag updated temporary upload until original authors get around to updating

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.

Uploaded under MIT License

Copyright (c) 2022 bradson
33 Comments
Scarlet Sade Jun 15 @ 8:25am 
Hi, I don't know if it's this mod, but after I change the spawn rate vanilla and modded xenotypes aren't spawning. My custom xenotypes are spawning like a set them to but not ones added by vanilla game and mods. It worked fine before. I'm still on 1.5. Is this happening for anyone else?
DaPostmaster Jun 14 @ 12:18am 
Can I use this to change the spawn rates of aliens from the Humanoid Alien Races dependency? I don't have Biotech, and I wanted to tweak the spawn rates of aliens compared to humans (they spawn too much).
DuckGoosebear PrairieDogLover Jun 12 @ 10:51pm 
this works in 1,6 but the option UI needs to be fixed...
HoNkZeE MaKaRa May 29 @ 10:00pm 
add a global slider to change everything lmao
Addemann May 13 @ 12:35pm 
Templates don't work?
Kirboh May 1 @ 5:13am 
@Shemaleficent
Yeah, I agree, the UI is very difficult to use if you have more than three or four xenotypes. IT needs some serious tweaking. I remember the original mod being the exact same way.
Shemaleficent May 1 @ 1:33am 
After using this mod for quite some time I have come to conclusion that its UI fucking sucks when you have shitload of xenotypes.
TamTroll Apr 29 @ 10:31am 
Is there a way to set it up so that 100% of Pawns gained from an ideology ritual that grants pawns on success, and/or new pawns in from the "Vanilla outposts expanded" "Town outpost" are all of one pre-determined Xenotype?

I'm running an isolationist colony of a specific custom Xenotype, so getting fresh blood is difficult, especially when every ritual and pawn spawned from the Town is Baseliner.
Kaschey Apr 18 @ 10:04am 
I just got one. Fortunately, it was a mix with a simple xenotype so didn't break the game but I have some complicated modded xenotypes that likely could.
SimplePhysics Apr 18 @ 9:36am 
@Kaschey: I was playing with both this and VRE-Androids up until recently (wasn't using androids personally that much) but I never had any issues with hybrids being generated