RimWorld

RimWorld

Pawnkind Race Diversification (Continued)
97 Comments
Glitchkatten Aug 20 @ 5:25pm 
@Thiago
Xenotype Spawn Control might be what you're looking for
Thiago Aug 4 @ 6:14am 
Really wish there was a mod like this for Xenohumans as well
Mlie  [author] Aug 3 @ 12:10am 
@小黑 Please see the Reporting Issues section described above
小黑 Aug 2 @ 7:21pm 
This mod prevents me from generating world factions normally. I don't know which mod is conflicting with it.
Hammer Goblin Jul 31 @ 4:24am 
Ya know I might be a little dumb; would this enable factions to spawn with custom xenotypes??
Mazza Jul 28 @ 7:00pm 
Cheers for the updates. This is a very useful mod for me so the continued support is appreciated.
Natalia1 Jul 24 @ 11:47am 
Really hyped for the update! Last mod to round out my modlist
Hammer Goblin Jul 20 @ 7:44pm 
Ignore last comment, I had to actually figure out why Hugslib is so righteously hated, its just redundant.
Mlie  [author] Jul 13 @ 10:34am 
@GhostLiner If possible I try to remove it from mods
GhostLiner Jul 13 @ 10:30am 
Any chance the 1.6 version becomes non-reliant on HugsLibs ?
YT_lol Jul 12 @ 11:58am 
ah
Mlie  [author] Jul 12 @ 11:57am 
@YT_lol Updating all my mods, see discord for progress
YT_lol Jul 12 @ 11:55am 
will this get updated?
iF Jun 24 @ 6:07am 
After using it for a few months, except for some internal fight by entities in mixing factions, everything else works fine.
Mlie  [author] Jun 7 @ 10:55pm 
@EnderMelody No, birthed pawns will always use the same pawnkind as the mother
EnderMelody Jun 7 @ 3:43pm 
does this randomize birthed pawns too?
Lance Axiom May 6 @ 9:56am 
been having an error in relation to rimefeller btw
Mlie  [author] Apr 28 @ 12:18pm 
@Lance Axiom Doubt it
Lance Axiom Apr 28 @ 9:44am 
does this mod interfere with genomes at all ?
Mlie  [author] Feb 7 @ 4:45am 
@iF No, they are not races. they are entities
iF Feb 7 @ 4:01am 
The factions of DLC Anomaly seems not appear in exclude list, is that possible to add them? (Horax cult, Dark Entities)
sanyarkin Aug 21, 2024 @ 10:54am 
mod affects colony-born children (via biotech). personally don't think that should be happening.
(´・ω・`) May 16, 2024 @ 10:56am 
Hey there! Creepjoiners seem to not be affected by the diversification - they always show up as regular old humans. Hoping there's an eventual fix for that!
Mlie  [author] May 1, 2024 @ 10:04pm 
@Kerican Nothing has been removed from the mod
Kerican May 1, 2024 @ 2:53pm 
Thanks for the 1.5 Update ... I thought there was an option that let me exclude the Player faction. ?
Marble Pony Pie Apr 28, 2024 @ 10:25am 
Yay, 1.5 update! Thanks :steamhappy:
tatzelwesen Apr 14, 2024 @ 1:41pm 
Thank you so much for your continued work on your mods. I know that it's probably a lot of work, and I'll just look forward to when we can play this one again.
Marble Pony Pie Mar 17, 2024 @ 8:24am 
@Mlie Great news! Thanks for the hard work. Checked the progress of mod updates and I have to say - you are a legend
Mlie  [author] Mar 17, 2024 @ 7:55am 
@Marble Pony Pie I'm updating all my published mods, progress is posted on the Discord-server.
Marble Pony Pie Mar 17, 2024 @ 7:52am 
Hi! One of my projects, that I'm developing right now, heavily depends on on this mod to work. May I ask, is there a chance it will be updated to 1.5? Would be great!
Black Jesus Aug 24, 2023 @ 2:43am 
I can confirm that this mod causes widespread issues with pawn generation both from the spawn pawn command in dev tools and those spawned or modified in Character Editor. Testing with Character Editor I boiled my 490 mod list down to just my race mods and their dependencies and then worked backwards until this caused the issue. I think it's due to the generation conflict you mentioned in the description but none of my 30+ race mods have an option to disable pawn generation. I can reproduce the issue and get the logs if you want.
Softis Aug 18, 2023 @ 2:54pm 
IIRC, Prepare Carefully is an extremely invasive, sloppy, and dirty mod that even overwrites basic Vanilla code. It also hasn't been updated since at least as far back as 1.0. (No, that's not a joke.)

Relevant to this mod specifically, Prepare Carefully has never had compatibility with HAR, and it can actually ruin HAR races in your save (if it doesn't break something else first).
Mlie  [author] Aug 13, 2023 @ 8:18am 
@KhanKhanen From what I hear you should be using Character Editor instead of Prepair Carefully
KhanKanin Aug 13, 2023 @ 7:06am 
Never mind an easy way to circumvent this issue is disabling the option to "Override all human pawnkinds" before you load prepare carefully then enable it once you're loaded in. Sorry about that.
KhanKanin Aug 13, 2023 @ 6:52am 
Found this today and was blown away that I had never heard of it before. But sadly I have a bug that makes me crash when I go into the "World" tab in prepare carefully, I was testing it and sometimes it would allow me to click that tab without crashing but it would show pawns that I created all as humans suddenly different races from mods like Kijin, buns, and half-dragon.

Does anyone know an alternative to this mod?
Killer Tamashi Jul 30, 2023 @ 9:45am 
Granted, I'm not sure if character editor is *apart* of the conflict, but it was the tool I was using to mess around with pawns and find this information out
Killer Tamashi Jul 30, 2023 @ 9:43am 
Found out something strange; Mod conflicts with character editor when used with SF Grim Reality or RuntimeGC 1.4 (amongst other mods also causing conflicts with this, not going to troubleshoot all but there is at least >3)

I'm not sure what in the world causes this, but when either SF or GC are used with character editor and this mod, it makes humans unable to render properly--making the pawn not spawn at best and breaking the UI at worse if spawned in

I would give a huglib log, but hugslib is giving me an error saying it can't "parse a response"
Iveli Alpaca Jul 22, 2023 @ 10:57am 
Did a bit of further troubleshooting, and the problem was with the Anthrosonae mod itself, which seems to have fixed itself after I did a fresh installation of the game, so was not with this mod. I think any time a certain bodytype or head was being called, the game would hang, which would come up if the anthro colonists were on the select screen after using the Pawnkind mod to change the spawn rates.

So actually had nothing to do with this mod, oops. Sorry.
Mlie  [author] Jul 21, 2023 @ 11:01pm 
@IVELISCHPFULI If the game crashes you can look at the log to find the error.
https://www.reddit.com/r/RimWorld/comments/zvc7em/whats_the_file_location_of_playerlog/
Iveli Alpaca Jul 21, 2023 @ 10:09pm 
I'm not seeing an error, but this mod seems to crash the game when used with the Anthrokind race mod and you select different colonists in the colonist setup menu before embarking.
Mlie  [author] Jul 19, 2023 @ 11:54am 
@Black Jesus I did not write the original description. Test and see if load-order changes can solve your issue
Black Jesus Jul 19, 2023 @ 11:23am 
You said in the description to disable other mods pawn generation systems. None of my mods have that as an option to disable and this was causing generation issues with the Kijin 3.0 mod. Would it be possible to load this after my race mods, let them do their thing and then this kicks in?
ratboys Jun 16, 2023 @ 12:56pm 
Could you please do this for xenotypes? ho my god is xenotype spawn control really bad to use
Mlie  [author] Mar 16, 2023 @ 1:16pm 
@Sakura Hopefully fixed now
Sakura Mar 16, 2023 @ 9:10am 
Right, sorry. By itself the mod doesn't cause the error to appear, but I managed to narrow it down and adding Character Editor makes the error appear.
https://gist.github.com/f541c2591c70180f0933ea965ea05f88
Mlie  [author] Mar 16, 2023 @ 8:12am 
@Sakura Please see ”Reporting Issues” described above
Sakura Mar 16, 2023 @ 7:57am 
I am getting an error with the mod when starting the game (line 5427)
https://gist.github.com/HugsLibRecordKeeper/709938c2d013eafa2f52f6cdd1242d38
warmainiac Jan 10, 2023 @ 7:25am 
i dont have a screenshot, and i also am running at LEAST around 200-300 mods and while i was able to find settings for mods that ive used during 1.3, i have not seen those same settings for 1.4 and earlyer on in the days of 1.4 i just dismissed it as a way for modders to 'simplify' the lines of code after searching for errors in the debug. but it wasnt until we both got confused on the matter, that it was something else going on. but i have no real way to confirm either issue either way.
Mlie  [author] Jan 9, 2023 @ 10:21pm 
@warmaniac When you say that
”i have NEVER seen mod settings for mods that have them that i just simply want to change”
Can you be more specific? Perhaps share a screenshot of where you are looking for the settings?
warmainiac Jan 9, 2023 @ 8:40pm 
yes and no

although what you just told me confused me even more about how mods interact with rimworld (just ran into a strange log that confused the crap outa me at the time of writing this) i have NEVER seen mod settings for mods that have them that i just simply want to change and idk why that is, i didnt see mod settings for this mod, and im sure as HECK didnt see any mod settings for the updated age rates mod (1.3 to 1.4)