RimWorld

RimWorld

Xenotype Spawn Control
549 Comments
Winetoo Aug 2 @ 6:27am 
Dear Bradson,

i love what this mod does, but i would like to ask for addition of one, big, phat, button:
"Remove baseliners"
That would just set baseliner spawn chances for all the spawns to something like 0.1 and spread the chance between all the other xenotypes equally. Do you think something like this would be possible?

Thank you
Witch ~ Aug 2 @ 2:01am 
Vanillas custom xenotypes are crazy finickly even if you just change your loadorder. Just open them and resave for everything to work again smoothly
judeisnotobscure Aug 2 @ 12:41am 
thank you.
bradson  [author] Jul 31 @ 12:25am 
That's a custom xenotype with genes from mods you removed being there in your game. The error is intentional. Remove the xenotype or add the gene mods back if you want it gone
тетеря, блин Jul 30 @ 6:42pm 
red error in main menu:

> Removed null genes

also, it refers to this path: G:/Program Files (x86)/SteamLibrary/steamapps/common/RimWorld/Mods/Xenotype Spawn Control/Source/ModifiableXenotypeDatabase.cs:105

while I don't have my steam on that disk, so the paths seem to be hardcoded.

https://gist.github.com/HugsLibRecordKeeper/1ab80abba08d68a439651abbf6dd6ddf
bradson  [author] Jul 28 @ 11:56am 
@iddqd Random custom is added by alpha genes. This mod's custom options are named Random genes and Hybrid, and are both sorted to the top
Ayomi Jul 28 @ 9:45am 
@Geistheller It says baseliner for Custom Xenotypes on the spawn screen, but when they actually spawn in game it should be your custom xenotypes. Though there is a small bug right now that causes more baseliners to spawn than should, it still mostly works fine in practice.
GeistHeller Jul 28 @ 9:39am 
I can't seem to modify factions to spawn custom XT, their % is converted into baseliner instead no matter what I do and I don't really know what I could be doing wrong since the mod works fine otherwise, as long as I stick to premade XT...
iddqd Jul 28 @ 9:34am 
Could you please move "Random custom" somewhere more visible in the list, so that it doesn't blend in with the rest? Took me a while to figure out, why customs with 0%chance are spawning all the time. Some other idiot could suffer the same fate.
Ayomi Jul 27 @ 9:34am 
For anyone curious, I figured out what was causing the issue I mentioned last night. The "fix" I thought I had to prevent baseliners from spawning when they shouldn't by creating all the base core Xenotypes as Custom Xenotypes (with the same names) did work at first. But after you restart the game Xenotype Spawn Control no longer recognizes those Custom Xenotypes and so the factions that use them, such as Rough Pig Union, etc. reverted back to their default state of just 100 percent Pigskins.

If I delete the custom xenotypes I created for the base xenotypes and recreate them everything begins working again as expected, but once you restart the game the same issue returns. So the only way I know to fix the "baseliners spawn when they shouldn't be" issue is to create entirely new xenotypes for pigskin, impid, etc with new/different names and set those properly in the mod faction settings.
Baccalon Jul 27 @ 8:14am 
So glad this was updated! :meepstarry:
Ayomi Jul 27 @ 12:38am 
Has anyone ever had an issue where the base game factions just stopped working with Xenotype Spawn Control all of a sudden? Like the Rough Pigskin Union spawns 100 percent pigskins now and the Impid Tribe spawns 100 percent Impids despite me trying everything to set their percentages to anything else. What's even weirder is it used to say all the percentages that I input into Xenotype Spawn Control when I cursored over the faction, but now it just says 100% Impid, etc.

Even weirder, custom factions do still work. They have the correct percentages on hover and do spawn based on my settings. Is there a setting I clicked off or something? I don't see any errors, but I am just beyond confused. I've even tried resetting the base faction settings and then setting them all to a different Xenotype other than their default, but to no avail. Curious if anyone else has had this issue or knows what to do.
TheAsh Jul 23 @ 9:34pm 
Feels like there should be global settings or easier methods to edit factions etc in batches.

Also would love to have a way to define the "random genes" spawn options (how many genes, how strong, maybe a ban list), would be even better if you can make a number of "random genes" types, or give them percentages for more powerful genes.
Kash Jul 22 @ 1:21pm 
Not entirely sure where I'm going wrong but whenever I try to add custom xenotypes to a faction they just appear as baseliners, I don't know if it's a mix of custom xenos and modded xenos but I'm not having much luck
Ayomi Jul 21 @ 8:58am 
Just make sure when you create the custom version of the premade xenotypes you capitalize the first letter (it's lower case by default when you load it). That way you won't have to change any of the percentages in your faction screen. They'll just automatically use the custom one as long as it is spelled the same way.
Ayomi Jul 21 @ 8:46am 
I think I see what's causing the issue with baseliners spawning when they shouldn't be. After a lot of testing I've found that if you use ONLY custom xenotypes or you use ONLY premade xenotypes, it works fine. It's when you mix Custom and Premade xenotypes together that it spawns baseliners.

Looking at the code I think it may be rolling for each group individually rather than as a whole, meaning if you have 50 percent premade and 50 percent custom, then it rolls for the 50 percent premade and if that doesn't work it then rolls for the 50 percent custom and if that doesn't work it gives you a baseliner.

What I can say is if you want to mix Premade Xenotypes with Custom Xenotypes and not get baseliners you can just create Custom Xenotypes for all the premade ones in the game and set their percentages in the options. If you do this then you will stop getting baseliners in raids. I haven't had a single baseliner spawn since doing this.
sgtfritz8 Jul 21 @ 7:47am 
@bradson ah ok, thanks
Witch ~ Jul 21 @ 7:03am 
tfw you make a super OP xenotype for your own colony but then you get raided by them because you accidently put "random custom xeno" to 60% and now I'm dead.

Karma. 10/10 mod love it.
bradson  [author] Jul 21 @ 6:53am 
Other way around. Factions get rolled first, then memes which can override previous results when not rolling baseliner, then pawnkinds with the same behaviour
sgtfritz8 Jul 21 @ 6:48am 
if i'm reading this right "faction > memes > pawnkind" means edits to the faction tab overwrite the Memes tab which overwrite pawnkind. Correct?
Ayomi Jul 20 @ 11:45am 
@Evenstar You have the option to still use percentages with a checkbox at the bottom. In this scenario Baseliner was at 0 percent, while the other two xenotypes were at 50 and 50 respectively. Also re-checked just now and baseliner is set at 0 for that faction.
Evenstar Jul 20 @ 11:14am 
@Ayomi - is this possibly related to the fact the percentages changed to weights instead? So it used to be you'd put in 50% 50% but now the numbers are weight related and not percents as I recall? Maybe check the number in baseliner just incase there's anything other than 0
Ayomi Jul 20 @ 9:37am 
I should note that my tests were in 1.6 specifically.
Ayomi Jul 20 @ 9:09am 
@bradson So there's definitely something going on here besides raid requirements. I tested this morning and here's what I found.

Trigger raid with only Pigskin set (100 percent). Raid spawns with 100 percent Pigskins.

Trigger raid with only Faux Pigskin set (Identical to Pigskin, just custom Xenotype). Raid spawns with 100 percent Faux Pigskins.

Trigger a raid with 50 percent Pigskin and 50 percent Faux Pigskin. About 10-15 percent of the raiders are Baseliner.
LucienoftheAbyss Jul 20 @ 2:48am 
I don't think that's the cause, since the xenotype doesn't include anything that decreases their combat skills, and they also don't spawn as traders or slaves.
bradson  [author] Jul 20 @ 1:52am 
Some incident types like raids separately have requirements for pawns to be capable of violence, or have leaders with higher shooting skills. Those overrule random chances for xenotypes
LucienoftheAbyss Jul 20 @ 1:09am 
I might have done something wrong with the settings, but I can't seem to get any of my custom xenotypes to spawn, with them getting replaced by baseliners every time the percentage for my xenotype gets hit.
I've both tried changing the values in Factions as well as in Pawnkind, and neither seems to make them spawn.
DLC wise, I only have Biotech enabled, and I'm on 1.5.
Ayomi Jul 19 @ 10:18am 
@Witch ~ That's Shella Backgrounds. You may have to turn off your content filter for it to show up in a search, though.
Witch ~ Jul 19 @ 10:09am 
what background mod are you using ont eh first screenshot :)
just curious
bradson  [author] Jul 17 @ 1:34pm 
Just don't change player faction xenotypes in the mod settings if you don't want new player faction pawns to generate with those
TheGoFurr Jul 17 @ 11:37am 
So is there a solution for colonists having babies that are not their xenotypes?
Ayomi Jul 16 @ 3:55pm 
Hmm, I too would like to know what No Faction is used for...
truncate Jul 16 @ 7:10am 
thank you so much for the template option!
TamTroll Jul 16 @ 5:53am 
@Evanstar it sounds like that might also effect every "no faction" event such as crashed shuttle pods, which is a shame as i don't want to adjust those events. Dang.
Evenstar Jul 16 @ 4:34am 
@TamTroll - From memory these would fall under No Faction, however I haven't tested it in a while so would need to double check
TamTroll Jul 15 @ 7:30pm 
@Evenstar Okay so if "New Tribe" means "Babies born", then what would i use for "Colonists provided by a successful ideology ritual" or "Colonists provided by a Town outpost from Vanilla Expanded: Outposts?"

Because i want those two specifically to be my xenotype, but everyone else to be whatever.
Evenstar Jul 15 @ 2:12pm 
@Ayomi - Yeah it took me ages to figure out why that was happening to me too! Glad I could help :)

@bradson - Maybe it's worth putting in the mod description that it's recommended to set player colonies to 100% baseliner, or maybe even remove the options to change the % of player colonies, as I can't see how it would ever be useful to change it
Ayomi Jul 15 @ 1:47pm 
@Evenstar I learned something new today... Would explain why my kids sometimes had genes I did not expect to see...
Evenstar Jul 15 @ 12:46pm 
@Gasdobun - Yes you just set any factions to 0% baseliner and make sure the xenotypes you want are set to the percent you want etc :)

Just make sure the new arrivals, new tribe etc are all set to 100% baseliner, as what this means is that any children your xenos have will have a blank baseliner gene template, which will then get filled with genes inherited from parents. If you set it to say 100% Pigskin but then you had two Impids have a child, it would actually spawn with Pigskin genes, so make sure your colony is set to 100% baseliner and only change the other factions, refugees, beggars, no faction etc

Hope this helps :)
Gasdobun Jul 15 @ 10:29am 
Is there any way to disable baseliner spawn? I'm interested in a xeno-only game
Horhyzon Jul 14 @ 8:07pm 
If I use Cherry Picker and turn off a xenotype, how does that effect this mod?
bradson  [author] Jul 14 @ 7:25pm 
it's just using the remaining xenotype chances in the entry when picking hybrid parents. Filtering options past that aren't implemented
00no4 Jul 14 @ 6:21pm 
Is there a way to set it so that hybrids only hybridise with inheritable Genes?

I noticed that hybrids will spit out most of a hussar but now all their genes are fliped to inheritable which feels off to me.
Ayomi Jul 13 @ 12:54pm 
You're awesome! Thank you <3
bradson  [author] Jul 13 @ 12:51pm 
So I've pushed a fix for baseliner sorting now. Hopefully that'll solve the issue. Restart rimworld twice or resubscribe or whatever if steam isn't downloading anything. It's on github too
Ayomi Jul 13 @ 12:44pm 
Now that you mention it, though. I just checked and baseliner is now the top line of the sliders, above Random Genes and Hybrid. But last night when I was playing with some factions the Random Genes and Hybrid xenotypes were above Baseliner in the list and I thought that was odd. My first Xenotype is Bruxa, from the Sanguophage Expanded mod.
bradson  [author] Jul 13 @ 12:44pm 
xenotypes from mods count too. It's sorting the whole list
Ayomi Jul 13 @ 12:37pm 
No, I don't believe I have any custom xenotypes that start with A or B. The one I added back was a custom Kurin Xenotype. So it started with K.
bradson  [author] Jul 13 @ 12:35pm 
That error didn't start getting thrown after adding a xenotype with a name that'd alphabetically get sorted before "Baseliner", did it?
Ayomi Jul 12 @ 9:28am 
Interestingly when I tried adding back a couple of the custom Xenotypes that I had deleted the factions page and the percentages came back and started working again. I didn't have to add them all back, just a specific one apparently. This isn't one that I've used yet either, so no percentages were applied to it.