RimWorld

RimWorld

Xenotype Spawn Control
473 Comments
Annabellee Jun 15 @ 9:48am 
Will you be adding the changes from the GitHub version in the update?
Azara Jun 15 @ 7:22am 
Thank you! This mod is so unique that there ain't really a replacement. Always love to use this when some xenotypes are just way too op.
bradson  [author] Jun 15 @ 5:36am 
Looks like it does need a recompile this time, yea
Azara Jun 15 @ 5:11am 
Hope this gets updated to 1.6
Hattsworth May 22 @ 7:49pm 
Love this mod, but it does grind my gears a bit that if you roll a hybrid with a xenotype that's explicitly xenogenes (like Hussar) it all just becomes germline genes.

Ideally, a hybrid in that case would literally be one type with an implanted xenogerm of the other, but that's just my thought.
A lobotomised Potato May 22 @ 8:36am 
I use this in 1.5 and it works perfectly fine, I don't get why it only says it works with 1.4
bradson  [author] May 21 @ 12:49am 
Not by this mod then. Even xenotypes with genes from removed mods are kept and have an error logged instead of getting deleted automatically here.
Fizzypopfox May 20 @ 10:51pm 
My custom xenotypes keep getting deleted everytime i start up the game again
Evenstar May 8 @ 5:14am 
@BunnyJitsu | TTV - I had this happen too, you need to make sure that any of the 'Player' factions are set to 100% Baseliner, as this means any babies will be born with zero genes PLUS any passed down by the parents. This way works fine for me :)
DaPostmaster May 2 @ 1:14pm 
Does this work for alien species without xenotypes?
BunnyJitsu Apr 29 @ 4:47pm 
My current problem has been changing player tribe to my custom xenotypes. They all spawn well enough as normal colonists but if two xenotypes of the same type has a baby it seems to roll the dice again and get the genes of a random xenotype + it's parent one when birthed.
K33industries Apr 29 @ 9:25am 
Ok thanks i try it
bradson  [author] Apr 29 @ 5:44am 
Rimworld requires factions that can send raids to have a chance of generating pawns that are capable of violence. Don't make them 100% highmate
K33industries Apr 28 @ 11:17pm 
any one know how to fix this :
Could not generate a pawn after 100 tries. Last error: Generated pawn incapable of violence. Ignoring validator.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
???
Mimir Astartes Apr 25 @ 3:46am 
where do i find the menu of this mod, to edit the xenotypes? i might be dum
bradson  [author] Mar 16 @ 3:22pm 
The error log should list the reason for faction generation failing there. Usually it's something like only incapable of violent xenotypes being assigned to a faction that is set up to require at least one violent pawn by its def
Moa Rider Mar 16 @ 9:02am 
Whenever I try to use this mod to make a custom xenotype take up an entire faction in the Factions setting, there will only be like 3 settlements on an generated planet and I can't attack settlements. Thought it might be a conflict with that Faction Control mod, but it still happened even after getting rid of that. Anyone else have this problem?
Evenstar Feb 28 @ 5:20am 
I am using this on 1.5 perfectly fine. Are there the same issues as in 1.4? Yes. Do I still love this mod? You betcha
Annabellee Feb 25 @ 8:38am 
Does anyone using the GitHub version know how to save templates?
unluckyew87 Feb 2 @ 4:10pm 
im going to ask Rimsential - Total Control: Continued if this is comparable with this mod but im asking here just in case you already know. thank you :steamhappy:
vxd240 Jan 28 @ 7:45pm 
will this be updated?
Moscore Jan 19 @ 1:50pm 
Works on 1.5; if you get the error that it couldn't find a xenotype you deleted, you have to go in to the mod settings and reset AND redo all the groups you edited to have the old xenotype(s) in. That will get rid of it.
Bonhoovi Jan 16 @ 3:41am 
Works on 1.5?
Ursy Jan 3 @ 2:45pm 
im having abut of difficulty with downloading this mod, it is downloaded, i did click subscribe, but it isnt showing on the ls it of available mods. any way known to fix this?
Irae Jan 1 @ 10:46am 
Hi Bradson, can you update your mod to 1.5 please? :)
bradson  [author] Dec 31, 2024 @ 5:28pm 
all mod settings are stored in %appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
Mechanique Dec 30, 2024 @ 6:54am 
It works just fine in 1.5

But more importantly, does anyone know where it saves the configs? It's not in game folder, not in mod folder either. I want to copy/paste those because setting up xenotypes for each faction manually is just too long and painful
The Viral Divinity Dec 29, 2024 @ 12:43am 
Mod doesn't seem to work.
Baccalon Dec 18, 2024 @ 1:22am 
I'm so sad this wasn't updated
Horhyzon Dec 14, 2024 @ 6:27pm 
@Kamisato Ayato I noticed this too. But when I closed and reopened the game, all my changes were now visible.
Kamisato Ayato Dec 3, 2024 @ 2:37am 
how to make changes save? I edited a factions percentages then reopened the game and they were not saved. Is it only in game that it saves? I did it at the main menu in mod options.
Lady Vykeen Nov 14, 2024 @ 3:40pm 
I would love love love a randomise button on spawn percentages. I have too many factions and xenotypes and I'm lazy af. Great mod though!
Kasa Nov 4, 2024 @ 11:08am 
There is nothing to update.
Wolfram Nov 4, 2024 @ 8:23am 
has there been any updates from Gordohn and Bradson?
ruby Oct 27, 2024 @ 3:30pm 
can confirm this still works as intended in 1.5. just change the tag in the about.xml
Kasa Oct 23, 2024 @ 11:26am 
Folks stop recommending Total Control: Continued, the mod author has explicitly stated their mod is not mean to be used the same way this mod was.

https://i.imgur.com/sfpMIF5.png
Ennian Oct 16, 2024 @ 6:40am 
@Rutanickers It doesn't, because I specifically use this mod to adjust xenotype rates for pawns who aren't in factions; wildmen, refugees, beggars etc. As far as I'm aware, total control does not let you do that.
RutraNickers Oct 10, 2024 @ 3:46am 
If anyone is having problems with this one on 1.5, the Total Control: Continued does the same thing as this mod and much more.

https://steamcommunity.com/sharedfiles/filedetails/?id=3063465133
Cantaloupe The Clown Oct 5, 2024 @ 4:04pm 
ViralReaction has an update of this on GitHub
T_GabiUel Oct 1, 2024 @ 12:43pm 
I can confirm it works on 1.5.
Geoflame1 Sep 30, 2024 @ 2:09pm 
Has anyone played a long term 1.5 game using this that can confirm it doesnt seem to cause any issues?
pathetic muffin Sep 23, 2024 @ 7:00pm 
what is your background
Arky Sep 21, 2024 @ 12:46pm 
Go to bbradson's github and download his version of xenotype spawn control. Then change it to 1.5 in the about.xml and play with it.
ChrisB Sep 9, 2024 @ 1:14pm 
i had a poke around on Mlie's discord to see if this had been mentioned. It has, and a few times. I won't copy/paste messages from mlie's discord, but if you search the name of this mod on that server, there are some messages about this mod being in a 1.5 working state. hope this helps anyone looking for a niche function like i was (changing wildman xenotype)
MajorityOfTheInternet Sep 2, 2024 @ 11:07pm 
I changed the wildman slider to be 100% my custom xenotype but the wildman spawned is a Neanderthal? Why is that? I have VFE Tribals on but I'm quite sure I turned all the sliders with wildman up
ItsKairoKay Sep 1, 2024 @ 7:07pm 
update for the whole custom xenotypes being extremely common i suspect its just a issue with putting actually custom xenos vs ones that were added by a mod so if you use custom xenotype exporter or anything like that it may solve the issue
Nuclear Captain Winters Aug 31, 2024 @ 10:18pm 
Amazingly easy mod to use as far as the sliders are concerned- just hit Control+A and then use replace the value, instead of editing it, and keep in mind that every value to alter will subtract from the 100% baseliner starts with. I have no idea about the mods functionality so far for 1.5 but after reading 43 pages of comments, it looks like every single person here is just coping because they are technologically illiterate.

This is a unity problem with how you input text into boxes that can be fixed, but hasn't been, by base rimworld.
ItsKairoKay Aug 31, 2024 @ 6:49pm 
yeah percentages just don't seem to work properly like it just ends up making them extremely common to a point i had entire wave of beggars just be the custom xenotype i put in when they should be the same rarity as a highmate. same with other factions except less extreme for whatever reason
JessieFeathers Aug 30, 2024 @ 2:14pm 
1.5?
Iopy Aug 26, 2024 @ 8:32pm 
So reading back about 6 pages worth of responses. It certainly seems the general consensus is that this mod does not work well with 1.5. I really hope the author is able to patch this soon or a Fork is made for this mod, I forgot how much I love this mod!