RimWorld

RimWorld

Random Spawning Genes
77 Comments
Halicade  [author] Oct 20 @ 5:13pm 
Glad to know my mods working. I'll update it later so the incompatibility with "No metabolic efficiency" is mentioned. No idea what that other error is about but it's not from my mod at least.
I love MSG Oct 20 @ 4:58pm 
alrighty your mod is fixed but ive still got that invalid package id. ive verified game files but still nothing...
Halicade  [author] Oct 20 @ 4:33pm 
Haha, yeah that's the mod causing issues with mine. I rely on the metabolic efficiency to determine what genes to get.

It looks like you might have some other issue though. Try verifying your game files when you get a chance cause you shouldn't be getting that "Invalid packageId 'Core' resolved to 'ludeon.rimworld'" message
I love MSG Oct 20 @ 4:26pm 
by the way could the cause be the mod "no metabolic efficiency" ive loaded the mods you said after but still the same https://gist.github.com/HugsLibRecordKeeper/6a97f23a4576581e46df4dcde8e79f4b . i also clicked the log genes being generated.
I love MSG Oct 20 @ 4:24pm 
alright ill try that
Halicade  [author] Oct 20 @ 4:22pm 
If that doesn't end up working, can you turn on that "log genes being generated" in my mods settings and send me a new log?
Halicade  [author] Oct 20 @ 3:36pm 
Yep that's it.

Looks like you're loading my mod (and [NL] Realistic Body) before base game. That's probably what's causing this
I love MSG Oct 20 @ 3:28pm 
@Halicade? How does one do this perhaps?
Halicade  [author] Oct 20 @ 3:04pm 
@John Salvor Deep Sounds like you might have disabled all of your genes with positive metabolism somehow. Can you share a log with my mods logging activated?
I love MSG Oct 20 @ 2:43pm 
lowkey how tf i use this. everytime i try to use it the error log comes up saying "there are no genes with a positive metabolism random starting genes will not work" what do i do???
Halicade  [author] Sep 30 @ 11:17am 
@oldmanwhistler Nuclear death blast? That's a new one. I gotta check it out lol.

Yeah, at world gen the game creates faction leaders and other various pawns that can cause other errors at startup with certain mods.

I do plan to maybe make another version of this where it works the opposite. You choose what genes/xenotype are chosen. But that's far off in the future. Working on other ideas I have.
oldmanwhistler Sep 30 @ 8:31am 
I was trying this with the Dev Quicktest with logging turned on an I found the game was spawning a lot more pawns than I expected for a crashlanding of 3. This made sense why I was having crashes on worldgen with a lot of factions.

I'm going to have to play with it more to get my settings correct but do I ever LOVE this idea, although I think the easiest thing would be to make it affect baseliners only because as you said there are a lot of weird gene compatibility issues in other mods when you have a lot of mods.

I want to try a gene thief run with this either using gene ripper or that gene that lets you steal genes.

For your recommended exclusions, you might want to add the Alpha Genes nuclear death blast and maybe some of the anomaly defaults?
Halicade  [author] Aug 29 @ 7:42am 
If a xenotype genes are germline genes (Like an impid, they get inherited) then the genes from this mod will go in the same place.
If they are xenogenes (like a sanguophage) then the genes from this mod will get generated as xenogenes
Futstub Aug 29 @ 6:52am 
Could you explain the mod option "Follow Xenotype Inheritance" for me, please? :)

This is an absolute amazing mod btw, and I seriously don't understand how it doesn't have dozens of thousands of downloads...
Futstub Aug 27 @ 6:58am 
Mind blown. :D
Halicade  [author] Aug 27 @ 6:32am 
All the options in the preview images are all the options. Only way to restrict to a specific xenotype is to exclude all other xenotypes.
Futstub Aug 27 @ 4:01am 
Any chance there is a mod option that makes this only trigger on baseliners?
Halicade  [author] Aug 19 @ 4:06am 
@Geojak maybe in another mod at some point. I really don't want to add more features to this one
Geojak Aug 19 @ 1:51am 
could their be an option for randomly disapearing genes, for exaple a pigkin randomly not having trotter hand
Halicade  [author] Jul 21 @ 1:30pm 
@numa.ec If the mod was active while they were spawned, yes
numa.ec Jul 21 @ 12:44pm 
Does it affect starting pawns?
Halicade  [author] Jul 15 @ 3:34pm 
@TheAsh Recommended is for genes that can break if placed on incorrect pawns only.
The summoning genes have been on the possible exclusions list since I made it though
TheAsh Jul 15 @ 1:02pm 
You should add the summoning genes from "Alpha Genes" mod to the recommended exclusions list.

Or better yet, implement some setting to just make it rarer, otherwise pretty much every roll you get 1 or 2 summons.
Amnaa Jun 29 @ 8:55am 
@Halicade Huh, I just tried to prepare a log for you using debug commands and nothing suspicious happened with the genes. Maybe something got accidentally fixed recently? Anyway, if I ever notice something, I will reload and log it for you. Thank you for the mod anyway! I've always felt like pristine xenotypes are a little unnatural.
Halicade  [author] Jun 29 @ 8:37am 
@Amnaa I just tried it out with a couple babies. They had no extra genes at birth which was good. But they didn't gain genes after becoming children either. I'm going to need a log with my mods logging enabled to better see what happened.
Halicade  [author] Jun 29 @ 8:13am 
When they become children? What the heck? I'll check it out
Amnaa Jun 29 @ 7:49am 
When babies are born, they have no additional genes. However when they grow up into children, they do gain the genes. I do have the baby option turned off. Am I missing something else?
Halicade  [author] Jun 24 @ 1:45pm 
Should be fixed! Just had to update some references to big and small I had. Thanks for noticing!
csc001 Jun 23 @ 10:34pm 
when use your mod with big&small mod collection,some thing wrong

[13:32:22] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:22] Error in WorldGenStep: System.TypeLoadException: Could not resolve type with token O10oo01a from typeref
[13:32:23] Error while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more
[13:32:23] Eror while generating pawn. Rethrowing. Exception: System.TypeLoadException: Could not resolve type with
[13:32:23] Exception from asynchronous event: System.TypeLoadException: Could not resolve type with token 010oo01a
Halicade  [author] Jun 8 @ 8:32am 
Sorry, I might have forgot to clear some lists when I was creating them. New update should fix that.
Also added the ability to now exclude specific races and xenotypes from receiving genes.

For excluding those two genes, I just use the "defName (loose)" with "_Retromorphosis"
"_Metamorphosis" as the exclusion.
Aside from that, if "generate genes with prerequisites" isn't working I'm going to need to see a hugs log with whatever specific gene it is. Turn on the "log genes being generated through this mod" setting so I can see when it fails in the log.
Victor Jun 8 @ 7:28am 
I tried it, but even adding every metamorph and retromorph via defname couldn't stop it showing up. Also, the option to generate genes with their prerequisites isn't working with modded genes.
Halicade  [author] Jun 1 @ 5:15pm 
You should be able to use the "loose" category. Just copy paste the value I have in the about folder.

I wrote that list before I added the new category options, so everything there is based on defname (loose)
Victor Jun 1 @ 10:46am 
Actually I found a file in the mod folder that mentions them, with the great title of PossibleExclusionsForRandomStartingGenesIWantToMakeThisTagVeryLongForNoReason, but I couldn't find how to apply that.
Victor Jun 1 @ 10:46am 
How can I stop the 'Xenotype'_Metamorphosis and Retromorphosis from appearing? I've trying filtering them out via exclusion tags, DefName (loose) and disabling genes with 0 metabolism, and they still show up. They are from Big and Small - Genes
nelim17 May 18 @ 4:55pm 
Thanks :)
Halicade  [author] May 18 @ 4:35pm 
At creation
nelim17 May 18 @ 4:32pm 
Hi! Are those genes spawning at pawn creation or during pawn lifetime (like some traits) ?
Halicade  [author] May 18 @ 3:35pm 
Mod has been updated! Reworked the UI for filtering out mods. You can now filter out exclusionTags as well as entire mods!

@sam1373 Unfortunately I can't think of a way to easily add it that I'm comfortable with. If you have any ideas on how the logic should be done I'm open to suggestions.
sam1373 May 16 @ 3:19pm 
could you add some probability factor for archite, other than just on/off?
Halicade  [author] May 16 @ 2:39pm 
I'm actually going to add new filter options so you can block by exclusionTags and mod id soon. Just need to make sure everything runs smooth.
Cringe Shaymin May 16 @ 2:24pm 
@cykonetic the blacklist says specifically "Exclude genes that contain the following text." If you just type the def name for the genes without the color name, it should automatically grab them all.
cykonetic May 10 @ 3:01pm 
This is exactly what I was looking for. Is there an easy way to block groups of genes? I already have skin,hair, and eyes handled. Adding each color option for the three genes to the gene filter is brutal.
Shadowwake May 9 @ 12:08pm 
Not sure if i already commented on this a while back or not, but thank you for making this. I always found it annoying and absurd that ALL BASELINERS had EXACTLY the same genetic makeup, and were utterly useless for extracting genes from. Throwing a few random ones into their spawn mix is great. I find baseliners with addictions, traits, strengths and weaknesses and it fits the logic of a world so much better.

So thank you.
Dualdragoon May 9 @ 10:51am 
Thanks. Been looking for a way to do that for some time now.
Halicade  [author] May 9 @ 8:04am 
@Dualdragoon Unfortunately wouldn't be possible with the way this mod is designed. Might be possible to use Genetic drift for that.
Dualdragoon May 8 @ 9:54pm 
So this might sound a bit odd but would it be possible to implement an option for a white list rather than a black list? I'm trying to see if it's possible to force every pawn to spawn with a specific gene.
lanman100806 May 5 @ 8:51am 
This is a really good companion for VPE - Biotech, +Alpha Genes, Compendium, which gene lock psycaster paths. I'll use this to add those genes at a low chance instead of SpawnThoseGenes or the like which require creating/editing an XML. Thanks for making this
Halicade  [author] May 4 @ 1:19pm 
Fixed an issue where genes were being assigned to Androids from VRE Androids.
Some behind the scenes changes to hopefully speed up a little bit as well.
@Utter There is now an option to add by menu! Uses the same logic as the devmodes "add xenogene" so there shouldn't be any issues.
Utter Apr 19 @ 1:37pm 
really like the mod. would it be possible to add a drop down list or some other way to add to the exclude gene list? Having to look up defName 's is a pain