RimWorld

RimWorld

Random Spawning Genes
79 kommentarer
Halicade  [ophavsmand] For 1 time siden 
@vexxn0va Unfortunately not. Once the gene is on the pawn they are no different from any other gene.
vexxn0va For 3 timer siden 
is there a way to tell which genes are random and which are pre-determined (xenotypes), i get i can just check the xenotypes genes but having to sift through each one by one gets irritating and was wondering if there was any setting or something that has it show/seperate itself from natural genes/xenotypes
Halicade  [ophavsmand] 20. okt. kl. 17:13 
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 20. okt. kl. 16:58 
alrighty your mod is fixed but ive still got that invalid package id. ive verified game files but still nothing...
Halicade  [ophavsmand] 20. okt. kl. 16:33 
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 20. okt. kl. 16:26 
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 20. okt. kl. 16:24 
alright ill try that
Halicade  [ophavsmand] 20. okt. kl. 16:22 
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  [ophavsmand] 20. okt. kl. 15:36 
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 20. okt. kl. 15:28 
@Halicade? How does one do this perhaps?
Halicade  [ophavsmand] 20. okt. kl. 15:04 
@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 20. okt. kl. 14:43 
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  [ophavsmand] 30. sep. kl. 11:17 
@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 30. sep. kl. 8:31 
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  [ophavsmand] 29. aug. kl. 7:42 
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 29. aug. kl. 6:52 
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 27. aug. kl. 6:58 
Mind blown. :D
Halicade  [ophavsmand] 27. aug. kl. 6:32 
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 27. aug. kl. 4:01 
Any chance there is a mod option that makes this only trigger on baseliners?
Halicade  [ophavsmand] 19. aug. kl. 4:06 
@Geojak maybe in another mod at some point. I really don't want to add more features to this one
Geojak 19. aug. kl. 1:51 
could their be an option for randomly disapearing genes, for exaple a pigkin randomly not having trotter hand
Halicade  [ophavsmand] 21. juli kl. 13:30 
@numa.ec If the mod was active while they were spawned, yes
numa.ec 21. juli kl. 12:44 
Does it affect starting pawns?
Halicade  [ophavsmand] 15. juli kl. 15:34 
@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 15. juli kl. 13:02 
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 29. juni kl. 8:55 
@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  [ophavsmand] 29. juni kl. 8:37 
@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  [ophavsmand] 29. juni kl. 8:13 
When they become children? What the heck? I'll check it out
Amnaa 29. juni kl. 7:49 
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  [ophavsmand] 24. juni kl. 13:45 
Should be fixed! Just had to update some references to big and small I had. Thanks for noticing!
csc001 23. juni kl. 22:34 
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  [ophavsmand] 8. juni kl. 8:32 
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 8. juni kl. 7:28 
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  [ophavsmand] 1. juni kl. 17:15 
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 1. juni kl. 10:46 
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 1. juni kl. 10:46 
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 18. maj kl. 16:55 
Thanks :)
Halicade  [ophavsmand] 18. maj kl. 16:35 
At creation
nelim17 18. maj kl. 16:32 
Hi! Are those genes spawning at pawn creation or during pawn lifetime (like some traits) ?
Halicade  [ophavsmand] 18. maj kl. 15:35 
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 16. maj kl. 15:19 
could you add some probability factor for archite, other than just on/off?
Halicade  [ophavsmand] 16. maj kl. 14:39 
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 16. maj kl. 14:24 
@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 10. maj kl. 15:01 
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 9. maj kl. 12:08 
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 9. maj kl. 10:51 
Thanks. Been looking for a way to do that for some time now.
Halicade  [ophavsmand] 9. maj kl. 8:04 
@Dualdragoon Unfortunately wouldn't be possible with the way this mod is designed. Might be possible to use Genetic drift for that.
Dualdragoon 8. maj kl. 21:54 
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 5. maj kl. 8:51 
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