RimWorld

RimWorld

824 ratings
Xenotype Spawn Control
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Mod, 1.4
File Size
Posted
Updated
1.842 MB
Nov 22, 2022 @ 9:58am
Nov 22, 2022 @ 4:11pm
2 Change Notes ( view )
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Xenotype Spawn Control

Description
Diversify the xenotypes in your world!
Xenotype Spawn Control grants full control over spawn rates of xenotypes, including those made by yourself, within factions, pawnkinds and even memes. Additionally it adds options to spawn randomly generated, fully unique xenotypes and hybrids. A neat overview of selfmade xenotypes with quick access to the editor is included too.

Can be freely added or removed at any point of a game. Patches only run during pawn generation, e.g. when spawning visitors, calculating relations or generating quests. Data about removed gene or xenotype mods gets logged and either shows up as inactive or causes the xenotype to simply spawn without those no longer loaded genes.

When using all three categories, "Baseliner" acts as the chance to make no changes to xenotypes. The others then override xenotypes of previous generation steps if they roll anything other than baseliner, in the order faction > memes > pawnkind.

Xenotypes generated by the "Random Genes" option roll with 14 genes on average. The minimum they can spawn with is 5, and the maximum is 54, though extremely unlikely. Archite chances are directly taken from the vanilla genepack algorithm, with additional odds of rolling purely cosmetic genes and other exotic genes that normally don't show up there. This includes Alpha genes.





[discord.gg]

Compatible with all mods, licensed under MIT[tldrlegal.com]

GitHub:
https://github.com/bbradson/Xenotype-Spawn-Control
Popular Discussions View All (16)
10
Mar 2 @ 3:31pm
1.5?
C Sparks Turtle
11
Feb 7 @ 6:39pm
Help with settings
Fargotroniac
2
Sep 19, 2024 @ 12:49pm
Bug report: Mod does nothing.
Rawen
469 Comments
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 | TTV 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)
???