RimWorld

RimWorld

Faction Customizer
Feature Request: Set faction xenotype probability
Just like there are factions dedicated to specific xenotypes (savage impid, waster pirates, etc), and (not sure if this one is vanilla) outlander factions have probabilities of member xenotype included.
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Showing 1-5 of 5 comments
Azravos  [developer] Aug 10 @ 9:03am 
Yeah I did some digging around in the code regarding xenotypes a couple of months ago and from what I can gather the xenotype info is gotten from the game's .xml "def" files. Meaning I could code a change function for my mod and let you manipulate the values in the same way the mod does with everything else.

However the problem is the game never bothers saving or loading those values seeing is it can just always take the values from the definition files. Meaning If i enable my mod to change the xenotype values. Those values would reset everytime you load the game. To fix that I would have to manually code a save/load feature for those values. Which currently is too much work unfortunately.

Also isn't there already a mod that lets you do this type of thing?
dunno about other mods, but about saving/loading, isn't it possible to duplicate the feature from another place and edit the parameters to xenotype related ones? Thanks for the response btw.
Azravos  [developer] Aug 11 @ 12:36am 
dunno about other mods, but about saving/loading, isn't it possible to duplicate the feature from another place and edit the parameters to xenotype related ones? Thanks for the response btw.

If by "another place" you mean the game itself, then no. That is the problem here, the game never saves those values because as far as the game is concerned those values are static/fixed and will never change. Thus there would be no reason for the game to bother including them in save/load.

If by "another place" you mean from another mod then sure, but if a mod has gone through the trouble of writing a manual save/load function for xenotype probablities then it's probably very likely that the mod already does what you want. Because otherwise there wouldn't be any reason to have built a save/load feature for it.
Last edited by Azravos; Aug 11 @ 2:06am
That would be Total Control Continued
kishkuma Aug 18 @ 11:39am 
If you JUST want xenotype probabilities, Xenotype Spawn Control does literally that. It's very straightforward and lets you set spawn percentages for any xenotype present in your game (vanilla, modded, or custom) for all humanoid factions (player and NPC).
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