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Or it's referring to the ideology namer, which is even less related to this mod
"Could not get new name (first rule pack: NamerDeityChristian)"
This only occurs when I make tweaks to Xenotype spawn control's spawn settings. I have created over 30 custom Xenotypes and without another way to get them to spawn naturally into the game I'd really appreciate knowing how I can add them without triggering this error.
If you want any potential mod conflict you and seemingly only you found fixed, consider including the other mod when sharing your discovery and explaining what it takes to make the two mods conflict
Thanks, milady. I think your second comment about double-loading is probably the catch. I've not tried that yet. Wouldn't have thought about it making a difference. I'll give it a go and see if thats the case.
Perhaps an issue caused by another mod? Also I want to be sure you are trying to edit an existing saved Xenotype by selecting the edit button and not creating a new one with the same exact name.
This could be fixed simply by letting us save over the same name (and actually having it save the changes. as it is, if you don't change the name, it doesn't save the changes).
I love this mod, btw. It's so essential to me, that I feel like it should just be in the base game more than any other mod I've used.
I was wondering - I get a lot of pawn spawn issues with the game trying to spawn pawns incapable of violence. It doesn't have much of an effect outside of throwing the error, but just curious if having a higher chance of random mutations and hybrids could be causing this by selecting the violence disabled gene?
Thanks for any insight!
Custom xenotypes are stored in the Xenotypes folder in the same place. The files can be passed around and don't contain anything hardware specific
if (Rand.Range(0f, 1f) <= xenotypeChances.GetCustomXenotypeChanceValueSum()
|| baseliner% == 0
I'll try code it myself tommorow.
private static bool TryGetCustomXenotypeByWeight<T>(string defName, out CustomXenotype? result)
where T : Def
{
var xenotypeChances = XenotypeChanceDatabase<T>.For(defName);
- if (Rand.Range(0f, 1f) <= xenotypeChances.GetCustomXenotypeChanceValueSum()
- && xenotypeChances.CustomXenotypeChances.TryRandomElementByWeight(chance => chance.RawValue, out var randomResult))
+ // If there are any positive weights, draw directly by weight (no extra gate).
+ // TryRandomElementByWeight handles normalization internally.
+ if (xenotypeChances.CustomXenotypeChances != null
+ && xenotypeChances.CustomXenotypeChances.Any(c => c.RawValue > 0f)
+ && xenotypeChances.CustomXenotypeChances.TryRandomElementByWeight(c => c.RawValue, out var randomResult))
{
1. the mod rolls vanilla xentoypes, no custom xenotypes, those are pseudo baseliners on this step
2. then it runs a second roll in TryGetCustomXenotypeByWeight, here it gets the chances for the custom xentypes and trys to reroll the baseliners.
3. if in both step 1 and step 2 we rolled into baseliner, then it stays like that and the bug appears.
with pseudo numbers, impid 50%, custom race 50%.
1. we roll 50% impid, 50% custom kept as psuedo baseliner - lets assume we rolled baseliner here
2. we roll 50% custom race: 50% not custom race - lets assume we rolled not custom race here
3. the pawn turns out with a 50% x 50% = 25% chance as baseliner
i dont know how to fix it yet, but i understand the issue a bit now