边缘世界 RimWorld

边缘世界 RimWorld

Xenotype Spawn Control
618 条留言
generic hooman moat.gg 10 月 31 日 上午 10:26 
I think so, I might be misremembering but there should be an enable/disable toggle above the % slider
Laika 10 月 31 日 上午 9:43 
Is there a way to toggle a xenotype off completely in one click?
bradson  [作者] 10 月 31 日 上午 12:19 
@s_okl Correct. It also strips out those missing genes though, so if you're getting errors during play that'd have a different reason, like the fact you decided to remove a mod with still referenced contents mid save. The startup log message for that case is intentional
s_okl 10 月 30 日 下午 10:18 
really useful mod. however it will load all saved Xenotypes at the beginning of the game, which may contain genes of missing mods, and will cause error then.
bradson  [作者] 10 月 26 日 上午 4:13 
@Laquillare I'd need more details than just that snippet at the top of the error message to provide any more help. At a glance I'd guess it's been thrown in the xenotype editor window, which is just not a feature this mod makes any changes to. Probably some gene mod or similar causing it.
Or it's referring to the ideology namer, which is even less related to this mod
Laquillare 10 月 25 日 下午 9:14 
This mod is causing an error:
"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.
bradson  [作者] 10 月 23 日 下午 12:06 
@kaelumkennedy this doesn't make any changes to spawns at default, and can be disabled whenever if you think you've found a conflict, as there's nothing related to the mod stored in a save file.

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
kaelumkennedy 10 月 23 日 上午 11:52 
so i added this and now only a few factions spawn
generic hooman moat.gg 10 月 23 日 上午 11:36 
now this is the stuff, definitely useful to not have raiders turn up with primarch xenotypes, though blacklists would cut down on obliterating my arm
Tragamor 10 月 15 日 下午 6:49 
Not sure if I dont completely understand how this mod works or if there is some other issue. I made a custom Xenotype for my starting pawn and and made sure every faction type had the spawn chance of that custom Xenotype set to zero.. and still had a raider show up with the custom xenotype. Not sure what setting I am missing.
JRSmith G S 10 月 7 日 下午 2:03 
It would be great if it were possible to blacklist xenotypes entirely, or at least do an edit all for each category (faction, memes, pawnkind).
The Bard of Hearts 9 月 26 日 下午 9:23 
@Ayomi
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.
Ayomi 9 月 26 日 下午 8:03 
@The Bard of Hearts I forgot one thing. If you open up a saved Xenotype in the editor, click the load saved xenotype in the editor to load it again. Sometimes when it first opens it isn't really loaded properly, but when you select load saved xenotype it'll load properly and can be saved.
Ayomi 9 月 26 日 下午 7:59 
@The Bard of Hearts You can most definitely edit a saved custom Xenotype. That's just part of the Biotech base game, though. This mod just allows for you to access that interface through the mod. I've done a lot of extensive updating of custom Xenotypes and I don't think I've ever had a problem with them not saving.

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.
The Bard of Hearts 9 月 26 日 下午 7:46 
I absolutely love this mod. Me and my wife seriously waited on 1.6 for this mod specifically. So, thank you. :steamthumbsup: If I could though, I would love for there to be one small fix. If you create and save a xenotype, you cannot edit that xenotype without saving it as a DIFFERENT xenotype (different name). Thus all the set up you've done for that first xenotype is completely gone. You have to set up spawn rates for all the factions again for your new xenotype and then delete the old one.

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).
ggfirst 9 月 26 日 下午 6:03 
NAICE MOD
anaris 9 月 19 日 下午 7:50 
I was looking for something that works from the opposite direction to what I see in the mod options; i'd like to set a xeotype to not spawn in any faction or pawn type or meme. Is there an easy way to do that, or will i have to go down every list manually?
Ayomi 9 月 18 日 下午 4:09 
@Fizzypopfox Try not to mix xenotypes that are custom with the ones included in the game for a given faction. If you only use custom xenotypes or you only use base game xenotypes you won't see any baseliners. But if you mix custom xenotypes and base game xenotypes in a faction, you'll get some baseliners appearing. It's a known bug.
Fizzypopfox 9 月 17 日 下午 4:19 
How do i stop baseliners from spawning? i set them to 0% on everything and they still spawn
belirahc 9 月 10 日 下午 5:42 
i think i may have found a issue with gender genes 2 and this mod were if you have genes that are set to be male or female, and you use this mod to spawn that xenotype in the male / female specific genes get removed on game load up.
bradson  [作者] 9 月 10 日 下午 3:45 
Well, no game files. The config does of course get saved in the usual config folder
bradson  [作者] 9 月 10 日 下午 3:44 
@Greasy Yes, changes are only done in memory, as is common among mods that don't directly add saved content. No files are modified
Greasy 9 月 10 日 下午 3:31 
@bradson I would like to know, if I remove this mod, will all the spawn settings go back to what they were normally?
The Bard of Hearts 9 月 10 日 下午 3:26 
+1 on the "This is an essential mod" feeling. Being able to create and apply our own species to the game and have them show up appropriately is awesome and gives the game at least a x3 multiplier in value.
Greasy 9 月 10 日 下午 3:03 
@bradson I just wish I could figure out what changed. Everything was the same since 1.5, except where I removed all the base xenotypes to try and avoid that glitch I was seeing where baseliners would spawn when they shouldn't. I've gone through all the pawnkinds and changed a few things around that might have been borked.

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.
bradson  [作者] 9 月 6 日 下午 9:28 
@Greasy Keep in mind pawnkinds and memes are considered when deciding what to generate too. Several factions, including the vanilla empire, having values set there by default. This is not something new for 1.6.
Greasy 9 月 6 日 下午 8:58 
This mod seems to have gone quite haywire after the 1.6 update. Even after removing all the base xenotypes, it's still spawning the wrong custom xenotypes occasionally... Bummer.
Vlad Draculea 8 月 30 日 下午 8:21 
will it be*
Vlad Draculea 8 月 30 日 下午 8:21 
does this game allow you to modify the genes of already existing xenotypes (vanilla/modded)? like say I want to give sanguophage xenotype a gene from a mod, will it possible?
Luxordz 8 月 30 日 上午 10:00 
eyy cool to know thanks.
Ayomi 8 月 30 日 上午 9:28 
@Luxordz Just a visual thing. In practice the custom xenotypes do show up in game, but will always show as baseliner when you hover over the faction.
Luxordz 8 月 30 日 上午 6:22 
Trying to slim down my xenotype mod list and decided to just custom remake via a cosmetic mod. Issue is setting these to factions doesn't seem to be setting them in the faction, any custom ones simply get re-added to baseliner % on faction display during colony start, is this just a visual bug or is there something I'm missing? The mod works great with official and mod implemented xenotypes though.
bradson  [作者] 8 月 28 日 下午 12:18 
@WockaWocka The game does try rolling up to 120 times before throwing an error for an invalid pawn. Random alone shouldn't have much of a chance of getting there. Hybrid might if the only xenotypes it's making a hybrid from don't allow violence
WockaWocka 8 月 28 日 上午 11:19 
Hi, first off - love the mod, thank you for creating this! Adds a lot of variety to raids, wanderers, etc.

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!
bradson  [作者] 8 月 27 日 上午 8:25 
Mod configs are stored in Config at "%appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios",
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
Anndra 8 月 27 日 上午 6:55 
Hi, love this mod. Wondered if there was a way to export the settings to be sent to someone else, if they were kept in a file locally. Is that possible?
bradson  [作者] 8 月 24 日 上午 5:02 
You keep its spawn rate at 0% for that, yea. That's the default for new custom xenotypes too. Nothing is just automatically inserted. If it's spawning with its chance set to 0 it's gotta be some other mod doing that, like alpha genes through its random custom
Rep 8 月 24 日 上午 4:36 
I'm running into an issue of making a custom xenotype for my pawns on chargen and then having those same xenotypes show up in raids, which I don't want. Is there some way to stop that from happening?
The Bard of Hearts 8 月 23 日 下午 9:05 
@bradson. Hello. Love the mod. Been using it for a while now. Unfortunately, there is one small thing I can't do with this that seems like would be part of this mod. I can't actually forcibly apply a saved xenotype to a pawn. I can apply any of the vanilla xenotypes and any "modded" xenotypes. But not any of the ones made using this mod's mod options. Is there just something I'm missing or can this be added? Thanks for the mod work.
bradson  [作者] 8 月 23 日 上午 12:17 
This mod only ever makes changes to pawn generation when having it set up to do so through its settings. If chanter raids broke for you there must've also been something you configured to get them into that state
鲁迪乌斯·格雷拉特 8 月 22 日 下午 6:55 
This mod caused my game to be unable to correctly generate enemies when generating the "Hate Chanters" event. After disabling the mod, it returned to normal
Geojak 8 月 22 日 上午 10:39 
#greasy I eventually managed to fix the bug for myself. Add me on discord and I sent you the assembly until bradson gets around doing his magic
Greasy 8 月 21 日 下午 2:37 
Yeah, I'm having that baseliner spawn glitch. Groups that are supposed to be 0% baseliner are raiding me with a handful of normal dudes among them. LOL. But, seeing as how this is my favorite mod, for the exact reason that I love making my own xenotypes, I'll try the workaround and just make my own versions of all the base xenotypes.
Geojak 8 月 20 日 下午 3:41 
I think we need to just add a check if baseline% is 0 to prevent spanning those instead of custom xenos

if (Rand.Range(0f, 1f) <= xenotypeChances.GetCustomXenotypeChanceValueSum()

|| baseliner% == 0

I'll try code it myself tommorow.
bradson  [作者] 8 月 20 日 下午 3:13 
Seemingly working or not, I prefer having no AI code in my mods, at least at this day. It's a fairly minor issue that doesn't prevent any part of the mod from working, and it's not at all worth opening that can of worms for. Any genuinely researched contribution is more welcome.
Geojak 8 月 20 日 下午 2:59 
causes a new bug, no more baseliners spawn, would have been too nice, so we swap one bug for another
bradson  [作者] 8 月 20 日 下午 2:57 
I'll see what I can do, but chat gpt is not the way to go about bugs. Seems to be some oversight with the refactor that was done for 1.5 and 1.6
Geojak 8 月 20 日 下午 2:39 
ok i managed to compile it, now to see it if actually works
Geojak 8 月 20 日 下午 2:07 
this could be the fix (coded by chatgpt5), downloading visual studio now, but i havent compiled any rimworld mod in years, need to get it setup

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))
{
Geojak 8 月 20 日 下午 1:33 
with the source code from gtihub, i found the cause.
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