边缘世界 RimWorld

边缘世界 RimWorld

Genetic Drift 1.6
18 条留言
jaeger972 10 月 31 日 上午 5:54 
It would be really cool if we could set custom drift for specific xenotypes.
I would love to add some hemogenic stuff specific to sanguophages.
juniper 9 月 19 日 上午 5:00 
Would be great if you could include the source code, like the original mod does. Thanks
Lemon caro 9 月 18 日 下午 1:23 
the mod options aren't even there
the only reason why i even have this version over the previous one
FlatronWS 8 月 30 日 上午 8:08 
Thanks for 1.6
benny30912 8 月 11 日 上午 12:51 
I used ChatGPT to analyze my error log,
and it pointed out that the mod couldn’t save settings because StartingPawnUtility.get_DefaultStartingPawnRequest() returned null.

In my tests, it seems that as long as I first open the game’s built-in xenotype editor (from the new colony configuration menu),
the mod’s editor will then work normally afterward, whether in-game or from the main menu.

Also, when editing settings in the mod, it still requires prerequisite genes. Is there any way to remove this requirement?

Other than that, the mod works great — I used the blacklist feature to block the animal-summoning abilities from Alpha Genes,
and now every pawn in the game carries a few random genes.
seraphina-vz 8 月 2 日 上午 8:13 
Blacklist doesn't work the way I expected it to work. I blacklisted androids from Vanilla Xenotypes Expanded, and pawns still spawn with their genes. Nothing that can't be fixed with devmode, but still.
Ayana 8 月 2 日 上午 6:23 
The whitelist function seems to break my game when I add new mods. Because it invalidates xenotypes, I can't remove a custom xenotype from the whitelist and then it's not able to generate pawns.
CalamaBanana 7 月 24 日 上午 10:27 
The blacklist stops working as soon as one changes their mod list it seems. As soon as the game detects a slightly different mod list, a xenotype becomes invalid until saved again, no matter if the mod touched genes or not.

I tested this with just Genetic Drift and Harmony in my mod list, blacklisting all genes except the two tails. Carvans only spawned with those two tails, all was good. Then I restarted the game and added a minor clothing mod, and caravans would spawn with all genes again. Until I resaved and reapplied the blacklist xenotype.

Perhaps after selecting a xenotype to blacklist, storing all its genes in a list saved in the settings instead might prevent it?
Andromeus 7 月 24 日 上午 7:11 
Thank you! This mod is great to introduce a little bit of extra randomness on pawns
ManyBones 7 月 21 日 下午 1:14 
Blacklisting genes fron a xenotype does not work for me. Pawns still spawn with said genes
Sir Rolin 7 月 21 日 上午 10:28 
As in it not showing anything and just constantly throwing the error:
Exception filling window for RimWorld.Dialog_ModSettings: System.MissingMethodException: UnityEngine.Rect
Sir Rolin 7 月 21 日 上午 10:27 
Is it just for me, or is the config settings broken in 1.5?
MercuryRiver 7 月 13 日 上午 5:22 
This "make the xenotype in after laoding colony" does that mean ill have to set this up per save or i can just hop into dev test, make the xenos, and it will be good for all saves?
TheSoundOfTrees 7 月 12 日 上午 9:16 
I tried that too, with the same results. It's like I have multiple versions of the genotype editor, depending on if I access it from Genetic Drift, the character editor or the new colony configuration menu, all with different peculiarities... Though I am not especially surprised things are a bit messy after a big update ! I am remaking all my configs, may change a few mods and wait for the dust to settle :)
Masstell  [作者] 7 月 12 日 上午 8:35 
One note, you do have to make the xenotypes when loaded into a game. There is a bug I haven't figured out where it has errors if you try to make a xenotype from the main menu.
TheSoundOfTrees 7 月 12 日 上午 6:43 
Then it must be a conflict with another mod ? I've just tried : accessing the genotype editor from outside the mod gives me a check option to ignore metabolism, and saves correctly. But if I call the editor from inside genetic drift itself, I don't have this checkable option, nor does it save (even if the metabolism is correct) at all. Well I guess my mod addiction has already broken something :D
Anyway, thanks again.
Masstell  [作者] 7 月 12 日 上午 5:56 
It displays the metabolism limit, and gives a warning when you save it, but it'll let you save with something exceeding the normal limit. I was just able to make one with +57 metabolic efficiency and 29 complexity.

There isn't an option to check or not, it just lets you make whatever you want.
TheSoundOfTrees 7 月 12 日 上午 4:08 
Thanks for the update.
The option to disable the metabolism limit when creating a xenotype as a genepool seems to be absent.