边缘世界 RimWorld

边缘世界 RimWorld

Xenotype Spawn Control
its_Sc4r 10 月 21 日 上午 10:41
Potential Bug
Was playing around with custom xenotypes, trying to make a super soldier. Was using archite genes, and did some light editing of the game files(made a second type of the archite metabolism with a much higher number for metabolism) and with another mod downloaded(plant human), was trying to set all wild people to be the super soldier xenotype. This resulted in some wild people born of the plant having all genes I edited for the custom xeno, but their xeno reads as baselines, with others missing some/half/most of the genes I added to the custom and all still labeled baselines despite them all being mixtures or fulls of my custom xenotype. It begs the question is there a metabolism or complexity cap? Or is it just bugged? For reference I had to change the -6 on the archite metabolism to -75 to have the said xenotype not eat constantly with other stacked genes. Those show up fine as an option in the custom xeno menu in base game. In the mod menu I had 4 variations of this custom xeno, that had different skills along with their great battle skills. I had them all set 25/25/25/25 under the wild people pawn kind section. Baseliner was 0%. Why are baseliners still spawning among wild people, with the others randomly either having all or only some of the xeno they were supposed to be? (For those curious my current idea for this play through is a colony with a raiding ideology that is tribal, where when new colonists are needed due to losses in battle or just need more colonists, that I grow the specific tribals from a plant. Send pawns to war, replace them with another before they return, via growing super soldier pawns from plants)