RimWorld

RimWorld

32 ratings
Genetic Drift 1.6
   
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Mod, 1.4, 1.5, 1.6
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543.672 KB
10 Jul @ 4:48pm
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Genetic Drift 1.6

Description
Updated for 1.6. Original by ARR624 https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2885356885.

Also added support for a black-list of genes you don't want randomly added

Original Description
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Allows configurable random genes and genetic mutations for newborns and/or randomly-generated pawns (primarily traders, raiders, and such, but also including, optionally, those generated in the starting scenario). You can set the number of maximum genes of both kinds and their probabilities. There is also an option to scale the chance if minor or major cell instability genes are present. Genes are selected randomly from pools which you can set but which by default include all non-archite genes available, including those from mods.

The option for newborns was created to add an avenue for genetic variation in same-xenotype colonies besides implantation or hybridization with other xenotypes. This way, your tribal, generational runs can benefit from the new mechanic, too.

The option for adults is a nice way to add more variety to encountered pawns. There is an option to apply the mutations only to Baseliners.

Custom pools of genes are configured by creating a custom xenotype with all desired potential genes. A xenotype editor with all vanilla restrictions removed is included in the configuration menu to make this easier.

Should be safe to add and remove to/from existing saves.
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There is a known bug with creating a custom xenotype in the mod settings before you have loaded a colony.
18 Comments
jaeger972 31 Oct @ 5:54am 
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 19 Sep @ 5:00am 
Would be great if you could include the source code, like the original mod does. Thanks
Lemon caro 18 Sep @ 1:23pm 
the mod options aren't even there
the only reason why i even have this version over the previous one
FlatronWS 30 Aug @ 8:08am 
Thanks for 1.6
benny30912 11 Aug @ 12:51am 
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 2 Aug @ 8:13am 
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 2 Aug @ 6:23am 
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 24 Jul @ 10:27am 
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 24 Jul @ 7:11am 
Thank you! This mod is great to introduce a little bit of extra randomness on pawns
ManyBones 21 Jul @ 1:14pm 
Blacklisting genes fron a xenotype does not work for me. Pawns still spawn with said genes