RimWorld

RimWorld

Genetic Drift 1.6
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
Sir Rolin 21 Jul @ 10:28am 
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 21 Jul @ 10:27am 
Is it just for me, or is the config settings broken in 1.5?
MercuryRiver 13 Jul @ 5:22am 
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 12 Jul @ 9:16am 
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  [author] 12 Jul @ 8:35am 
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 12 Jul @ 6:43am 
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  [author] 12 Jul @ 5:56am 
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 12 Jul @ 4:08am 
Thanks for the update.
The option to disable the metabolism limit when creating a xenotype as a genepool seems to be absent.