RimWorld

RimWorld

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[BT] SpawnThoseGenes!
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Mod, 1.4, 1.5
File Size
Posted
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664.595 KB
5 Dec, 2022 @ 1:23pm
20 Mar, 2024 @ 3:20am
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[BT] SpawnThoseGenes!

Description


This framework is designed so you can easily add custom germline genes to the default or your own custom races in the game, originally it was supposed to be an EyeGenes2 exclusive mod but we decided to make it a framework any mod can tie into.

Before this mod it was one or the other.. now you can have both xenogenes and germline genes per race.

  • Allows you to add custom endogenes at pawn creation, with chances.
  • Lightweight.
  • Example file included, please don't overwrite groups that will break other mods, instead patch into them if they exist.

EXTRA-INFO
  • Keeping your chances under 1 collectively gives it a chance to not give any gene at all.
  • If a gene endocatagory exists it overwrites it, so you could in theory restrict a race to specific skincolors or haircolors.
  • Properly checks to make sure its not a biotech birth so genes don't get overwritten.

Does this work with har races?
NO this mod relies completely on xenotypes and is not designed for HAR races in mind, that said
it will most likely affect them as they are technically "baseliner" in terms of the games understanding with baseliner
genes.

Are there any patches?
Yes! here you go!: Community Patches

[ko-fi.com]
                 
              This work is licensed under a
       Creative Commons Attribution 4.0 International License[creativecommons.org]
44 Comments
TheHomelessHobo 1 Mar @ 11:39am 
Is there any specific mods that causes incompatibilities? Or is it just unsupported xenos causing errors? This mod was preventing raids from spawning in and other factions from being created during world creation
TeH_Dav 1 Dec, 2024 @ 7:09am 
So I've encountered an issue. The implicated method is GeneUtility.GenesInOrder, from AddGene being called by Spawn Those Genes. If this mod isn't the conflict, I would appreciate any help you could give leading me to where the problem/conflict/bug is stemming from. I couldn't get a HugsLib because once it loaded it was overloaded with lag/errors. I will state I was testing errors I'd been having with starting the game. I did an SOS2 derelict ship start.

Player Log: https://drive.google.com/file/d/1BZI3dVnSsLPE28Xvoc4KVmc0_nWa9NFx/view?usp=drive_link

Images:
Error that appeared on my screen: https://drive.google.com/file/d/1v1Ly_OJGL_exj6t8bs5L27M8iWTI7obS/view?usp=drive_link
Flurbel 17 Nov, 2024 @ 5:11pm 
How is this different from Genetic Drift?
MercuryRiver 2 Aug, 2024 @ 7:56pm 
I was trying to use random start to test my defs for this mod and after much frustration, realized they aren't compatible. It also doesn't seem to be compatible with switching xenotypes in character editor. It is a lengthy process to get to pawn selection every time I tweak something to check if it looks right. Any chance at compat with either of these?
Maulmere 22 Jul, 2024 @ 10:15pm 
All Ayameduki races are tied to their own one Biotech race, and even come with a new gene that gives a straight boost in Metabolic Effeciency.
Circus_O 27 May, 2024 @ 7:52am 
Quick Q: I presume the "[SpawnThoseGenes] No possible endogenes found in config for: <SOME_PAWNTYPE>" is informational and shouldn't cause those to fail to generate?
SuperBoyOk 23 May, 2024 @ 5:22pm 
There needs to be an in-game mode settings.
Mildnight 12 May, 2024 @ 5:07pm 
Is it possible to create a setup for spawning a group of genes onto *all* xenotypes in the game at once (instead of having to do a new category for each of them individually)?
Kalmorph 25 Apr, 2024 @ 3:24am 
Hey, so I have an issue where I'm using this mod and EYEGENES2; all vanilla xenotypes spawn with default eye color genes, but if I create a custom xenotype, they don't spawn with eye colors at all, they only have skin and hair colors. Is it possible to any custom xenotype that doesn't have eyecolor genes selected to spawn like the vanilla ones?