Rimworld Create Xenotype
Creating a xenotype at the start of the game is just the beginning. As your colony progresses, you can capture enemy xenotypes (like Hussars, Genies, or Dirtmoles) and extract their genes using a .
. Here, you can add or remove genes to create a unique template for your starting colonists. To modify existing colonists, you must use a gene assembler to create a
These are implanted (via the Biotech DLC's gene assemblies) and are typically not inheritable. 3. Balancing Metabolic Efficiency rimworld create xenotype
. Whether you want a race of specialized mountain miners or psychic super-soldiers, the Xenotype Editor is your starting point. Creating Your Xenotype
: Awful Intellectual (+1), Awful Artistic (+1), Awful Social (+1), Intense UV Sensitivity (+1). Total Metabolism : -5 (Requires 225% food consumption). Creating a xenotype at the start of the
The pawn has a highly efficient metabolism, dropping their food requirement down to a minimum of 50%.
Metabolic efficiency is arguably the most important concept to understand when creating xenotypes. This stat controls the rate at which pawns get hungry. Harmful genes increase metabolic efficiency, making pawns hungry slower and thus consuming less food overall. Helpful genes decrease metabolic efficiency, making pawns hungry faster and consuming more food. Here, you can add or remove genes to
Awful Social, Awful Artistic, Psychically Deaf, Alcohol Dependency.
Veteran players often use specific gene combinations to create "ultimate" xenotypes:
If you are willing to manage a drug supply, taking a Psychoid Dependency or Alcohol Dependency gives you a massive +4 Metabolism boost. This allows you to stack more powerful positive genes.
The core mechanic of creating a xenotype is managing . This value determines how much food your custom pawns need to survive. The system operates on a scale from -5 to +5 :