Difference between revisions of "Xenotypes"

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(Full page rework. Only list the xenotypes (all the info is retained on their own pages), and give a short blurb on how to make your own)
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{{Biotech}}
 
{{Biotech}}
'''Xenotypes''', also known as '''xenohumans''', refer to the various sub-species of [[human]]. They have a different set of [[gene]]s, whenever by adaptation or gene editing.
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'''Xenotypes''', also known as '''xenohumans''', refer to the various subspecies of [[human]]. They have a different set of [[gene]]s, whether by adaptation or gene editing. There are 11 xenotypes found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. All xenotypes drop [[human meat]] and [[human leather]], no matter how foreign they may be.
  
==List of default xenotypes==
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== List of xenotypes ==
Humans without any modifiers are called '''Baseliners'''. '''Hybrids''' are a genetic mix of 2 established xenotypes; not all xenotypes are passed down from birth.
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{| class="wikitable sortable"
*'''[[Dirtmoles]]''': Extremely capable at digging or mining tasks, but dirtmoles suffer from a sensitivity to light, and poor eyesight at distance.
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|-
*'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and socially inept.
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! style=width:6em | Xenotype !! Description !! Gene type  !! [[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] !! [[File:Complexity.png|20px|Complexity|link=Complexity]]
*'''[[Highmates]]''': Designed to be perfect mates, highmates can psychically bond with whoever they first romance. Happy, but incapable of violence.
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|-
*'''[[Hussars]]''': Designed as soldiers, hussars have a [[go-juice]] dependency and are great at combat, but not much else.
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! Baseliners<br>[[File:Baseliner.png|32px]]
*'''[[Impids]]''': Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.
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| A naturally-evolved human with no major significant genetic modifications.
*'''[[Neanderthals]]''': Ancient humans that are slow to learn and move, but are incredibly tanky.
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| N/A || '''±0''' || 0
*'''[[Pigskins]]]''': Ungulate-like humans that have a strong immunity to disease, but have trotter hands and are nearsighted.
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|-
*'''[[Sanguophages]]''': Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and [[deathrest]], and suffer in the light.
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! Hybrids<br>[[File:Other.png|32px]]
*'''[[Wasters]]''': Bioweapons that can survive [[toxic buildup]], [[disease]], and can ingest [[wake-up]] freely, but have a need for some form of psychite.
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| A genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance.  
*'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || ''Varies'' || ''Varies''  
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|-
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! [[Dirtmoles]]<br>[[File:Dirtmole.png|32px]]
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| Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|1}} || 9
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|-
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! [[Genies]]<br>[[File:Genie.png|32px]]
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| Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept.
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| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|1}} || 11
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|-
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! [[Highmates]]<br>[[File:Highmate.png|32px]]
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| Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.
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| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 16
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|-
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! [[Hussars]]<br>[[File:Hussar.png|32px]]
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| Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects.
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| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|2}} || 16
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|-
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! [[Impids]]<br>[[File:Impid.png|32px]]
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| Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.  
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 11
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|-
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! [[Neanderthals]]<br>[[File:Neanderthal.png|32px]]
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| Ancient humans that are slow to move and slow to learn, but are incredibly tanky.  
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|2}} || 12
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|-
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! [[Pigskins]]<br>[[File:PigskinXenotype.png|32px]]
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| Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted.
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 16
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|-
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! [[Sanguophages]]<br>[[File:Sanguophage.png|32px]]
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| Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light.
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| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 57
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|-
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! [[Wasters]]<br>[[File:Waster.png|32px]]
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| Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite.
 +
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 13
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|-
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! [[Yttakin]]<br>[[File:Yttakin.png|32px]]
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| ''Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.''
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| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 13
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|}
  
==Xenotype customization==
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== Customization ==
{{Main|Genes}}
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{{For|full list of genes|Genes}}
 
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.
 
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.
  
 
There are 2 options available in this screen:
 
There are 2 options available in this screen:
*Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, as well as conflicting gene combinations (such as Slow Runner and Fast Runner).
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*Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).
 
*Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].
 
*Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].
  
==Xenotype creation==
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Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype.
{{Main|Gene assembler#Summary}}
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Xenotypes can be created during a game within a [[gene assembler]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]].
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== Ingame creation ==
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{{Main|Genetics}}
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Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.
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All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.
  
==Xenotype Save file locations==  
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== Xenotype Save file locations ==  
 
{|
 
{|
 
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]]  
 
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]]  
 
|
 
|
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span>===
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=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span> ===
 
|}
 
|}
 
The Save files are stored in users AppData folders:
 
The Save files are stored in users AppData folders:
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|
 
|
  
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span>===
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=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span> ===
 
|}
 
|}
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/</code>
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/</code>
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|[[File:Folders-OS-Apple-Metro-icon.png|18px]]  
 
|[[File:Folders-OS-Apple-Metro-icon.png|18px]]  
 
|
 
|
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span>===
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=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span> ===
 
|}
 
|}
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
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(may also be in cache)
 
(may also be in cache)
  
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==Trivia==
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* An unused icon called 'grunter.png' [[File:Grunter.png|18px]] can be found in the game files. It's located in the same folder as the icons for the other xenotypes.
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
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[[Category:Animals|#Xenotypes]]

Latest revision as of 10:26, 20 June 2024

Xenotypes, also known as xenohumans, refer to the various subspecies of human. They have a different set of genes, whether by adaptation or gene editing. There are 11 xenotypes found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. All xenotypes drop human meat and human leather, no matter how foreign they may be.

List of xenotypes[edit]

Xenotype Description Gene type Metabolic efficiency Complexity
Baseliners
Baseliner.png
A naturally-evolved human with no major significant genetic modifications. N/A ±0 0
Hybrids
Other.png
A genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance. Endogene Varies Varies
Dirtmoles
Dirtmole.png
Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance. Endogene +1 9
Genies
Genie.png
Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept. Xenogene +1 11
Highmates
Highmate.png
Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence. Xenogene ±0 16
Hussars
Hussar.png
Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects. Xenogene +2 16
Impids
Impid.png
Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat. Endogene ±0 11
Neanderthals
Neanderthal.png
Ancient humans that are slow to move and slow to learn, but are incredibly tanky. Endogene +2 12
Pigskins
PigskinXenotype.png
Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted. Endogene −1 16
Sanguophages
Sanguophage.png
Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for blood and catatonic deathrest, and suffer in the light. Xenogene ±0 57
Wasters
Waster.png
Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite. Endogene ±0 13
Yttakin
Yttakin.png
Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude. Endogene −1 13

Customization[edit]

Fully custom xenotypes can be created in the colonist selection screen. Any amount of genes can be added, so long as Metabolism metabolic efficiency is at least -5, and if genes don't conflict.

There are 2 options available in this screen:

  • Ignore restrictions: If checked on, this gives access to the Archite genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).
  • Genes are heritable: If checked on, then these genes will be passed on to the xenotype's children.

Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an ideoligion refers to that xenotype.

Ingame creation[edit]

Xenotypes can be created during a game within a gene assembler, and delievered via a xenogerm. You are limited by the genepacks you found or have extracted. The complexity of your xenotype is also limited by the gene processors you have available.

All xenotypes from a xenogerm are considered xenogenes, not germline genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.

Xenotype Save file locations[edit]

Folders-OS-Windows-8-Metro-icon.png

 Windows version[edit]

The Save files are stored in users AppData folders: %USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Xenotypes

Shortcut:

  1. Windows+R -> the Run dialog will appear.
  2. Type appdata and press enter.
  3. Go to LocalLow/Ludeon Studios.

Folders-OS-Linux-Metro-icon.png

 Linux version[edit]

The Save files are stored in: ~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/


Folders-OS-Apple-Metro-icon.png

 macOS version[edit]

Your Rimworld settings folder is ~/Library/Application Support/RimWorld

To see your save games with Finder, open a new shell and enter:

open "~/Library/Application Support/RimWorld/Xenotypes/" (may also be in cache)

Trivia[edit]

  • An unused icon called 'grunter.png' Grunter.png can be found in the game files. It's located in the same folder as the icons for the other xenotypes.