Difference between revisions of "Xenotypes"
(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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'''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. | '''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. | ||
− | ==List of | + | ==List of xenotypes== |
− | Humans without any modifiers are called '''Baseliners''' | + | Humans without any modifiers are called '''Baseliners'''. |
*'''[[Dirtmoles]]''': Extremely capable at digging or mining tasks, but dirtmoles suffer from a sensitivity to light, and poor eyesight at distance. | *'''[[Dirtmoles]]''': Extremely capable at digging or mining tasks, but dirtmoles suffer from a sensitivity to light, and poor eyesight at distance. | ||
*'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and socially inept. | *'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and socially inept. | ||
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*'''[[Wasters]]''': Bioweapons that can survive [[toxic buildup]], [[disease]], and can ingest [[wake-up]] freely, but have a need for some form of psychite. | *'''[[Wasters]]''': Bioweapons that can survive [[toxic buildup]], [[disease]], and can ingest [[wake-up]] freely, but have a need for some form of psychite. | ||
*'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude. | *'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude. | ||
+ | |||
+ | '''Hybrids''' are 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. | ||
==Xenotype customization== | ==Xenotype customization== | ||
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==Xenotype creation== | ==Xenotype creation== | ||
{{Main|Gene assembler#Summary}} | {{Main|Gene assembler#Summary}} | ||
− | 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]]. | + | 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. |
+ | |||
+ | 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== | ==Xenotype Save file locations== |
Revision as of 05:02, 25 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Xenotypes, also known as xenohumans, refer to the various sub-species of human. They have a different set of genes, whenever by adaptation or gene editing.
List of xenotypes
Humans without any modifiers are called Baseliners.
- Dirtmoles: Extremely capable at digging or mining tasks, but dirtmoles suffer from a sensitivity to light, and poor eyesight at distance.
- Genies: Designed to be engineers, genies are calm and great at crafting, but are fragile and socially inept.
- Highmates: Designed to be perfect mates, highmates can psychically bond with whoever they first romance. Happy, but incapable of violence.
- Hussars: Designed as soldiers, hussars have a go-juice dependency and are great at combat, but not much else.
- Impids: Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.
- Neanderthals: Ancient humans that are slow to learn and move, but are incredibly tanky.
- Pigskins]: Ungulate-like humans that have a strong immunity to disease, but have trotter hands and are nearsighted.
- Sanguophages: Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for blood and deathrest, and suffer in the light.
- Wasters: Bioweapons that can survive toxic buildup, disease, and can ingest wake-up freely, but have a need for some form of psychite.
- Yttakin: Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.
Hybrids are 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.
Xenotype customization
Fully custom xenotypes can be created in the colonist selection screen. Any amount of genes can be added, so long as 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, as well as 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.
Xenotype creation
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
Windows version |
The Save files are stored in users AppData folders:
%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Xenotypes
Shortcut:
- Windows+R -> the Run dialog will appear.
- Type appdata and press enter.
- Go to LocalLow/Ludeon Studios.
Linux version |
The Save files are stored in: ~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/
macOS version |
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)